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#textdomain wesnoth-Invasion_from_the_Unknown [unit_type] id=Dwarvish Warwheel name= _ "Warwheel" race=dwarf {TRAIT_ARMORED} image="units/dwarves/warwheel.png" hitpoints=60 movement_type=mounted movement=10 experience=150 level=3 alignment=neutral advances_to=null {AMLA_DEFAULT} cost=35 undead_variation=dwarf usage=scout description= _ "Warwheels are faster and more heavily armored than Steamwheels, and can breach enemy lines with their fearsome charge." die_sound={SOUND_LIST:DWARF_DIE} {DEFENSE_ANIM "units/dwarves/warwheel.png" "units/dwarves/warwheel.png" {SOUND_LIST:DWARF_HIT} } [resistance] blade=100 pierce=100 impact=120 fire=100 cold=100 arcane=90 [/resistance] [attack] name=slam description={TSTR_ATTACK_NAME_SLAM} icon=attacks/blank-attack.png type=impact range=melee damage=26 number=1 [specials] {WEAPON_SPECIAL_CHARGE} [/specials] [/attack] [attack_anim] [filter_attack] name=slam [/filter_attack] [if] hits=no [frame] begin=-50 end=150 sound={SOUND_LIST:MISS} [/frame] [/if] [else] hits=yes [frame] begin=-50 end=150 sound=fist.ogg [/frame] [/else] [/attack_anim] [/unit_type]
#textdomain wesnoth-Invasion_from_the_Unknown [unit_type] id=Anlinde Elvish Ascetic name= _ "female^Elvish Ascetic" race=elf gender=female image="units/elves-wood/anlinde-ascetic.png" profile="portraits/anlinde.png" hitpoints=43 movement_type=woodland movement=5 experience=100 level=2 alignment=neutral advances_to=Anlinde Elvish Mystic cost=35 usage=mixed fighter [abilities] {ABILITY_UNPOISON} [/abilities] description= _ "Some elves have studied varieties of magic better suited for offensive purposes. Whence their knowledge and mastery of such arts came is not known, and they do not reveal their secrets. All that is known of their training is that they may spend a long time alone in the wilderness, not to appear for years, or in extreme cases, centuries. For these ascetics, knowledge may be a curse at times, as their people tend to expect from them more that what they can offer without violating their own principles. Nonetheless, they may use their mastery of magic to lend a hand to fate--or to twist it. They possess good knowledge of both offensive and defensive spells. They often also have basic notions of medicine and can cure other creatures from the effects of poison." die_sound={SOUND_LIST:ELF_FEMALE_HIT} [resistance] arcane=100 [/resistance] [attack] name=staff description={I18N:ATTACK_STAFF} icon="attacks/druidstaff.png" type=impact range=melee damage=4 number=2 range=melee [/attack] [attack] name=gossamer description={I18N:ATTACK_GOSSAMER} icon="attacks/web.png" type=impact [specials] {WEAPON_SPECIAL_SLOW} [/specials] damage=5 number=2 range=ranged [/attack] [attack] name=ethereal zephyr description=_"ethereal zephyr" icon="attacks/dark-missile.png" type=arcane damage=8 number=3 range=ranged [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] [/attack] {DEFENSE_ANIM_RANGE "units/elves-wood/anlinde-ascetic.png" "units/elves-wood/anlinde-ascetic.png" {SOUND_LIST:ELF_FEMALE_HIT} melee } {DEFENSE_ANIM_ELVEN_RANGE "units/elves-wood/anlinde-ascetic.png" "units/elves-wood/anlinde-ascetic.png" {SOUND_LIST:ELF_FEMALE_HIT} ranged } [attack_anim] [filter_attack] name=ethereal zephyr [/filter_attack] start_time=-450 {MISSILE_FRAME_FAERIE_FIRE} [if] hits=yes [frame] duration=75 #image="units/elves-wood/anlinde-ascetic-magic.png" image="units/elves-wood/anlinde-ascetic.png" sound=magic-faeriefire.ogg halo=halo/elven/faerie-fire-halo1.png halo_x,halo_y=0,-28 [/frame] [/if] [else] hits=no [frame] duration=75 #image="units/elves-wood/anlinde-ascetic-magic.png" image="units/elves-wood/anlinde-ascetic.png" sound=magic-faeriefire-miss.ogg halo=halo/elven/faerie-fire-halo1.png halo_x,halo_y=0,-28 [/frame] [/else] [frame] duration=75 #image="units/elves-wood/anlinde-ascetic-magic.png" image="units/elves-wood/anlinde-ascetic.png" halo=halo/elven/faerie-fire-halo2.png halo_x,halo_y=0,-28 [/frame] [frame] duration=75 #image="units/elves-wood/anlinde-ascetic-magic.png" image="units/elves-wood/anlinde-ascetic.png" halo=halo/elven/faerie-fire-halo3.png halo_x,halo_y=0,-28 [/frame] [frame] duration=75 #image="units/elves-wood/anlinde-ascetic-magic.png" image="units/elves-wood/anlinde-ascetic.png" halo=halo/elven/faerie-fire-halo4.png halo_x,halo_y=0,-28 [/frame] [frame] duration=75 #image="units/elves-wood/anlinde-ascetic-magic.png" image="units/elves-wood/anlinde-ascetic.png" halo=halo/elven/faerie-fire-halo5.png halo_x,halo_y=0,-28 [/frame] [frame] duration=75 #image="units/elves-wood/anlinde-ascetic-magic.png" image="units/elves-wood/anlinde-ascetic.png" halo=halo/elven/faerie-fire-halo6.png halo_x,halo_y=0,-28 [/frame] [frame] duration=75 #image="units/elves-wood/anlinde-ascetic-magic.png" image="units/elves-wood/anlinde-ascetic.png" halo=halo/elven/faerie-fire-halo7.png halo_x,halo_y=0,-28 [/frame] [/attack_anim] [attack_anim] [filter_attack] name=gossamer [/filter_attack] missile_start_time=-200 start_time=-450 [missile_frame] duration=250 image="projectiles/web.png" image_diagonal="projectiles/web.png" [/missile_frame] [frame] duration=75 #image="units/elves-wood/anlinde-ascetic-magic.png" image="units/elves-wood/anlinde-ascetic.png" halo=halo/elven/faerie-fire-halo1.png halo_x,halo_y=0,-28 [/frame] [frame] duration=75 #image="units/elves-wood/anlinde-ascetic-magic.png" image="units/elves-wood/anlinde-ascetic.png" halo=halo/elven/faerie-fire-halo2.png halo_x,halo_y=0,-28 [/frame] [frame] duration=75 #image="units/elves-wood/anlinde-ascetic-magic.png" image="units/elves-wood/anlinde-ascetic.png" halo=halo/elven/faerie-fire-halo3.png halo_x,halo_y=0,-28 [/frame] [frame] duration=75 #image="units/elves-wood/anlinde-ascetic-magic.png" image="units/elves-wood/anlinde-ascetic.png" halo=halo/elven/faerie-fire-halo4.png halo_x,halo_y=0,-28 [/frame] [frame] duration=75 #image="units/elves-wood/anlinde-ascetic-magic.png" image="units/elves-wood/anlinde-ascetic.png" halo=halo/elven/faerie-fire-halo5.png halo_x,halo_y=0,-28 [/frame] [frame] duration=75 #image="units/elves-wood/anlinde-ascetic-magic.png" image="units/elves-wood/anlinde-ascetic.png" halo=halo/elven/faerie-fire-halo6.png sound=entangle.wav halo_x,halo_y=0,-28 [/frame] [frame] duration=75 #image="units/elves-wood/anlinde-ascetic-magic.png" image="units/elves-wood/anlinde-ascetic.png" halo=halo/elven/faerie-fire-halo7.png halo_x,halo_y=0,-28 [/frame] [/attack_anim] [attack_anim] [filter_attack] name=staff [/filter_attack] start_time=-200 [frame] image="units/elves-wood/anlinde-ascetic.png:400" [/frame] {SOUND:HIT_AND_MISS staff.ogg staff-miss.ogg -125} [/attack_anim] [healing_anim] start_time=-300 [frame] duration=75 image="units/elves-wood/anlinde-ascetic.png" halo="halo/elven/druid-healing1.png" [/frame] [frame] duration=75 image="units/elves-wood/anlinde-ascetic.png" halo="halo/elven/druid-healing2.png" [/frame] [frame] duration=75 image="units/elves-wood/anlinde-ascetic.png" halo="halo/elven/druid-healing3.png" [/frame] [frame] duration=75 image="units/elves-wood/anlinde-ascetic.png" halo="halo/elven/druid-healing4.png" [/frame] [frame] duration=75 image="units/elves-wood/anlinde-ascetic.png" halo="halo/elven/druid-healing5.png" [/frame] [frame] duration=75 image="units/elves-wood/anlinde-ascetic.png" halo="halo/elven/druid-healing6.png" [/frame] [frame] duration=75 image="units/elves-wood/anlinde-ascetic.png" halo="halo/elven/druid-healing7.png" [/frame] [frame] duration=75 image="units/elves-wood/anlinde-ascetic.png" halo="halo/elven/druid-healing8.png" [/frame] [/healing_anim] [/unit_type]
#textdomain wesnoth-Invasion_from_the_Unknown [unit_type] id=Anlinde Elvish Avatar name= _ "female^Elvish Avatar" race=elf gender=female image="units/elves-wood/anlinde-avatar.png" profile="portraits/anlinde.png" hitpoints=66 movement_type=woodlandfloat movement=6 experience=200 level=4 alignment=neutral advances_to=null {AMLA_FAERIE_TOUCH_DRAINS} {AMLA_GOSSAMER_L1} {AMLA_VITALITY} cost=110 usage=mixed fighter [abilities] {ABILITY_CURES} [/abilities] description= _ "The great power attained by some mystics is often dreaded by the enemies of elvenkind. After a long path of learning — often lasting their entire lifetime — these avatars of wind and storm master the natural elements, and are capable of commanding them at their will. Needless to say, these skills could be used to destroy the elvish civilization. Avatars are thus highly respected, often feared sages of their people. Power is both a gift and a curse — understanding and bearing this great responsibility is perhaps one of the last challenges that must be mastered by these mystics." die_sound={SOUND_LIST:ELF_FEMALE_HIT} [resistance] arcane=80 fire=90 [/resistance] [attack] name=faerie touch description={I18N:ATTACK_FAERIE_TOUCH} icon=attacks/touch-faerie.png type=impact [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] range=melee damage=7 number=3 range=melee [/attack] [attack] name=gossamer description={I18N:ATTACK_GOSSAMER} icon="attacks/web.png" type=impact [specials] {WEAPON_SPECIAL_SLOW} [/specials] damage=8 number=3 range=ranged [/attack] [attack] name=ethereal storm description=_"ethereal storm" type=arcane [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] damage=10 number=5 range=ranged icon=attacks/faerie-fire.png [/attack] #{DEFENSE_ANIM_RANGE "units/elves-wood/anlinde-avatar-defend.png" "units/elves-wood/anlinde-avatar.png" {SOUND_LIST:ELF_FEMALE_HIT} melee } #{DEFENSE_ANIM_ELVEN_RANGE "units/elves-wood/anlinde-avatar-defend.png" "units/elves-wood/anlinde-avatar.png" {SOUND_LIST:ELF_FEMALE_HIT} ranged } {DEFENSE_ANIM_RANGE "units/elves-wood/anlinde-avatar.png" "units/elves-wood/anlinde-avatar.png" {SOUND_LIST:ELF_FEMALE_HIT} melee } {DEFENSE_ANIM_ELVEN_RANGE "units/elves-wood/anlinde-avatar.png" "units/elves-wood/anlinde-avatar.png" {SOUND_LIST:ELF_FEMALE_HIT} ranged } [attack_anim] [filter_attack] name=ethereal storm [/filter_attack] start_time=-450 {MISSILE_FRAME_FAERIE_FIRE} [if] hits=yes [frame] duration=75 #image="units/elves-wood/anlinde-avatar-magic.png" image="units/elves-wood/anlinde-avatar.png" sound=magic-faeriefire.ogg halo=halo/elven/faerie-fire-halo1.png halo_x,halo_y=0,-28 [/frame] [/if] [else] hits=no [frame] duration=75 #image="units/elves-wood/anlinde-avatar-magic.png" image="units/elves-wood/anlinde-avatar.png" sound=magic-faeriefire-miss.ogg halo=halo/elven/faerie-fire-halo1.png halo_x,halo_y=0,-28 [/frame] [/else] [frame] duration=75 #image="units/elves-wood/anlinde-avatar-magic.png" image="units/elves-wood/anlinde-avatar.png" halo=halo/elven/faerie-fire-halo2.png halo_x,halo_y=0,-28 [/frame] [frame] duration=75 #image="units/elves-wood/anlinde-avatar-magic.png" image="units/elves-wood/anlinde-avatar.png" halo=halo/elven/faerie-fire-halo3.png halo_x,halo_y=0,-28 [/frame] [frame] duration=75 #image="units/elves-wood/anlinde-avatar-magic.png" image="units/elves-wood/anlinde-avatar.png" halo=halo/elven/faerie-fire-halo4.png halo_x,halo_y=0,-28 [/frame] [frame] duration=75 #image="units/elves-wood/anlinde-avatar-magic.png" image="units/elves-wood/anlinde-avatar.png" halo=halo/elven/faerie-fire-halo5.png halo_x,halo_y=0,-28 [/frame] [frame] duration=75 #image="units/elves-wood/anlinde-avatar-magic.png" image="units/elves-wood/anlinde-avatar.png" halo=halo/elven/faerie-fire-halo6.png halo_x,halo_y=0,-28 [/frame] [frame] duration=75 #image="units/elves-wood/anlinde-avatar-magic.png" image="units/elves-wood/anlinde-avatar.png" halo=halo/elven/faerie-fire-halo7.png halo_x,halo_y=0,-28 [/frame] [/attack_anim] [attack_anim] [filter_attack] name=gossamer [/filter_attack] missile_start_time=-200 start_time=-450 [missile_frame] duration=250 image="projectiles/web.png" image_diagonal="projectiles/web.png" [/missile_frame] [frame] duration=75 #image="units/elves-wood/anlinde-avatar-magic.png" image="units/elves-wood/anlinde-avatar.png" halo=halo/elven/faerie-fire-halo1.png halo_x,halo_y=0,-28 [/frame] [frame] duration=75 #image="units/elves-wood/anlinde-avatar-magic.png" image="units/elves-wood/anlinde-avatar.png" halo=halo/elven/faerie-fire-halo2.png halo_x,halo_y=0,-28 [/frame] [frame] duration=75 #image="units/elves-wood/anlinde-avatar-magic.png" image="units/elves-wood/anlinde-avatar.png" halo=halo/elven/faerie-fire-halo3.png halo_x,halo_y=0,-28 [/frame] [frame] duration=75 #image="units/elves-wood/anlinde-avatar-magic.png" image="units/elves-wood/anlinde-avatar.png" halo=halo/elven/faerie-fire-halo4.png halo_x,halo_y=0,-28 [/frame] [frame] duration=75 #image="units/elves-wood/anlinde-avatar-magic.png" image="units/elves-wood/anlinde-avatar.png" halo=halo/elven/faerie-fire-halo5.png halo_x,halo_y=0,-28 [/frame] [frame] duration=75 #image="units/elves-wood/anlinde-avatar-magic.png" image="units/elves-wood/anlinde-avatar.png" halo=halo/elven/faerie-fire-halo6.png sound=entangle.wav halo_x,halo_y=0,-28 [/frame] [frame] duration=75 #image="units/elves-wood/anlinde-avatar-magic.png" image="units/elves-wood/anlinde-avatar.png" halo=halo/elven/faerie-fire-halo7.png halo_x,halo_y=0,-28 [/frame] [/attack_anim] [attack_anim] [filter_attack] name=faerie touch [/filter_attack] [frame] begin=-200 end=-100 #image="units/elves-wood/anlinde-avatar-magic.png" image="units/elves-wood/anlinde-avatar.png" [/frame] [frame] begin=-100 end=100 #image="units/elves-wood/anlinde-avatar-melee.png" image="units/elves-wood/anlinde-avatar.png" [/frame] [frame] begin=100 end=200 #image="units/elves-wood/anlinde-avatar-magic.png" image="units/elves-wood/anlinde-avatar.png" [/frame] [/attack_anim] [healing_anim] start_time=-300 [frame] duration=75 image="units/elves-wood/anlinde-avatar.png" halo="halo/elven/druid-healing1.png" [/frame] [frame] duration=75 image="units/elves-wood/anlinde-avatar.png" halo="halo/elven/druid-healing2.png" [/frame] [frame] duration=75 image="units/elves-wood/anlinde-avatar.png" halo="halo/elven/druid-healing3.png" [/frame] [frame] duration=75 image="units/elves-wood/anlinde-avatar.png" halo="halo/elven/druid-healing4.png" [/frame] [frame] duration=75 image="units/elves-wood/anlinde-avatar.png" halo="halo/elven/druid-healing5.png" [/frame] [frame] duration=75 image="units/elves-wood/anlinde-avatar.png" halo="halo/elven/druid-healing6.png" [/frame] [frame] duration=75 image="units/elves-wood/anlinde-avatar.png" halo="halo/elven/druid-healing7.png" [/frame] [frame] duration=75 image="units/elves-wood/anlinde-avatar.png" halo="halo/elven/druid-healing8.png" [/frame] [/healing_anim] [/unit_type]
#textdomain wesnoth-Invasion_from_the_Unknown [unit_type] id=Anlinde Elvish Mystic name= _ "female^Elvish Mystic" race=elf gender=female image="units/elves-wood/anlinde-mystic.png" profile="portraits/anlinde.png" hitpoints=52 movement_type=woodland movement=5 experience=230 level=3 alignment=neutral advances_to=Anlinde Elvish Avatar cost=70 usage=mixed fighter [abilities] {ABILITY_HEALS} {ABILITY_UNPOISON} [/abilities] description= _ "Experienced mystics are of great value in the new Elvish society. Their great knowledge of history and magic, tolerance and fair judgement is what is sought for in a leader or advisor. In times of need, they are in charge of assisting their lords with worthy advice or even support on the battlefield. But they have not finished learning yet, and still wander about the world, seeking new questions to answer." die_sound={SOUND_LIST:ELF_FEMALE_HIT} [resistance] arcane=90 fire=90 [/resistance] [attack] name=staff description={I18N:ATTACK_STAFF} icon="attacks/druidstaff.png" type=impact range=melee damage=6 number=3 range=melee [/attack] [attack] name=gossamer description={I18N:ATTACK_GOSSAMER} icon="attacks/web.png" type=impact [specials] {WEAPON_SPECIAL_SLOW} [/specials] damage=6 number=3 range=ranged [/attack] [attack] name=ethereal zephyr description=_"ethereal zephyr" icon="attacks/dark-missile.png" type=arcane damage=9 number=4 range=ranged [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] [/attack] # {DEFENSE_ANIM_RANGE "units/elves-wood/anlinde-mystic-defend.png" "units/elves-wood/anlinde-mystic.png" {SOUND_LIST:ELF_FEMALE_HIT} melee } # {DEFENSE_ANIM_ELVEN_RANGE "units/elves-wood/anlinde-mystic-defend.png" "units/elves-wood/anlinde-mystic.png" {SOUND_LIST:ELF_FEMALE_HIT} ranged } {DEFENSE_ANIM_RANGE "units/elves-wood/anlinde-mystic.png" "units/elves-wood/anlinde-mystic.png" {SOUND_LIST:ELF_FEMALE_HIT} melee } {DEFENSE_ANIM_ELVEN_RANGE "units/elves-wood/anlinde-mystic.png" "units/elves-wood/anlinde-mystic.png" {SOUND_LIST:ELF_FEMALE_HIT} ranged } [attack_anim] [filter_attack] name=ethereal zephyr [/filter_attack] start_time=-450 {MISSILE_FRAME_FAERIE_FIRE} [if] hits=yes [frame] duration=75 #image="units/elves-wood/anlinde-mystic-magic.png" image="units/elves-wood/anlinde-mystic.png" sound=magic-faeriefire.ogg halo=halo/elven/faerie-fire-halo1.png halo_x,halo_y=0,-28 [/frame] [/if] [else] hits=no [frame] duration=75 #image="units/elves-wood/anlinde-mystic-magic.png" image="units/elves-wood/anlinde-mystic.png" sound=magic-faeriefire-miss.ogg halo=halo/elven/faerie-fire-halo1.png halo_x,halo_y=0,-28 [/frame] [/else] [frame] duration=75 #image="units/elves-wood/anlinde-mystic-magic.png" image="units/elves-wood/anlinde-mystic.png" halo=halo/elven/faerie-fire-halo2.png halo_x,halo_y=0,-28 [/frame] [frame] duration=75 #image="units/elves-wood/anlinde-mystic-magic.png" image="units/elves-wood/anlinde-mystic.png" halo=halo/elven/faerie-fire-halo3.png halo_x,halo_y=0,-28 [/frame] [frame] duration=75 #image="units/elves-wood/anlinde-mystic-magic.png" image="units/elves-wood/anlinde-mystic.png" halo=halo/elven/faerie-fire-halo4.png halo_x,halo_y=0,-28 [/frame] [frame] duration=75 #image="units/elves-wood/anlinde-mystic-magic.png" image="units/elves-wood/anlinde-mystic.png" halo=halo/elven/faerie-fire-halo5.png halo_x,halo_y=0,-28 [/frame] [frame] duration=75 #image="units/elves-wood/anlinde-mystic-magic.png" image="units/elves-wood/anlinde-mystic.png" halo=halo/elven/faerie-fire-halo6.png halo_x,halo_y=0,-28 [/frame] [frame] duration=75 #image="units/elves-wood/anlinde-mystic-magic.png" image="units/elves-wood/anlinde-mystic.png" halo=halo/elven/faerie-fire-halo7.png halo_x,halo_y=0,-28 [/frame] [/attack_anim] [attack_anim] [filter_attack] name=gossamer [/filter_attack] missile_start_time=-200 start_time=-450 [missile_frame] duration=250 image="projectiles/web.png" image_diagonal="projectiles/web.png" [/missile_frame] [frame] duration=75 #image="units/elves-wood/anlinde-mystic-magic.png" image="units/elves-wood/anlinde-mystic.png" halo=halo/elven/faerie-fire-halo1.png halo_x,halo_y=0,-28 [/frame] [frame] duration=75 #image="units/elves-wood/anlinde-mystic-magic.png" image="units/elves-wood/anlinde-mystic.png" halo=halo/elven/faerie-fire-halo2.png halo_x,halo_y=0,-28 [/frame] [frame] duration=75 #image="units/elves-wood/anlinde-mystic-magic.png" image="units/elves-wood/anlinde-mystic.png" halo=halo/elven/faerie-fire-halo3.png halo_x,halo_y=0,-28 [/frame] [frame] duration=75 #image="units/elves-wood/anlinde-mystic-magic.png" image="units/elves-wood/anlinde-mystic.png" halo=halo/elven/faerie-fire-halo4.png halo_x,halo_y=0,-28 [/frame] [frame] duration=75 #image="units/elves-wood/anlinde-mystic-magic.png" image="units/elves-wood/anlinde-mystic.png" halo=halo/elven/faerie-fire-halo5.png halo_x,halo_y=0,-28 [/frame] [frame] duration=75 #image="units/elves-wood/anlinde-mystic-magic.png" image="units/elves-wood/anlinde-mystic.png" halo=halo/elven/faerie-fire-halo6.png sound=entangle.wav halo_x,halo_y=0,-28 [/frame] [frame] duration=75 #image="units/elves-wood/anlinde-mystic-magic.png" image="units/elves-wood/anlinde-mystic.png" halo=halo/elven/faerie-fire-halo7.png halo_x,halo_y=0,-28 [/frame] [/attack_anim] [attack_anim] [filter_attack] name=staff [/filter_attack] start_time=-200 [frame] image="units/elves-wood/anlinde-mystic.png:400" [/frame] {SOUND:HIT_AND_MISS staff.ogg staff-miss.ogg -125} [/attack_anim] [healing_anim] start_time=-300 [frame] duration=75 image="units/elves-wood/anlinde-mystic.png" halo="halo/elven/druid-healing1.png" [/frame] [frame] duration=75 image="units/elves-wood/anlinde-mystic.png" halo="halo/elven/druid-healing2.png" [/frame] [frame] duration=75 image="units/elves-wood/anlinde-mystic.png" halo="halo/elven/druid-healing3.png" [/frame] [frame] duration=75 image="units/elves-wood/anlinde-mystic.png" halo="halo/elven/druid-healing4.png" [/frame] [frame] duration=75 image="units/elves-wood/anlinde-mystic.png" halo="halo/elven/druid-healing5.png" [/frame] [frame] duration=75 image="units/elves-wood/anlinde-mystic.png" halo="halo/elven/druid-healing6.png" [/frame] [frame] duration=75 image="units/elves-wood/anlinde-mystic.png" halo="halo/elven/druid-healing7.png" [/frame] [frame] duration=75 image="units/elves-wood/anlinde-mystic.png" halo="halo/elven/druid-healing8.png" [/frame] [/healing_anim] [/unit_type]
#textdomain wesnoth-Invasion_from_the_Unknown # Thanks to Shadow/Wayfarer for the unit idea [unit_type] id=Elvish Civilian name= _ "Elvish Civilian" race=elf gender=male,female image="units/elves-wood/civilian.png" profile="portraits/elves/fighter.png" hitpoints=22 movement_type=woodland movement=5 experience=25 level=0 alignment=neutral advances_to=Elvish Fighter,Elvish Archer,Elvish Hunter,Elvish Shaman cost=8 usage=fighter description= _ "Despite not being of a particularly warlike nature, most elves are taught at very early age the basics of swordplay and archery. This enables them to defend themselves and form a militia to guard their homes in times of need." die_sound={SOUND_LIST:ELF_HIT} [attack] name=sword description={I18N:ATTACK_SWORD} icon=attacks/sword-elven.png type=blade range=melee damage=4 number=3 [/attack] [attack] name=bow description={I18N:ATTACK_BOW} icon=attacks/bow-short.png type=pierce range=ranged damage=3 number=2 [/attack] {DEFENSE_ANIM_RANGE "units/elves-wood/civilian-defend.png" "units/elves-wood/civilian.png" {SOUND_LIST:ELF_HIT} melee } {DEFENSE_ANIM_RANGE "units/elves-wood/civilian-defend.png" "units/elves-wood/civilian-bow.png" {SOUND_LIST:ELF_HIT} ranged } [attack_anim] [filter_attack] name=bow [/filter_attack] [missile_frame] begin=-150 end=0 image="projectiles/missile-n.png" image_diagonal="projectiles/missile-ne.png" [/missile_frame] [frame] begin=-445 end=-380 image="units/elves-wood/civilian-bow.png" [/frame] [if] hits=yes [frame] begin=-380 end=-305 image="units/elves-wood/civilian-bow.png" sound=bow.ogg [/frame] [/if] [else] hits=no [frame] begin=-380 end=-305 image="units/elves-wood/civilian-bow.png" sound=bow-miss.ogg [/frame] [/else] [frame] begin=-305 end=-230 image="units/elves-wood/civilian-bow.png" [/frame] [frame] begin=-230 end=-130 image="units/elves-wood/civilian-bow.png" [/frame] [frame] begin=-130 end=0 image="units/elves-wood/civilian-bow.png" [/frame] [frame] begin=0 end=65 image="units/elves-wood/civilian-bow.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=sword [/filter_attack] [frame] begin=-175 end=-100 image="units/elves-wood/civilian.png" [/frame] [if] hits=yes [frame] begin=-100 end=100 image="units/elves-wood/civilian-melee.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] begin=-100 end=100 image="units/elves-wood/civilian-melee.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=100 end=150 image="units/elves-wood/civilian.png" [/frame] [frame] begin=150 end=175 image="units/elves-wood/civilian.png" [/frame] [/attack_anim] [male] gender=male advances_to=Elvish Fighter,Elvish Archer,Elvish Hunter [/male] # TODO: make female graphics and add them to [female] structure, so that there's an actual gender # differentiation aside from the markov name generator array, death and defense sounds. [female] name= _ "female^Elvish Civilian" gender=female profile="portraits/elves/archer+female.png" advances_to=Elvish Archer,Elvish Hunter,Elvish Shaman die_sound={SOUND_LIST:ELF_FEMALE_HIT} {DEFENSE_ANIM_RANGE "units/elves-wood/civilian-defend.png" "units/elves-wood/civilian.png" {SOUND_LIST:ELF_FEMALE_HIT} melee } {DEFENSE_ANIM_RANGE "units/elves-wood/civilian-defend.png" "units/elves-wood/civilian-bow.png" {SOUND_LIST:ELF_FEMALE_HIT} ranged } [/female] [/unit_type]
#textdomain wesnoth-Invasion_from_the_Unknown # From scenario 13_Face_your_Fate: # # Anlindë's death event # TODO: she has already performed her death animation - now it would be # nice to put a sprite of her lying on the floor, almost dead, for # this event. # # Rather than a blank hex, this unit should have a sprite someday. # wmllint: notecheck off [unit_type] id=Anlinde Dead name= _ "female^Elvish Avatar" race=elf gender=female image="misc/blank-hex.png" profile="portraits/anlinde.png" ellipse=none hitpoints=66 movement_type=none movement=6 experience=200 level=4 alignment=neutral advances_to=null {AMLA_DEFAULT} cost=110 usage=mixed fighter hide_help=true [abilities] {ABILITY_CURES} [/abilities] description="GO AWAY" # wmllint: noconvert [/unit_type] # wmllint: notecheck on
#textdomain wesnoth-Invasion_from_the_Unknown [unit_type] id=Lady of Light name= _ "female^Lady of Light" race=faerie gender=female image="units/faeries/elynia.png" profile="portraits/elynia.png" halo="halo/elynia-stationary-halo[1~6].png:150" # initial base hitpoints hitpoints=64 movement_type=elynia_lowfloat movement=6 experience=70 level=4 alignment=neutral advances_to=null # Custom AMLAs below {AMLA_STRENGTH_L1} {AMLA_STRENGTH_L2} {AMLA_STRENGTH_L3} {AMLA_STRENGTH_L4} {AMLA_STRENGTH_L5} {AMLA_THORNS_L1} {AMLA_THORNS_L2} {AMLA_THORNS_L3} {AMLA_FOCUS_L1} {AMLA_FOCUS_L2} {AMLA_FOCUS_L3} {AMLA_SHIELDING_L1} {AMLA_SHIELDING_L2} {AMLA_SHIELDING_L3} {AMLA_VITALITY} cost=114 usage=healer description= _ "While it is not exactly rare for elves to attain a faerie-like affinity with nature, none in recorded history can claim to have done so to the same degree as the legendary Lady of Light. Elynia’s divine heritage allows her to channel the power of the Lords of Light and cast a glow in even the darkest depths of Irdya, wielding it against all those who oppose the natural order. Very little is known of her ultimate power, the Union of Light and Darkness once invoked by her and the Master of Darkness against the powerful Demon Lord Zhangor. And now that the Union has been fractured by a cruel twist of fate, it is doubtful that the mystery will ever be elucidated. Nevertheless, the essence of Light continues to radiate from her very skin and provide her with the strength to assist her people in their hour of need." die_sound={SOUND_LIST:ELF_FEMALE_HIT} [abilities] {ABILITY_SYLVAN_ESSENCE} [/abilities] [attack] name=staff description={I18N:ATTACK_STAFF} icon=attacks/staff-niryone.png type=impact damage=6 number=3 range=melee [/attack] [attack] name=ensnare description={I18N:ATTACK_ENSNARE} type=impact [specials] {WEAPON_SPECIAL_SLOW} [/specials] damage=8 number=4 range=ranged icon=attacks/entangle.png [/attack] [attack] name=faerie fire description={I18N:ATTACK_FAERIE_FIRE} type=arcane [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] damage=10 number=4 range=ranged icon=attacks/faerie-fire.png [/attack] # Elynia's animations {ELYNIA_ANIM_DEFEND} {ELYNIA_ANIM_HEALING} {ELYNIA_ANIM_ATTACK_STAFF} {ELYNIA_ANIM_ATTACK_ENSNARE} {ELYNIA_ANIM_ATTACK_FAERIE_FIRE} {ELYNIA_ANIM_ATTACK_THORNS} {ELYNIA_ANIM_ATTACK_UNION} {ELYNIA_ANIM_EXTRA} [/unit_type] # kate: indent-mode normal; encoding utf-8; space-indent on;
#textdomain wesnoth-Invasion_from_the_Unknown [unit_type] id=Sylvan Warden name= _ "female^Sylvan Warden" race=faerie gender=female image="units/faeries/elynia.png" profile="portraits/elynia.png" halo="halo/elynia-noillum-stationary-halo[1~6].png:150" hitpoints=61 movement_type=elynia_lowfloat movement=6 experience=150 # She has levelled down after being rid of the Union level=3 alignment=neutral advances_to=null {AMLA_VITALITY} cost=110 usage=healer hide_help=true description= _ "Elynia’s mastery of faerie magic remains unrivaled on Irdya, even without the legendary power of the Union of Light and Darkness. Always dutiful as the sworn protector of elvenkind and the forests of Irdya, she will do anything to stop those who may threaten her people or upset the delicate balance of nature." die_sound={SOUND_LIST:ELF_FEMALE_HIT} [abilities] {ABILITY_SYLVAN_ESSENCE_NOUNION} [/abilities] [attack] name=staff description={I18N:ATTACK_STAFF} icon=attacks/staff-niryone.png type=impact damage=6 number=3 range=melee [/attack] [attack] name=ensnare description={I18N:ATTACK_ENSNARE} type=impact [specials] {WEAPON_SPECIAL_SLOW} [/specials] damage=6 number=3 range=ranged icon=attacks/entangle.png [/attack] [attack] name=mystic fire description= _ "mystic fire" icon=attacks/fireball.png type=fire [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] damage=5 number=5 range=ranged [/attack] # Elynia's animations {ELYNIA_ANIM_DEFEND} {ELYNIA_ANIM_HEALING} {ELYNIA_ANIM_ATTACK_STAFF} {ELYNIA_ANIM_ATTACK_ENSNARE} {ELYNIA_ANIM_MYSTIC_FIRE} {ELYNIA_ANIM_EXTRA} [/unit_type] # kate: indent-mode normal; encoding utf-8; space-indent on;
#textdomain wesnoth-Invasion_from_the_Unknown #define ELYNIA_ANIM_DEFEND {DEFENSE_ANIM_RANGE "units/faeries/elynia-defense.png" "units/faeries/elynia-attack-melee-1.png" {SOUND_LIST:ELF_FEMALE_HIT} melee } {DEFENSE_ANIM_ELVEN_RANGE "units/faeries/elynia-defense.png" "units/faeries/elynia-attack-melee-1.png" {SOUND_LIST:ELF_FEMALE_HIT} ranged } #enddef #define ELYNIA_ANIM_HEALING [healing_anim] start_time=-300 [frame] image="units/faeries/elynia.png:75,units/faeries/elynia-attack-ranged-[1,2,1].png:[75,300,75],units/faeries/elynia.png:75" halo="halo/elven/druid-healing[1,2~7,8].png:[65,75*6,65]" [/frame] [/healing_anim] #enddef #define ELYNIA_ANIM_ATTACK_STAFF [attack_anim] [filter_attack] name=staff [/filter_attack] start_time=-450 offset=0.0~-0.2:150,-0.2~0.9:350,0.9~0.0 [frame] image="units/faeries/elynia-attack-melee-[1~3,4~5,6,7,1].png:[75*2,100,125*2,100,75*2]" [/frame] {SOUND:HIT_AND_MISS staff.ogg staff-miss.ogg -100} [/attack_anim] #enddef #define ELYNIA_ANIM_ATTACK_ENSNARE [attack_anim] [filter_attack] name=ensnare [/filter_attack] missile_start_time=-200 [missile_frame] duration=250 offset=1.0 image="projectiles/entangle.png" image_diagonal="projectiles/entangle.png" [/missile_frame] start_time=-450 [frame] image="units/faeries/elynia.png:75,units/faeries/elynia-attack-ranged-[1,2,1].png:[75,300,75],units/faeries/elynia.png:75" halo="halo/elven/nature-halo[1~8].png:75" halo_x,halo_y=0,-12 [/frame] attack_sound_start_time=-75 [attack_sound_frame] sound=entangle.wav [/attack_sound_frame] [/attack_anim] #enddef #define ELYNIA_ANIM_ATTACK_FAERIE_FIRE [attack_anim] [filter_attack] name=faerie fire [/filter_attack] {MISSILE_FRAME_FAERIE_FIRE} start_time=-450 [frame] image="units/faeries/elynia.png:75,units/faeries/elynia-attack-ranged-[1~2,2,2~1].png:75,units/faeries/elynia.png:75" halo="halo/elven/faerie-fire-halo[1~7].png:75" halo_x,halo_y=19,-28 [/frame] {SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-faeriefire-miss.ogg -450} [/attack_anim] #enddef #define ELYNIA_ANIM_MYSTIC_FIRE [attack_anim] [filter_attack] name=mystic fire [/filter_attack] start_time=-400 {MISSILE_FRAME_FAERIE_MYSTIC_FIRE} [frame] image="units/faeries/elynia.png:75,units/faeries/elynia-attack-ranged-[1,2,1].png:[75,250,75],units/faeries/elynia.png:75" [/frame] {SOUND:HIT_AND_MISS torch.ogg torch-miss.ogg -200} [if] hits=yes {BURST_FRAME_FAERIE_MYSTIC_FIRE} [/if] [/attack_anim] #enddef #define ELYNIA_ANIM_FRAME_SHINE _BLEND_COLOR [frame] image="units/faeries/elynia.png:3200" blend_ratio=0~0.75:1600,0.75~0:1600 blend_color={_BLEND_COLOR} [/frame] #enddef #define ELYNIA_ANIM_EXTRA [extra_anim] flag=shine_golden start_time=0 {ELYNIA_ANIM_FRAME_SHINE 255,255,127} [/extra_anim] [extra_anim] flag=shine_white start_time=0 {ELYNIA_ANIM_FRAME_SHINE 255,255,255} [/extra_anim] #enddef #define ELYNIA_ANIM_ATTACK_UNION [attack_anim] [filter_attack] name=union [/filter_attack] [if] hits=yes {UNION_FOG} {UNION_BEAM} sound1_start_time=-450 [sound1_frame] sound={SOUND_LIST:HOLY} [/sound1_frame] sound2_start_time=-400 [sound2_frame] sound={SOUND_LIST:UNION_HIT} [/sound2_frame] [/if] start_time=-650 offset=0.0 blend_color=255,255,255 blend_ratio=0.0~0.6:500,0.6~0.0:200 [frame] image="units/faeries/elynia.png:75,units/faeries/elynia-attack-ranged-[1,2,1].png:[75,300,75],units/faeries/elynia.png:75" [/frame] {SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-dark-miss.ogg -350} [/attack_anim] #enddef #define ELYNIA_ANIM_ATTACK_THORNS [attack_anim] [filter_attack] name=thorns [/filter_attack] missile_start_time=-200 [missile_frame] duration=200 image,image_diagonal="projectiles/thorns.png","projectiles/thorns-ne.png" [/missile_frame] start_time=-250 [frame] image="units/faeries/elynia.png:75,units/faeries/elynia-attack-ranged-[1,2,1].png:[75,300,75],units/faeries/elynia.png:75" halo="halo/elven/nature-halo[1~8].png:75" halo_x,halo_y=0,-12 [/frame] {SOUND:HIT_AND_MISS magic-thorns-[1,2].ogg magic-thorns-miss-[1,2].ogg 125} [/attack_anim] #enddef # kate: indent-mode normal; encoding utf-8; space-indent on;
#textdomain wesnoth-Invasion_from_the_Unknown # # Fake unit used for a [move_unit_fake] across # impassable hexes, that this unit would not be able to cross # otherwise. # [unit_type] id=Fake Chaos Warlord name="" race=monster gender=female image="units/shaxthal/warlord+withmask.png" hitpoints=1 movement_type=fly [movement_costs] impassable=1 [/movement_costs] [defense] impassable=50 [/defense] movement=5 experience=1 level=1 alignment=neutral advances_to=null cost=1 usage=scout description="" hide_help=true [/unit_type]
#textdomain wesnoth-Invasion_from_the_Unknown [unit_type] id=Fake Explosion name="" race=monster image="misc/blank-hex.png" ellipse=none hitpoints=0 movement_type=fly movement=0 experience=0 level=1 alignment=neutral advances_to=null cost=1 usage=scout description="" # wmllint: ignore hide_help=true die_sound=explosion-big.ogg,explosion.ogg,bot-huge-explosion.ogg [death] start_time=0 [frame] duration=75 image="projectiles/fire-burst-big-1.png" [/frame] [frame] duration=75 image="projectiles/fire-burst-big-2.png" [/frame] [frame] duration=75 image="projectiles/fire-burst-big-3.png" [/frame] [frame] duration=75 image="projectiles/fire-burst-big-4.png" [/frame] [frame] duration=75 image="projectiles/fire-burst-big-5.png" [/frame] [frame] duration=75 image="projectiles/fire-burst-big-6.png" [/frame] [frame] duration=75 image="projectiles/fire-burst-big-7.png" [/frame] [frame] duration=75 image="projectiles/fire-burst-big-8.png" [/frame] [frame] duration=50 image="misc/blank-hex.png" [/frame] [/death] [/unit_type]
#textdomain wesnoth-Invasion_from_the_Unknown # wmllint: notecheck off [unit_type] id=Union Orb name="" image="units/fake/orb-union-lux.png" race=monster hitpoints=1 movement_type=fly movement=10 level=0 alignment=neutral advances_to=null hide_help=true [abilities] {ABILITY_SKIRMISHER} [/abilities] [movement_costs] deep_water=1 shallow_water=1 reef=1 swamp_water=1 flat=1 sand=1 forest=1 hills=1 mountains=1 village=1 castle=1 cave=1 frozen=1 unwalkable=1 impassable=1 fungus=1 [/movement_costs] #define UNION_GLOBE_ANIMATION ANIMATION_FRAMES [standing_anim] {ANIMATION_FRAMES} [/standing_anim] [movement_anim] {ANIMATION_FRAMES} [/movement_anim] #enddef {UNION_GLOBE_ANIMATION ( start_time=0 auto_vflip=yes direction=ne,nw,se,sw [frame] duration=100 image="units/fake/orb-union-lux.png" [/frame] )} {UNION_GLOBE_ANIMATION ( start_time=0 auto_vflip=yes direction=n,s [frame] duration=100 image="units/fake/orb-union-lux-n-s.png" [/frame] )} [variation] variation_id=tenebrae inherit=yes image="units/fake/orb-union-tenebrae.png" {UNION_GLOBE_ANIMATION ( [frame] image="units/fake/orb-union-tenebrae.png" [/frame] )} {UNION_GLOBE_ANIMATION ( [frame] image="units/fake/orb-union-tenebrae-n-s.png" [/frame] )} [/variation] [variation] variation_id=lux inherit=yes [/variation] [/unit_type] # wmllint: notecheck on #undef UNION_GLOBE_ANIMATION # kate: indent-mode normal; encoding utf-8; space-indent on;
#textdomain wesnoth-Invasion_from_the_Unknown [unit_type] id=Sentry Tower name= _ "Sentry Tower" race=mechanical image="units/mechanical/sentry-tower.png" hitpoints=130 movement_type=none movement=1 experience=100 level=2 alignment=neutral advances_to=null {AMLA_DEFAULT} cost=21 usage=archer [resistance] impact=110 fire=100 pierce=90 blade=90 cold=20 arcane=20 [/resistance] description= _ "These immovable defensive structures stand tall and fast against any foes foolish enough to attempt to strike them down." die_sound=wose-die.ogg [attack] name=ballista description={TSTR_ATTACK_NAME_BALLISTA} icon="attacks/ballista.png" type=pierce range=ranged damage=26 number=1 [specials] {WEAPON_SPECIAL_ALWAYS_HITS} [/specials] [/attack] [attack] name=ballista description={TSTR_ATTACK_NAME_BALLISTA} icon="attacks/ballista.png" type=fire range=ranged damage=26 number=1 [specials] {WEAPON_SPECIAL_ALWAYS_HITS} [/specials] [/attack] [standing_anim] start_time=0 auto_hflip=no [frame] duration=100 image="units/mechanical/sentry-tower.png" [/frame] [/standing_anim] [death] start_time=0 auto_hflip=no [frame] duration=100 image="units/mechanical/sentry-tower.png" [/frame] [/death] [defend] start_time=-125 sound_start_time=-26 auto_hflip=no [frame] duration=250 image="units/mechanical/sentry-tower.png" [/frame] [sound_frame] duration=1 [/sound_frame] [if] hits=hit [sound_frame] duration=150 sound=mace.wav [/sound_frame] [/if] [else] hits=miss,kill [sound_frame] duration=150 [/sound_frame] [/else] [/defend] [attack_anim] [filter_attack] type=fire [/filter_attack] auto_hflip=no missile_start_time=-250 [missile_frame] duration=250 image="projectiles/missile-fire-n.png" image_diagonal="projectiles/missile-fire-ne.png" [/missile_frame] sound1_start_time=-350 [sound1_frame] duration=150 sound=ballista.ogg [/sound1_frame] sound2_start_time=-150 [sound2_frame] duration=150 sound=melee-fire.ogg [/sound2_frame] [/attack_anim] [attack_anim] [filter_attack] type=pierce [/filter_attack] auto_hflip=no missile_start_time=-250 [missile_frame] duration=250 image="projectiles/missile-n.png" image_diagonal="projectiles/missile-ne.png" [/missile_frame] sound_start_time=-350 [sound_frame] duration=150 sound=ballista.ogg [/sound_frame] [/attack_anim] [/unit_type] # kate: indent-mode normal; encoding utf-8; space-indent on;
#textdomain wesnoth-Invasion_from_the_Unknown [unit_type] id=Chimera name= _ "Chimera" race=monster image="units/monsters/chimera.png" hitpoints=53 movement_type=smallfoot movement=5 experience=150 level=3 alignment=chaotic advances_to=null {AMLA_DEFAULT} cost=60 usage=stonegazer undead_variation=null description= _ "Only a wicked evil wizard could have taken the characteristics of various monsters and have put them together in a single weapon of their cause. With three tails, a pair of feathery wings, the body of a gigantic bird and the eyes of a fearsome Cockatrice, this Chimera is not a foe to play with. Its ability to turn its opponents to stone is probably the major threat it imposes over its victims. Use extreme caution, and never look directly to its eyes." die_sound=hiss-die.wav [resistance] arcane=150 [/resistance] {DEFENSE_ANIM "units/monsters/chimera.png" "units/monsters/chimera.png" hiss.wav} [attack] name=pincers description={TSTR_ATTACK_NAME_PINCERS} type=impact range=melee damage=4 number=3 attack_weight=0.02 [/attack] [attack] name=claws description={I18N:ATTACK_CLAWS} icon=attacks/claws-drake.png type=blade range=melee damage=6 number=2 attack_weight=0.01 [/attack] [attack] name=gaze description= _"gaze" type=cold range=ranged damage=2 number=3 [specials] {WEAPON_SPECIAL_PETRIFY} [/specials] [/attack] [attack_anim] [filter_attack] name=pincers [/filter_attack] [frame] begin=-200 end=-150 image="units/monsters/chimera.png" [/frame] [if] hits=yes [frame] begin=-150 end=50 image="units/monsters/chimera.png" sound=pincers.ogg [/frame] [/if] [else] hits=no [frame] begin=-150 end=50 image="units/monsters/chimera.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=50 end=100 image="units/monsters/chimera.png" [/frame] [frame] begin=100 end=200 image="units/monsters/chimera.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=claws [/filter_attack] [frame] begin=-200 end=-150 image="units/monsters/chimera.png" [/frame] [if] hits=no [frame] begin=-150 end=-50 image="units/monsters/chimera.png" sound={SOUND_LIST:MISS} [/frame] [/if] [else] hits=yes [frame] begin=-150 end=-50 image="units/monsters/chimera.png" sound=claws.ogg [/frame] [/else] [frame] begin=-50 end=100 image="units/monsters/chimera.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=gaze [/filter_attack] {MISSILE_FRAME_STONE_GAZE} [frame] begin=-150 end=-75 image="units/monsters/chimera.png" [/frame] [frame] begin=-75 end=0 image="units/monsters/chimera.png" [/frame] [frame] begin=0 end=75 image="units/monsters/chimera.png" [/frame] [if] hits=no [frame] begin=75 end=150 image="units/monsters/chimera.png" [/frame] [/if] [else] hits=yes [frame] begin=75 end=150 image="units/monsters/chimera.png" sound=petrified.ogg [/frame] [/else] [frame] begin=150 end=225 image="units/monsters/chimera.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Invasion_from_the_Unknown [unit_type] id=Cockatrice name= _ "Cockatrice" race=monster image="units/monsters/cockatrice.png" hitpoints=42 movement_type=smallfoot movement=5 experience=100 level=2 alignment=chaotic advances_to=null {AMLA_DEFAULT} cost=21 usage=stonegazer undead_variation=null description= _ "Sometimes known as ‘basilisks’, these mystical creatures are said to be able to turn the living to stone. Needless to say, this makes them extremely dangerous." die_sound=hiss-die.wav [resistance] arcane=150 [/resistance] {DEFENSE_ANIM "units/monsters/cockatrice-defend.png" "units/monsters/cockatrice.png" hiss.wav} [attack] name=claws description={I18N:ATTACK_CLAWS} icon=attacks/claws-drake.png type=blade range=melee damage=5 number=2 attack_weight=0.0 [/attack] [attack] name=gaze description= _"gaze" type=cold range=ranged damage=2 number=2 [specials] {WEAPON_SPECIAL_PETRIFY} [/specials] [/attack] [attack_anim] [filter_attack] name=claws [/filter_attack] [frame] begin=-200 end=-150 image="units/monsters/cockatrice.png" [/frame] [if] hits=no [frame] begin=-150 end=-50 image="units/monsters/cockatrice.png" sound={SOUND_LIST:MISS} [/frame] [/if] [else] hits=yes [frame] begin=-150 end=-50 image="units/monsters/cockatrice.png" sound=claws.ogg [/frame] [/else] [frame] begin=-50 end=100 image="units/monsters/cockatrice.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=gaze [/filter_attack] {MISSILE_FRAME_STONE_GAZE} [frame] begin=-675 end=-600 image="units/monsters/cockatrice-attack01.png" [/frame] [frame] begin=-600 end=-525 image="units/monsters/cockatrice-attack02.png" [/frame] [frame] begin=-450 end=-375 image="units/monsters/cockatrice-attack03.png" [/frame] [frame] begin=-375 end=-300 image="units/monsters/cockatrice-attack04.png" [/frame] [frame] begin=-300 end=-225 image="units/monsters/cockatrice-attack05.png" [/frame] [frame] begin=-225 end=-150 image="units/monsters/cockatrice-attack06.png" sound=wail.wav [/frame] [frame] begin=-150 end=-75 image="units/monsters/cockatrice-attack07.png" [/frame] [frame] begin=-75 end=0 image="units/monsters/cockatrice-attack08.png" [/frame] [frame] begin=0 end=75 image="units/monsters/cockatrice-attack09.png" [/frame] [if] hits=no [frame] begin=75 end=150 image="units/monsters/cockatrice-attack10.png" [/frame] [/if] [else] hits=yes [frame] begin=75 end=150 image="units/monsters/cockatrice-attack10.png" sound=petrified.ogg [/frame] [/else] [frame] begin=150 end=225 image="units/monsters/cockatrice-attack11.png" [/frame] [frame] begin=225 end=300 image="units/monsters/cockatrice-attack12.png" [/frame] [frame] begin=300 end=375 image="units/monsters/cockatrice-attack13.png" [/frame] [frame] begin=450 end=525 image="units/monsters/cockatrice-attack04.png" [/frame] [frame] begin=525 end=600 image="units/monsters/cockatrice-attack03.png" [/frame] [frame] begin=600 end=675 image="units/monsters/cockatrice-attack02.png" [/frame] [frame] begin=675 end=750 image="units/monsters/cockatrice-attack01.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Invasion_from_the_Unknown # Eyestalk by zookeeper, from 1.3.8+SVN wesnoth-TSG [unit_type] id=Eyestalk name= _ "Eyestalk" race=monster image="units/monsters/eyestalk.png" hitpoints=68 movement_type=smallfoot [movement_costs] deep_water={UNREACHABLE} shallow_water={UNREACHABLE} reef={UNREACHABLE} swamp_water={UNREACHABLE} flat={UNREACHABLE} sand={UNREACHABLE} forest={UNREACHABLE} hills={UNREACHABLE} mountains={UNREACHABLE} village={UNREACHABLE} castle={UNREACHABLE} cave={UNREACHABLE} frozen={UNREACHABLE} unwalkable={UNREACHABLE} impassable={UNREACHABLE} fungus={UNREACHABLE} [/movement_costs] [resistance] blade=120 pierce=90 impact=90 fire=120 cold=100 arcane=130 [/resistance] movement=1 experience=150 level=3 alignment=chaotic advances_to=null {AMLA_DEFAULT} cost=30 usage=mixed fighter undead_variation=null description= _ "Named ‘Eyestalks’ for obvious reasons, these plant-like creatures can focus their gaze onto an unsuspecting victim to draw life energy straight out of them to replenish their own. While almost defenseless against melee attacks, its deadly gaze from afar is not to be underestimated." {DEFENSE_ANIM "units/monsters/eyestalk-attack-1.png" "units/monsters/eyestalk.png" wose-hit.ogg } [abilities] {ABILITY_REGENERATES} [/abilities] [attack] name=smash description= _ "smash" icon=attacks/crush-wose.png type=impact range=melee damage=8 number=1 attack_weight=0.0 [/attack] [attack] name=gaze icon=attacks/gaze.png description= _ "gaze" type=arcane range=ranged damage=13 number=3 icon=attacks/gaze.png [specials] {WEAPON_SPECIAL_DRAIN} [/specials] [/attack] [attack_anim] [filter_attack] range=melee [/filter_attack] start_time=-300 [frame] duration=50 image=units/monsters/eyestalk.png [/frame] [if] hits=no [frame] duration=100 image=units/monsters/eyestalk-attack-1.png [/frame] [frame] duration=250 image=units/monsters/eyestalk-attack-2.png sound={SOUND_LIST:MISS} [/frame] [/if] [else] hits=yes [frame] duration=100 image=units/monsters/eyestalk-attack-1.png sound=tail.ogg [/frame] [frame] duration=250 image=units/monsters/eyestalk-attack-2.png [/frame] [/else] [frame] duration=150 image=units/monsters/eyestalk-attack-1.png [/frame] [/attack_anim] [attack_anim] [filter_attack] range=ranged [/filter_attack] start_time=-200 missile_start_time=0 [missile_frame] duration=300 halo="halo/elven/ice-halo1.png:50,halo/elven/ice-halo2.png:50,halo/elven/ice-halo3.png:50,halo/elven/ice-halo4.png:50,halo/elven/ice-halo5.png:50,halo/elven/ice-halo6.png:50" offset=1.0~0.0:300 [/missile_frame] [frame] duration=50 image=units/monsters/eyestalk.png [/frame] [frame] duration=100 image=units/monsters/eyestalk-attack-1.png sound=hiss-die.wav [/frame] [frame] duration=250 image=units/monsters/eyestalk-attack-2.png [/frame] [frame] duration=100 image=units/monsters/eyestalk-attack-1.png [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Invasion_from_the_Unknown [unit_type] id=Brain Drainer name= _ "Brain Drainer" race=monster image="units/monsters/leech-brain-drainer.png" hitpoints=52 movement_type=mountainfoot movement=6 experience=150 level=3 alignment=chaotic advances_to=null {AMLA_DEFAULT} cost=57 usage=fighter [resistance] arcane=120 [/resistance] undead_variation=null description= _ "Giant Leeches grow up after draining enough blood, becoming a extremely dangerous threat for any living creature. As they drain blood, they regenerate, healing their wounds and growing in size. Since they have acquired the habit of attacking their prey’s head first, they have been named ‘brain-drainers’. This does not mean that they actually feed on their prey’s brain. They just crush its cranium with their powerful mouth in order to gain easy and fast access to the blood in the remaining body of the poor victim." # Note: ETERNALly thirsty ;) die_sound=hiss-die.wav {DEFENSE_ANIM "units/monsters/leech-brain-drainer.png" "units/monsters/leech-brain-drainer.png" hiss-hit.wav } [attack] icon=attacks/fangs.png name=drainer description= _"drainer" type=pierce range=melee damage=12 number=3 [specials] {WEAPON_SPECIAL_DRAIN} [/specials] [/attack] [attack_anim] [filter_attack] name=drainer [/filter_attack] [frame] begin=-225 end=-175 image="units/monsters/leech-brain-drainer.png" [/frame] [frame] begin=-175 end=-100 image="units/monsters/leech-brain-drainer.png" [/frame] [if] hits=yes [frame] begin=-100 end=-50 image="units/monsters/leech-brain-drainer.png" sound=bite.ogg [/frame] [/if] [else] hits=no [frame] begin=-100 end=100 image="units/monsters/leech-brain-drainer.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=100 end=175 image="units/monsters/leech-brain-drainer.png" [/frame] [frame] begin=175 end=200 image="units/monsters/leech-brain-drainer.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Invasion_from_the_Unknown [unit_type] id=Giant Leech name= _ "Giant Leech" race=monster image="units/monsters/leech-giant.png" hitpoints=39 movement_type=mountainfoot movement=6 experience=110 level=2 alignment=chaotic advances_to=Brain Drainer cost=31 usage=fighter [resistance] arcane=120 [/resistance] undead_variation=null description= _ "Leeches are well known for their habit of draining the blood out of bigger creatures. It is fortunate that they are smaller than a man’s thumb. However, in certain places, deep underground, giant eyeless reptilians that behave as leeches have been spotted, thus leading people to call them ‘Giant Leeches’. It is not known what these beings actually are, or how they got to have this body structure and habits. Rumor has it that they are eternally thirsty for fresh blood." # Note: ETERNALly thirsty ;) die_sound=hiss-die.wav {DEFENSE_ANIM "units/monsters/leech-giant.png" "units/monsters/leech-giant.png" hiss-hit.wav } [attack] icon=attacks/fangs.png name=drainer description= _"drainer" type=pierce range=melee damage=9 number=3 [specials] {WEAPON_SPECIAL_DRAIN} [/specials] [/attack] [attack_anim] [filter_attack] name=drainer [/filter_attack] [frame] begin=-225 end=-175 image="units/monsters/leech-giant.png" [/frame] [frame] begin=-175 end=-100 image="units/monsters/leech-giant.png" [/frame] [if] hits=yes [frame] begin=-100 end=-50 image="units/monsters/leech-giant.png" sound=bite-small.ogg [/frame] [/if] [else] hits=no [frame] begin=-100 end=100 image="units/monsters/leech-giant.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=100 end=175 image="units/monsters/leech-giant.png" [/frame] [frame] begin=175 end=200 image="units/monsters/leech-giant.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Invasion_from_the_Unknown [unit_type] id=Mother Mudcrawler name= _ "Mother Mudcrawler" race=monster image="units/monsters/mother-mudcrawler.png" hitpoints=47 movement_type=scuttlefoot movement=4 experience=100 level=2 alignment=neutral advances_to=null {AMLA_DEFAULT} [advancefrom] unit=Giant Mudcrawler experience=120 [/advancefrom] cost=32 die_sound=squishy-hit.wav undead_variation=null usage=archer description= _ "As mudcrawlers are nothing but magical constructs of soil and water, they can merge into a single bigger entity when it is necessary to defeat a tough foe. Obviously this represents great danger, as with the adequate number they can form a major mudcrawler big as a tree, more than enough to crush a brave mounted warrior with a single strike of their composite fist." {DEFENSE_ANIM "units/monsters/mother-mudcrawler.png" "units/monsters/mother-mudcrawler.png" squishy-hit.wav } [attack] name=fist description={I18N:ATTACK_FIST} icon=attacks/mud-glob.png type=impact range=melee damage=9 number=2 [/attack] [attack] name=mud glob description={TSTR_ATTACK_NAME_MUD_GLOB} icon=attacks/mud-glob.png type=impact range=ranged damage=8 number=3 [/attack] [attack_anim] [filter_attack] name=mud glob [/filter_attack] [missile_frame] begin=-150 end=0 image="projectiles/mud-glob.png" image_diagonal="projectiles/mud-glob.png" [/missile_frame] [if] hits=yes [frame] begin=-100 end=100 image="units/monsters/mother-mudcrawler.png" sound=squishy-strike.wav [/frame] [/if] [else] hits=no [frame] begin=-100 end=100 image="units/monsters/mother-mudcrawler.png" sound=squishy-miss.wav [/frame] [/else] [/attack_anim] [attack_anim] [filter_attack] name=fist [/filter_attack] [if] hits=yes [frame] begin=-200 end=-100 image="units/monsters/mother-mudcrawler.png" sound=squishy-strike.wav [/frame] [/if] [else] hits=no [frame] begin=-200 end=-100 image="units/monsters/mother-mudcrawler.png" sound=squishy-miss.wav [/frame] [/else] [frame] begin=-100 end=100 image="units/monsters/mother-mudcrawler.png" [/frame] [frame] begin=100 end=200 image="units/monsters/mother-mudcrawler.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Invasion_from_the_Unknown [unit_type] id=Crow name= _ "Crow" race=monster image="units/monsters/crow.png" hitpoints=21 movement_type=fly movement=7 experience=25 level=0 alignment=neutral advances_to=null {AMLA_DEFAULT} cost=10 usage=scout undead_variation=null description= _ "Crows are carrion birds which will eat anything dead. Larger ones such as this have been also known to feed upon living preys when food is scarce." die_sound={SOUND_LIST:GRYPHON_DIE} {FLYING_DEFENSE_ANIM "units/monsters/crow.png" "units/monsters/crow.png" {SOUND_LIST:GRYPHON_HIT} } [attack] name=beak description= _ "beak" type=blade range=melee damage=6 number=2 [specials] {WEAPON_SPECIAL_CHARGE} [/specials] [/attack] [attack] name=claws description={I18N:ATTACK_CLAWS} type=blade range=melee damage=5 number=3 [/attack] [attack_anim] [filter_attack] name=beak [/filter_attack] start_time=-100 [if] hits=yes [frame] duration=100 image="units/monsters/crow-attack.png" sound=crow.wav [/frame] [frame] duration=100 image="units/monsters/crow-attack.png" sound=spear.ogg [/frame] [/if] [else] hits=no [frame] duration=200 image="units/monsters/crow-attack.png" sound=crow.wav [/frame] [/else] [/attack_anim] [attack_anim] [filter_attack] name=claws [/filter_attack] start_time=-100 [if] hits=yes [frame] duration=100 image="units/monsters/crow-attack.png" sound=crow.wav [/frame] [frame] duration=100 image="units/monsters/crow-attack.png" sound=claws.ogg [/frame] [/if] [else] hits=no [frame] duration=200 image="units/monsters/crow-attack.png" sound=crow.wav [/frame] [/else] [/attack_anim] [/unit_type]
#textdomain wesnoth-Invasion_from_the_Unknown [unit_type] id=Rabbit name= _ "Rabbit" race=monster image="units/monsters/rabbit.png" hitpoints=17 movement_type=woodland {NPC_MAY_NOT_ENTER_VILLAGES} movement=6 experience=25 {AMLA_DEFAULT} level=0 alignment=neutral advances_to=null cost=6 usage=fighter undead_variation=null description= _ "It is easy for people who have never lived in the countryside to underestimate the menace that these small and innocent-looking creatures pose to civilization. Their staggeringly high breeding rate and powerful incisors allow them to make short work of any plantation in a matter of days, depriving hard-working farmers from their only source of income and wreaking havoc on a kingdom’s economy. Luckily for most, the rabbit population is usually kept under control by their many predators, including humans who have realized their culinary applications." die_sound=hiss-die.wav {DEFENSE_ANIM "units/monsters/rabbit-defend.png" "units/monsters/rabbit.png" {SOUND_LIST:BAT_HIT} } [attack] name=incisors description= _ "incisors" icon=attacks/fangs-rodent.png type=pierce range=melee damage=4 number=2 [/attack] [attack] name=claws description={I18N:ATTACK_CLAWS} icon=attacks/claws-animal.png type=blade range=melee damage=2 number=2 [/attack] [attack_anim] [filter_attack] range=melee [/filter_attack] start_time=-350 [frame] image="units/monsters/rabbit-attack[1~3].png:[150,200,150]" [/frame] [/attack_anim] [variation] variation_id=white inherit=yes hide_help=yes image="units/monsters/rabbit+white.png" {DEFENSE_ANIM "units/monsters/rabbit+white-defend.png" "units/monsters/rabbit+white.png" {SOUND_LIST:BAT_HIT} } [attack_anim] [filter_attack] range=melee [/filter_attack] [frame] image="units/monsters/rabbit+white-attack[1~3].png:[150,200,150]" [/frame] [/attack_anim] [/variation] [variation] variation_id=caramel inherit=yes hide_help=yes image="units/monsters/rabbit+caramel.png" {DEFENSE_ANIM "units/monsters/rabbit+caramel-defend.png" "units/monsters/rabbit+caramel.png" {SOUND_LIST:BAT_HIT} } [attack_anim] [filter_attack] range=melee [/filter_attack] [frame] image="units/monsters/rabbit+caramel-attack[1~3].png:[150,200,150]" [/frame] [/attack_anim] [/variation] [variation] variation_id=grey inherit=yes hide_help=yes image="units/monsters/rabbit+grey.png" {DEFENSE_ANIM "units/monsters/rabbit+grey-defend.png" "units/monsters/rabbit+grey.png" {SOUND_LIST:BAT_HIT} } [attack_anim] [filter_attack] range=melee [/filter_attack] [frame] image="units/monsters/rabbit+grey-attack[1~3].png:[150,200,150]" [/frame] [/attack_anim] [/variation] [/unit_type] # kate: indent-mode normal; encoding utf-8; space-indent on;
#textdomain wesnoth-Invasion_from_the_Unknown # Easter egg unit [unit_type] id=Tux name= _ "Tux the Penguin" race=monster image="units/monsters/tux.png" hitpoints=64 movement_type=smallfoot movement=8 experience=250 advances_to=null {AMLA_DEFAULT} level=5 alignment=neutral cost=1024 usage=fighter hide_help=yes undead_variation=null description= _ "Nobody knows where the Tux came from. Rumor has it that it’s the avatar of the destruction wind in this world." [attack] name=kernel panic description= _ "kernel panic" type=impact range=melee damage=16 number=3 [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] [/attack] [attack_anim] [filter_attack] name=kernel panic [/filter_attack] start_time=-200 [frame] duration,image="350","units/monsters/tux.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Invasion_from_the_Unknown [unit_type] id=Master of Darkness name= _ "Master of Darkness" race=shaxthal image="units/shaxthal/master-drone.png" halo="halo/obscures-aura.png" profile="portraits/shadow-master+masked.png" hitpoints=208 movement_type=biomechanical_elusivefoot movement=5 experience=300 level=6 alignment=chaotic advances_to=null {AMLA_DEFAULT} [resistance] blade=80 pierce=70 impact=70 fire=90 cold=90 arcane=110 [/resistance] cost=900 usage=mixed fighter # Exclude from units.w.o, not from the help browser. do_not_list=yes description= _ "Argan’s unfaltering faith in the Mother of Inferno has turned him into a messianic figure revered by the Chaos Empire’s subjects, an antithesis to the Master of Darkness of old. His grotesque new body is anything but an impediment to his fabled mastery of the essence of Darkness. Feared by allies and foes alike, he rules Uria’s sacred domain on Irdya with an iron fist, and delivers her command directly to the Chaos Warlord and the Iron Triad. And to those foolish few who may disobey his authority, the bleakest of fates awaits — to be stripped of their will and turned into mindless biomechanical creatures bound to serve their master unquestioningly for the rest of their lives. Needless to say, absolutely no creature born from Irdya has ever confronted this man in battle and survived to tell the tale." die_sound=lich-die.ogg {DEFENSE_ANIM "units/shaxthal/master-drone.png" "units/shaxthal/master-drone.png" {SOUND_LIST:LICH_HIT} } [abilities] {ABILITY_OBSCURE} {ABILITY_SUBMERGE} [/abilities] [attack] name=soul ripper description= _ "soul ripper" icon=attacks/touch-undead.png type=arcane range=melee damage=6 number=4 [specials] {WEAPON_SPECIAL_PLAGUE_TYPE (Shadow Minion)} [/specials] [/attack] [attack] name=infernal chill description= _ "infernal chill" type=cold [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] range=ranged damage=11 number=3 icon=attacks/iceball.png [/attack] [attack] name=noctum description= _ "noctum" type=arcane [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] range=ranged damage=12 number=5 [/attack] [attack_anim] [filter_attack] name=soul ripper [/filter_attack] start_time=-200 [frame] duration=50 image="units/shaxthal/master-drone.png" [/frame] [if] hits=yes [frame] duration=250 image="units/shaxthal/master-drone.png" sound=wail-sml.wav [/frame] [/if] [else] hits=no [frame] duration=250 image="units/shaxthal/master-drone.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=100 image="units/shaxthal/master-drone.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=noctum [/filter_attack] start_time=-400 {MISSILE_FRAME_DARKNESS_BEAM} [frame] duration=180 image="units/shaxthal/master-drone.png" [/frame] [if] hits=yes [frame] duration=180 image="units/shaxthal/master-drone.png" sound=magic-dark-big.ogg [/frame] [/if] [else] hits=no [frame] duration=180 image="units/shaxthal/master-drone.png" sound=magic-dark-big-miss.ogg [/frame] [/else] [frame] duration=140 image="units/shaxthal/master-drone.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=infernal chill [/filter_attack] start_time=-300 {MISSILE_FRAME_INFERNAL_CHILL} [frame] duration=50 image="units/shaxthal/master-drone.png" halo=halo/saurian-magic-halo-1.png [/frame] [frame] duration=60 image="units/shaxthal/master-drone.png" halo=halo/saurian-magic-halo-2.png sound=magicmissile.wav [/frame] [frame] duration=70 image="units/shaxthal/master-drone.png" halo=halo/saurian-magic-halo-3.png [/frame] [frame] duration=80 image="units/shaxthal/master-drone.png" halo=halo/saurian-magic-halo-4.png [/frame] [frame] duration=90 image="units/shaxthal/master-drone.png" halo=halo/saurian-magic-halo-5.png [/frame] [frame] duration=100 image="units/shaxthal/master-drone.png" halo=halo/saurian-magic-halo-6.png [/frame] [frame] duration=100 image="units/shaxthal/master-drone.png" halo=halo/saurian-magic-halo-7.png [/frame] [/attack_anim] [attack_anim] [filter_attack] name=union [/filter_attack] [if] hits=yes {UNION_FOG} {UNION_BEAM_DARK} sound1_start_time=-450 [sound1_frame] sound={SOUND_LIST:HOLY} [/sound1_frame] sound2_start_time=-400 [sound2_frame] sound={SOUND_LIST:UNION_HIT} [/sound2_frame] [/if] start_time=-650 offset=0.0 blend_color=16,0,32 blend_ratio=0.0~0.6:500,0.6~0.0:200 [frame] image="units/shaxthal/master-drone.png" [/frame] {SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-dark-miss.ogg -350} [/attack_anim] [variation] variation_id=unknown_unit_type_label inherit=yes hide_help=yes name=" " # wmllint: ignore [/variation] [variation] variation_id=unmasked inherit=yes hide_help=yes image="units/shaxthal/master-drone+unmasked.png" profile="portraits/shadow-master.png" {DEFENSE_ANIM "units/shaxthal/master-drone+unmasked.png" "units/shaxthal/master-drone+unmasked.png" {SOUND_LIST:LICH_HIT} } [attack_anim] [filter_attack] name=soul ripper [/filter_attack] [frame] image="units/shaxthal/master-drone+unmasked.png" [/frame] [if] [frame] image="units/shaxthal/master-drone+unmasked.png" [/frame] [/if] [else] [frame] image="units/shaxthal/master-drone+unmasked.png" [/frame] [/else] [frame] image="units/shaxthal/master-drone+unmasked.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=noctum [/filter_attack] [frame] image="units/shaxthal/master-drone+unmasked.png" [/frame] [if] [frame] image="units/shaxthal/master-drone+unmasked.png" [/frame] [/if] [else] [frame] image="units/shaxthal/master-drone+unmasked.png" [/frame] [/else] [frame] image="units/shaxthal/master-drone+unmasked.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=infernal chill [/filter_attack] [frame] image="units/shaxthal/master-drone+unmasked.png" [/frame] [frame] image="units/shaxthal/master-drone+unmasked.png" [/frame] [frame] image="units/shaxthal/master-drone+unmasked.png" [/frame] [frame] image="units/shaxthal/master-drone+unmasked.png" [/frame] [frame] image="units/shaxthal/master-drone+unmasked.png" [/frame] [frame] image="units/shaxthal/master-drone+unmasked.png" [/frame] [frame] image="units/shaxthal/master-drone+unmasked.png" [/frame] [/attack_anim] [/variation] [variation] variation_id=bloated inherit=yes hide_help=yes image="units/shaxthal/master-drone+bloated.png" profile="misc/blank-hex.png" # Intentional, don't change. {DEFENSE_ANIM "units/shaxthal/master-drone+bloated.png" "units/shaxthal/master-drone+bloated.png" {SOUND_LIST:LICH_HIT} } [attack_anim] [filter_attack] name=soul ripper [/filter_attack] [frame] image="units/shaxthal/master-drone+bloated.png" [/frame] [if] [frame] image="units/shaxthal/master-drone+bloated.png" [/frame] [/if] [else] [frame] image="units/shaxthal/master-drone+bloated.png" [/frame] [/else] [frame] image="units/shaxthal/master-drone+bloated.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=noctum [/filter_attack] [frame] image="units/shaxthal/master-drone+bloated.png" [/frame] [if] [frame] image="units/shaxthal/master-drone+bloated.png" [/frame] [/if] [else] [frame] image="units/shaxthal/master-drone+bloated.png" [/frame] [/else] [frame] image="units/shaxthal/master-drone+bloated.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=infernal chill [/filter_attack] [frame] image="units/shaxthal/master-drone+bloated.png" [/frame] [frame] image="units/shaxthal/master-drone+bloated.png" [/frame] [frame] image="units/shaxthal/master-drone+bloated.png" [/frame] [frame] image="units/shaxthal/master-drone+bloated.png" [/frame] [frame] image="units/shaxthal/master-drone+bloated.png" [/frame] [frame] image="units/shaxthal/master-drone+bloated.png" [/frame] [frame] image="units/shaxthal/master-drone+bloated.png" [/frame] [/attack_anim] [/variation] [/unit_type] # kate: indent-mode normal; encoding utf-8; space-indent on;
#textdomain wesnoth-Invasion_from_the_Unknown [unit_type] id=Chaos Warlord # po: Keep the unit type name gender ambiguous if your language allows it. name= _ "female^Chaos Warlord" race=shaxthal gender=female image="units/shaxthal/warlord+withmask.png" profile="portraits/elyssa+masked.png" hitpoints=196 movement_type=biomechanical_elusivefoot movement=5 experience=250 level=5 alignment=neutral advances_to=null {AMLA_DEFAULT} cost=280 usage=mixed fighter [resistance] blade=80 impact=70 arcane=100 fire=70 [/resistance] [abilities] {ABILITY_SUBMERGE} {ABILITY_REGENERATES} {ABILITY_LEADERSHIP} [/abilities] # Exclude from units.w.o, not from the help browser. do_not_list=yes # po: Keep gender ambiguous if your language allows, since this text is # po: available before the Warlord’s gender is formally revealed. description= _ "Not since the fall of Mal-Ravanal had Irdya seen an entity able to seize the entirety of the Great Continent by force — until, that is, the rise of the Chaos Empire. It is said the humble man who founded it would not have compared to the legendary lich in power or stature, but the Mother of Inferno herself lent him her guidance and blessing. In time, the Empire’s reach would extend far beyond even Ravanal’s petty conquest, its leaders far more powerful than the Founder could ever have hoped to be. Today the Chaos Lorekeepers function at the behest of the Empire’s main governing body, the Iron Council. In turn, the Council answers to the Chaos Emperor, though for the most part it is his second, the Chaos Warlord, who figures prominently in the Empire’s politics and decision-making. Beyond being a key figure of authority, the Chaos Warlord occasionally takes active part in the Empire’s military campaigns, commanding its forces wherever Uria’s plans require surgical precision and absolute efficacy. It is rumored that, despite centuries of continual assaults, the Warlord has to yet fall short of an objective. If so, this creature is personally responsible for the deaths of countless millions over the years. That even the most hardened of demon warriors quake with fear at the prospect of attracting the Warlord’s attentions should be cautionary hint enough for anyone foolish enough to ponder blocking the Warlord’s way." die_sound={SOUND_LIST:HUMAN_FEMALE_DIE} {DEFENSE_ANIM "units/shaxthal/warlord+withmask.png" "units/shaxthal/warlord+withmask.png" {SOUND_LIST:HUMAN_FEMALE_HIT} } [attack] name=sword description={I18N:ATTACK_SWORD} type=blade range=melee damage=11 number=4 icon=attacks/scimitar.png [specials] {WEAPON_SPECIAL_DRAIN} [/specials] [/attack] [attack] name=ethereal blast description= _ "ethereal blast" type=arcane range=ranged [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] damage=9 number=5 icon=attacks/missile-chaos.png [/attack] [attack] name=burning inferno description= _ "burning inferno" type=fire range=ranged [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] damage=14 number=3 icon=attacks/fireball.png [/attack] [attack_anim] [filter_attack] name=sword [/filter_attack] [frame] begin=-225 end=-175 image="units/shaxthal/warlord+withmask.png" [/frame] [frame] begin=-175 end=-100 image="units/shaxthal/warlord+withmask.png" [/frame] [if] hits=yes [frame] begin=-100 end=100 image="units/shaxthal/warlord+withmask.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] begin=-100 end=100 image="units/shaxthal/warlord+withmask.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=100 end=175 image="units/shaxthal/warlord+withmask.png" [/frame] [frame] begin=175 end=200 image="units/shaxthal/warlord+withmask.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=ethereal blast [/filter_attack] [missile_frame] begin=-200 end=50 image="projectiles/chaosmissile-n.png" image_diagonal="projectiles/chaosmissile-ne.png" halo=halo/chaos-halo1.png:25,halo/chaos-halo2.png:25,halo/chaos-halo3.png:25,halo/chaos-halo4.png:25,halo/chaos-halo5.png:25,halo/chaos-halo6.png:25,halo/chaos-halo7.png:25,halo/chaos-halo8.png:25,halo/chaos-halo9.png:50 halo_x,halo_y=10,-2 [/missile_frame] [frame] begin=-300 end=-200 image="units/shaxthal/warlord+withmask.png" [/frame] [if] hits=yes [frame] begin=-200 end=100 image="units/shaxthal/warlord+withmask.png" sound=magic-missile-1.ogg,magic-missile-2.ogg,magic-missile-3.ogg [/frame] [/if] [else] hits=no [frame] begin=-200 end=100 image="units/shaxthal/warlord+withmask.png" sound=magic-missile-1-miss.ogg,magic-missile-2-miss.ogg,magic-missile-3-miss.ogg [/frame] [/else] [/attack_anim] # # Code from Troll Shaman's (1.5.10) attack anim. # [attack_anim] [filter_attack] name=burning inferno [/filter_attack] start_time=-400 offset=0.0 flame_burst_1_start_time=-400 flame_burst_2_start_time=-350 flame_burst_3_start_time=-300 flame_burst_4_start_time=-250 flame_burst_5_start_time=-200 [if] direction=se,s,sw [flame_burst_1_frame] duration=400 halo="misc/blank-hex.png:1,halo/flame-burst-1.png~FL(vert):50,halo/flame-burst-2.png~FL(vert):50,halo/flame-burst-3.png~FL(vert):50,halo/flame-burst-4.png~FL(vert):50,halo/flame-burst-5.png~FL(vert):50,halo/flame-burst-6.png~FL(vert):50,halo/flame-burst-7.png~FL(vert):50,halo/flame-burst-8.png~FL(vert):48,misc/blank-hex.png:1" halo_x,halo_y=-22,0 offset=1.0 [/flame_burst_1_frame] [flame_burst_2_frame] duration=400 halo="misc/blank-hex.png:1,halo/flame-burst-1.png~FL(vert):50,halo/flame-burst-2.png~FL(vert):50,halo/flame-burst-3.png~FL(vert):50,halo/flame-burst-4.png~FL(vert):50,halo/flame-burst-5.png~FL(vert):50,halo/flame-burst-6.png~FL(vert):50,halo/flame-burst-7.png~FL(vert):50,halo/flame-burst-8.png~FL(vert):48,misc/blank-hex.png:1" halo_x,halo_y=-14,9 offset=1.0 [/flame_burst_2_frame] [flame_burst_3_frame] duration=400 halo="misc/blank-hex.png:1,halo/flame-burst-1.png~FL(vert):50,halo/flame-burst-2.png~FL(vert):50,halo/flame-burst-3.png~FL(vert):50,halo/flame-burst-4.png~FL(vert):50,halo/flame-burst-5.png~FL(vert):50,halo/flame-burst-6.png~FL(vert):50,halo/flame-burst-7.png~FL(vert):50,halo/flame-burst-8.png~FL(vert):48,misc/blank-hex.png:1" halo_x,halo_y=0,12 offset=1.0 [/flame_burst_3_frame] [flame_burst_4_frame] duration=400 halo="misc/blank-hex.png:1,halo/flame-burst-1.png~FL(vert):50,halo/flame-burst-2.png~FL(vert):50,halo/flame-burst-3.png~FL(vert):50,halo/flame-burst-4.png~FL(vert):50,halo/flame-burst-5.png~FL(vert):50,halo/flame-burst-6.png~FL(vert):50,halo/flame-burst-7.png~FL(vert):50,halo/flame-burst-8.png~FL(vert):48,misc/blank-hex.png:1" halo_x,halo_y=14,9 offset=1.0 [/flame_burst_4_frame] [flame_burst_5_frame] duration=400 halo="misc/blank-hex.png:1,halo/flame-burst-1.png~FL(vert):50,halo/flame-burst-2.png~FL(vert):50,halo/flame-burst-3.png~FL(vert):50,halo/flame-burst-4.png~FL(vert):50,halo/flame-burst-5.png~FL(vert):50,halo/flame-burst-6.png~FL(vert):50,halo/flame-burst-7.png~FL(vert):50,halo/flame-burst-8.png~FL(vert):48,misc/blank-hex.png:1" halo_x,halo_y=22,0 offset=1.0 [/flame_burst_5_frame] [/if] [else] direction=ne,n,nw [flame_burst_1_frame] duration=400 halo="misc/blank-hex.png:1,halo/flame-burst-1.png:50,halo/flame-burst-2.png:50,halo/flame-burst-3.png:50,halo/flame-burst-4.png:50,halo/flame-burst-5.png:50,halo/flame-burst-6.png:50,halo/flame-burst-7.png:50,halo/flame-burst-8.png:48,misc/blank-hex.png:1" halo_x,halo_y=-22,0 offset=1.0 [/flame_burst_1_frame] [flame_burst_2_frame] duration=400 halo="misc/blank-hex.png:1,halo/flame-burst-1.png:50,halo/flame-burst-2.png:50,halo/flame-burst-3.png:50,halo/flame-burst-4.png:50,halo/flame-burst-5.png:50,halo/flame-burst-6.png:50,halo/flame-burst-7.png:50,halo/flame-burst-8.png:48,misc/blank-hex.png:1" halo_x,halo_y=-14,9 offset=1.0 [/flame_burst_2_frame] [flame_burst_3_frame] duration=400 halo="misc/blank-hex.png:1,halo/flame-burst-1.png:50,halo/flame-burst-2.png:50,halo/flame-burst-3.png:50,halo/flame-burst-4.png:50,halo/flame-burst-5.png:50,halo/flame-burst-6.png:50,halo/flame-burst-7.png:50,halo/flame-burst-8.png:48,misc/blank-hex.png:1" halo_x,halo_y=0,12 offset=1.0 [/flame_burst_3_frame] [flame_burst_4_frame] duration=400 halo="misc/blank-hex.png:1,halo/flame-burst-1.png:50,halo/flame-burst-2.png:50,halo/flame-burst-3.png:50,halo/flame-burst-4.png:50,halo/flame-burst-5.png:50,halo/flame-burst-6.png:50,halo/flame-burst-7.png:50,halo/flame-burst-8.png:48,misc/blank-hex.png:1" halo_x,halo_y=14,9 offset=1.0 [/flame_burst_4_frame] [flame_burst_5_frame] duration=400 halo="misc/blank-hex.png:1,halo/flame-burst-1.png:50,halo/flame-burst-2.png:50,halo/flame-burst-3.png:50,halo/flame-burst-4.png:50,halo/flame-burst-5.png:50,halo/flame-burst-6.png:50,halo/flame-burst-7.png:50,halo/flame-burst-8.png:48,misc/blank-hex.png:1" halo_x,halo_y=22,0 offset=1.0 [/flame_burst_5_frame] [/else] [frame] sound=fire.wav duration=100 image="units/shaxthal/warlord+withmask.png" [/frame] [frame] duration=100 image="units/shaxthal/warlord+withmask.png" [/frame] [frame] duration=200 image="units/shaxthal/warlord+withmask.png" [/frame] [frame] duration=100 image="units/shaxthal/warlord+withmask.png" [/frame] [frame] duration=100 image="units/shaxthal/warlord+withmask.png" [/frame] [/attack_anim] [variation] variation_id=unmasked inherit=yes hide_help=yes image="units/shaxthal/warlord.png" profile="portraits/elyssa.png" # po: You can use her correct gender for this version of her description. description= _ "Nobody knows for sure what path led her to become what she is now: a creature neither human nor machine. The Chaos Warlord’s human visage and emaciated body belie the fearsome strength and sharpness of mind she has displayed in battle over the centuries. To Uria’s servants — humans or otherwise — her unnatural abilities and great power have earned her a reputation as a demoness, along with the fear and respect normally reserved for a demon lord. The fate of anyone facing her in combat is already set, and the most they can hope for is a swift and painless death." {DEFENSE_ANIM "units/shaxthal/warlord.png" "units/shaxthal/warlord.png" {SOUND_LIST:HUMAN_FEMALE_HIT} } [attack_anim] [filter_attack] name=sword [/filter_attack] [frame] image="units/shaxthal/warlord.png" [/frame] [frame] image="units/shaxthal/warlord.png" [/frame] [if] [frame] image="units/shaxthal/warlord.png" [/frame] [/if] [else] [frame] image="units/shaxthal/warlord.png" [/frame] [/else] [frame] image="units/shaxthal/warlord.png" [/frame] [frame] image="units/shaxthal/warlord.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=ethereal blast [/filter_attack] [frame] image="units/shaxthal/warlord.png" [/frame] [if] [frame] image="units/shaxthal/warlord.png" [/frame] [/if] [else] [frame] image="units/shaxthal/warlord.png" [/frame] [/else] [/attack_anim] [attack_anim] [filter_attack] name=burning inferno [/filter_attack] [frame] image="units/shaxthal/warlord.png" [/frame] [frame] image="units/shaxthal/warlord.png" [/frame] [frame] image="units/shaxthal/warlord.png" [/frame] [frame] image="units/shaxthal/warlord.png" [/frame] [frame] image="units/shaxthal/warlord.png" [/frame] [/attack_anim] [/variation] [/unit_type] # kate: indent-mode normal; encoding utf-8; space-indent on;
#textdomain wesnoth-Invasion_from_the_Unknown [unit_type] id=Dead Shadow Master name= _ "Master of Darkness" race=shaxthal image="misc/blank-hex.png" profile="misc/blank-hex.png" # Intentional, don't change. ellipse=none hitpoints=315 movement_type=none movement=6 experience=300 {AMLA_DEFAULT} level=6 alignment=chaotic advances_to=null cost=900 usage=null hide_help=true description="" # wmllint: ignore [/unit_type] # kate: indent-mode normal; encoding utf-8; space-indent on;
#textdomain wesnoth-Invasion_from_the_Unknown [unit_type] id=Elvish Ancestor name= _ "Ancestor" race=elvish_spirits image="units/undead/elvish-ancestor.png" hitpoints=25 movement_type=undeadspirit [defense] forest=40 [/defense] [resistance] arcane=120 [/resistance] {TRAIT_FEARLESS_MUSTHAVE} movement=7 experience=90 level=2 alignment=chaotic advances_to=Elvish Forefather [abilities] {ABILITY_TERROR} {ABILITY_SYLVAN_SPARK} [/abilities] cost=44 usage=mixed fighter description= _ "Revered warriors of old roam through the elven forests, visible only by the light of their shining silver blades, their wounds having closed as if they had never existed. Though they are only partially present in the mortal realm, their voices can whisper words in the wind that chill the hearts of their enemies, words that show the true meaning of fear." die_sound=wail-long.wav [attack] name=ancient blade description= _ "ancient blade" icon=attacks/astral-blade.png type=arcane range=melee damage=5 number=4 [specials] {WEAPON_SPECIAL_DRAIN} [/specials] [/attack] [attack] name=requiem description= _ "requiem" icon=attacks/wail.png type=cold range=ranged damage=3 number=3 [/attack] [attack_anim] [filter_attack] name=ancient blade [/filter_attack] start_time=-500 offset=0.0~1.0:425,0.0:225 alpha=0.8~0.0:425,0.0~0.8:225 [frame] duration=200 image="units/undead/elvish-ancestor.png" [/frame] [frame] duration=200 image="units/undead/elvish-ancestor.png" sound=wail-sml.wav [/frame] [if] hits=yes [frame] duration=100 image="units/undead/elvish-ancestor.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] duration=100 image="units/undead/elvish-ancestor.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=100 image="units/undead/elvish-ancestor.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=requiem [/filter_attack] {MISSILE_FRAME_WAIL} [if] hits=no [frame] begin=-100 end=100 image="units/undead/elvish-ancestor.png" sound=wail-sml.wav [/frame] [/if] [else] hits=yes [frame] begin=-100 end=100 image="units/undead/elvish-ancestor.png" sound=wail.wav [/frame] [/else] [/attack_anim] [defend] start_time=-126 [if] hits=hit,kill offset=0.0~-0.05:126,-0.05~0.0:126 alpha=0.8~0.5:126,0.5~0.8:126 [frame] duration=1 image="units/undead/elvish-ancestor.png" [/frame] [frame] duration=100 image="units/undead/elvish-ancestor.png" [/frame] [frame] duration=150 image="units/undead/elvish-ancestor.png" sound=wail.wav [/frame] [frame] duration=1 image="units/undead/elvish-ancestor.png" [/frame] [/if] [else] hits=miss offset=0.0~-0.1:126,-0.1~0.0:126 alpha=0.8~0.25:126,0.25~0.8:126 [frame] duration=1 image="units/undead/elvish-ancestor.png" [/frame] [frame] duration=100 image="units/undead/elvish-ancestor.png" [/frame] [frame] duration=150 image="units/undead/elvish-ancestor.png" [/frame] [frame] duration=1 image="units/undead/elvish-ancestor.png" [/frame] [/else] [/defend] [standing_anim] start_time=0 alpha=0.8~0.4:1400,0.4~0.6:600,0.6~0.4:600,0.4~0.8:1400 [frame] duration=250 image="units/undead/elvish-ancestor.png" [/frame] [frame] duration=250 image="units/undead/elvish-ancestor.png" [/frame] [frame] duration=250 image="units/undead/elvish-ancestor.png" [/frame] [frame] duration=250 image="units/undead/elvish-ancestor.png" [/frame] [frame] duration=250 image="units/undead/elvish-ancestor.png" [/frame] [frame] duration=250 image="units/undead/elvish-ancestor.png" [/frame] [frame] duration=250 image="units/undead/elvish-ancestor.png" [/frame] [frame] duration=250 image="units/undead/elvish-ancestor.png" [/frame] [frame] duration=250 image="units/undead/elvish-ancestor.png" [/frame] [frame] duration=250 image="units/undead/elvish-ancestor.png" [/frame] [frame] duration=250 image="units/undead/elvish-ancestor.png" [/frame] [frame] duration=250 image="units/undead/elvish-ancestor.png" [/frame] [frame] duration=250 image="units/undead/elvish-ancestor.png" [/frame] [frame] duration=250 image="units/undead/elvish-ancestor.png" [/frame] [frame] duration=250 image="units/undead/elvish-ancestor.png" [/frame] [frame] duration=250 image="units/undead/elvish-ancestor.png" [/frame] [/standing_anim] [leading_anim] start_time=0 [frame] duration=0 image="units/undead/elvish-ancestor.png" [/frame] [/leading_anim] [/unit_type]
#textdomain wesnoth-Invasion_from_the_Unknown [unit_type] id=Elvish Forefather name= _ "Forefather" race=elvish_spirits image="units/undead/elvish-forefather.png" hitpoints=35 movement_type=undeadspirit [defense] forest=40 [/defense] [resistance] arcane=120 [/resistance] {TRAIT_FEARLESS_MUSTHAVE} movement=7 experience=150 level=3 alignment=chaotic advances_to=null {AMLA_DEFAULT} [abilities] {ABILITY_TERROR} {ABILITY_SYLVAN_SPARK} [/abilities] cost=74 usage=mixed fighter description= _ "The ancient elvish lords may come back to this world in times of great need, to lead their people to glory once again. When attacking, they sing a chilling chant of death, one which can paralyze their opponents with shear fear. This has been known to have changed the course of many a battle in favor of the elven forces, even when defeat was so close at hand." die_sound=wail-long.wav [attack] name=ancient blade description= _ "ancient blade" icon=attacks/astral-blade.png type=arcane range=melee damage=6 number=5 [specials] {WEAPON_SPECIAL_DRAIN} [/specials] [/attack] [attack] name=requiem description= _ "requiem" icon=attacks/wail.png type=cold range=ranged damage=5 number=3 [/attack] [attack_anim] [filter_attack] name=ancient blade [/filter_attack] start_time=-500 offset=0.0~1.0:425,0.0:225 alpha=0.8~0.0:425,0.0~0.8:225 [frame] duration=200 image="units/undead/elvish-forefather.png" [/frame] [frame] duration=200 image="units/undead/elvish-forefather.png" sound=wail-sml.wav [/frame] [if] hits=yes [frame] duration=100 image="units/undead/elvish-forefather.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] duration=100 image="units/undead/elvish-forefather.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=100 image="units/undead/elvish-forefather.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=requiem [/filter_attack] {MISSILE_FRAME_WAIL} [if] hits=no [frame] begin=-100 end=100 image="units/undead/elvish-forefather.png" sound=wail-sml.wav [/frame] [/if] [else] hits=yes [frame] begin=-100 end=100 image="units/undead/elvish-forefather.png" sound=wail.wav [/frame] [/else] [/attack_anim] [defend] start_time=-126 [if] hits=hit,kill offset=0.0~-0.05:126,-0.05~0.0:126 alpha=0.8~0.5:126,0.5~0.8:126 [frame] duration=1 image="units/undead/elvish-forefather.png" [/frame] [frame] duration=100 image="units/undead/elvish-forefather.png" [/frame] [frame] duration=150 image="units/undead/elvish-forefather.png" sound=wail.wav [/frame] [frame] duration=1 image="units/undead/elvish-forefather.png" [/frame] [/if] [else] hits=miss offset=0.0~-0.1:126,-0.1~0.0:126 alpha=0.8~0.25:126,0.25~0.8:126 [frame] duration=1 image="units/undead/elvish-forefather.png" [/frame] [frame] duration=100 image="units/undead/elvish-forefather.png" [/frame] [frame] duration=150 image="units/undead/elvish-forefather.png" [/frame] [frame] duration=1 image="units/undead/elvish-forefather.png" [/frame] [/else] [/defend] [standing_anim] start_time=0 alpha=0.8~0.4:1400,0.4~0.6:600,0.6~0.4:600,0.4~0.8:1400 [frame] duration=250 image="units/undead/elvish-forefather.png" [/frame] [frame] duration=250 image="units/undead/elvish-forefather.png" [/frame] [frame] duration=250 image="units/undead/elvish-forefather.png" [/frame] [frame] duration=250 image="units/undead/elvish-forefather.png" [/frame] [frame] duration=250 image="units/undead/elvish-forefather.png" [/frame] [frame] duration=250 image="units/undead/elvish-forefather.png" [/frame] [frame] duration=250 image="units/undead/elvish-forefather.png" [/frame] [frame] duration=250 image="units/undead/elvish-forefather.png" [/frame] [frame] duration=250 image="units/undead/elvish-forefather.png" [/frame] [frame] duration=250 image="units/undead/elvish-forefather.png" [/frame] [frame] duration=250 image="units/undead/elvish-forefather.png" [/frame] [frame] duration=250 image="units/undead/elvish-forefather.png" [/frame] [frame] duration=250 image="units/undead/elvish-forefather.png" [/frame] [frame] duration=250 image="units/undead/elvish-forefather.png" [/frame] [frame] duration=250 image="units/undead/elvish-forefather.png" [/frame] [frame] duration=250 image="units/undead/elvish-forefather.png" [/frame] [/standing_anim] [leading_anim] start_time=0 [frame] duration=0 image="units/undead/elvish-forefather.png" [/frame] [/leading_anim] [/unit_type]
#textdomain wesnoth-Invasion_from_the_Unknown [unit_type] id=Elvish Warrior Spirit name= _ "Warrior Spirit" race=elvish_spirits image="units/undead/elvish-warrior-spirit.png" hitpoints=16 movement_type=undeadspirit [defense] forest=40 [/defense] [resistance] arcane=120 [/resistance] {TRAIT_FEARLESS_MUSTHAVE} movement=7 experience=45 level=1 alignment=chaotic advances_to=Elvish Ancestor [abilities] {ABILITY_TERROR} {ABILITY_SYLVAN_SPARK} [/abilities] cost=23 usage=scout description= _ "The greatest elvish warriors of times past are not completely gone, for they consider even death no obstacle to them. They will roam the forests which formerly served as their homes, wandering through both their memories and the mortal plane of which they inhabit. Their recollections of glorious battles and wars, conquests and defeats, cause them to eternally seek a chance to perform those same feats once again. Indeed, this is not difficult, for they can strike the utmost terror into their foes, sometimes even causing death." die_sound=wail-long.wav [attack] name=ancient blade description= _ "ancient blade" icon=attacks/astral-blade.png type=arcane range=melee damage=3 number=4 [specials] {WEAPON_SPECIAL_DRAIN} [/specials] [/attack] [attack_anim] [filter_attack] name=ancient blade [/filter_attack] start_time=-500 offset=0.0~1.0:425,0.0:225 alpha=0.8~0.0:425,0.0~0.8:225 [frame] duration=200 image="units/undead/elvish-warrior-spirit.png" [/frame] [frame] duration=200 image="units/undead/elvish-warrior-spirit.png" sound=wail-sml.wav [/frame] [if] hits=yes [frame] duration=100 image="units/undead/elvish-warrior-spirit.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] duration=100 image="units/undead/elvish-warrior-spirit.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=100 image="units/undead/elvish-warrior-spirit.png" [/frame] [/attack_anim] [defend] start_time=-126 [if] hits=hit,kill offset=0.0~-0.05:126,-0.05~0.0:126 alpha=0.8~0.5:126,0.5~0.8:126 [frame] duration=1 image="units/undead/elvish-warrior-spirit.png" [/frame] [frame] duration=100 image="units/undead/elvish-warrior-spirit.png" [/frame] [frame] duration=150 image="units/undead/elvish-warrior-spirit.png" sound=wail-sml.wav [/frame] [frame] duration=1 image="units/undead/elvish-warrior-spirit.png" [/frame] [/if] [else] hits=miss offset=0.0~-0.1:126,-0.1~0.0:126 alpha=0.8~0.25:126,0.25~0.8:126 [frame] duration=1 image="units/undead/elvish-warrior-spirit.png" [/frame] [frame] duration=100 image="units/undead/elvish-warrior-spirit.png" [/frame] [frame] duration=150 image="units/undead/elvish-warrior-spirit.png" [/frame] [frame] duration=1 image="units/undead/elvish-warrior-spirit.png" [/frame] [/else] [/defend] [standing_anim] start_time=0 alpha=0.8~0.4:1400,0.4~0.6:600,0.6~0.4:600,0.4~0.8:1400 [frame] duration=250 image="units/undead/elvish-warrior-spirit.png" [/frame] [frame] duration=250 image="units/undead/elvish-warrior-spirit.png" [/frame] [frame] duration=250 image="units/undead/elvish-warrior-spirit.png" [/frame] [frame] duration=250 image="units/undead/elvish-warrior-spirit.png" [/frame] [frame] duration=250 image="units/undead/elvish-warrior-spirit.png" [/frame] [frame] duration=250 image="units/undead/elvish-warrior-spirit.png" [/frame] [frame] duration=250 image="units/undead/elvish-warrior-spirit.png" [/frame] [frame] duration=250 image="units/undead/elvish-warrior-spirit.png" [/frame] [frame] duration=250 image="units/undead/elvish-warrior-spirit.png" [/frame] [frame] duration=250 image="units/undead/elvish-warrior-spirit.png" [/frame] [frame] duration=250 image="units/undead/elvish-warrior-spirit.png" [/frame] [frame] duration=250 image="units/undead/elvish-warrior-spirit.png" [/frame] [frame] duration=250 image="units/undead/elvish-warrior-spirit.png" [/frame] [frame] duration=250 image="units/undead/elvish-warrior-spirit.png" [/frame] [frame] duration=250 image="units/undead/elvish-warrior-spirit.png" [/frame] [frame] duration=250 image="units/undead/elvish-warrior-spirit.png" [/frame] [/standing_anim] [leading_anim] start_time=0 [frame] duration=0 image="units/undead/elvish-warrior-spirit.png" [/frame] [/leading_anim] [/unit_type]
#textdomain wesnoth-Invasion_from_the_Unknown [unit_type] id=Shadow Minion name= _ "Shadow Minion" race=undead image="units/undead/shadow-minion.png" [standing_anim] start_time=0 alpha=0.8~0.4:1400,0.4~0.6:600,0.6~0.4:600,0.4~0.8:1400 [frame] duration=4000 image="units/undead/shadow-minion.png" [/frame] [/standing_anim] hitpoints=17 movement_type=undeadspirit movement=7 experience=50 level=1 alignment=chaotic advances_to=null {AMLA_DEFAULT} cost=20 usage=scout [abilities] {ABILITY_NIGHTSTALK} {ABILITY_SKIRMISHER} [/abilities] description= _ "These spawns of the night are not to be taken lightly. Although weak beneath the suns’ light, they prove remarkably dangerous under the protection of the darkness, being able to move unseen and strike when least extected." die_sound=wail-long.wav [death] start_time=0 [frame] duration=100 image="units/fake/explosion-a-1.png" [/frame] [frame] duration=100 image="units/fake/explosion-a-2.png" [/frame] [frame] duration=100 image="units/fake/explosion-a-3.png" [/frame] [frame] duration=100 image="units/fake/explosion-a-4.png" [/frame] [frame] duration=100 image="units/fake/explosion-a-5.png" [/frame] [frame] duration=100 image="units/fake/explosion-a-6.png" [/frame] [frame] duration=100 image="units/fake/explosion-a-7.png" [/frame] [frame] duration=100 image="units/fake/explosion-a-8.png" [/frame] [frame] duration=100 image="units/fake/explosion-a-9.png" [/frame] [/death] [attack] name=claws description={I18N:ATTACK_CLAWS} type=blade icon=attacks/claws-undead.png range=melee damage=6 number=3 [specials] {WEAPON_SPECIAL_BACKSTAB} [/specials] [/attack] [attack_anim] [filter_attack] name=claws [/filter_attack] start_time=-500 offset=0.0~1.0:425,0.0:225 alpha=0.8~0.0:425,0.0~0.8:225 [frame] duration=50 image="units/undead/shadow-minion-defend.png" [/frame] [frame] duration=350 image="units/undead/shadow-minion-attack.png" sound=wail-sml.wav [/frame] [if] hits=no [frame] duration=100 image="units/undead/shadow-minion-attack.png" sound={SOUND_LIST:MISS} [/frame] [/if] [else] hits=yes [frame] duration=100 image="units/undead/shadow-minion-attack.png" sound=claws.ogg [/frame] [/else] [frame] duration=100 image="units/undead/shadow-minion.png" [/frame] [/attack_anim] [defend] start_time=-126 [if] hits=hit,kill offset=0.0~-0.05:126,-0.05~0.0:126 alpha=0.8~0.5:126,0.5~0.8:126 [frame] duration=1 image="units/undead/shadow-minion.png" [/frame] [frame] duration=100 image="units/undead/shadow-minion-defend.png" [/frame] [frame] duration=150 image="units/undead/shadow-minion-defend.png" sound=wail-sml.wav [/frame] [frame] duration=1 image="units/undead/shadow-minion.png" [/frame] [/if] [else] hits=miss offset=0.0~-0.1:126,-0.1~0.0:126 alpha=0.8~0.25:126,0.25~0.8:126 [frame] duration=1 image="units/undead/shadow-minion.png" [/frame] [frame] duration=100 image="units/undead/shadow-minion-defend.png" [/frame] [frame] duration=150 image="units/undead/shadow-minion-defend.png" [/frame] [frame] duration=1 image="units/undead/shadow-minion.png" [/frame] [/else] [/defend] [/unit_type]
#textdomain wesnoth-Invasion_from_the_Unknown [unit_type] id=Shadow Spawn name= _ "Shadow Spawn" race=undead image="units/undead/shadow-spawn.png" {TRAIT_FEARLESS_MUSTHAVE} hitpoints=26 movement_type=gruefoot movement=4 experience=50 level=1 alignment=chaotic advances_to=null {AMLA_DEFAULT} cost=21 usage=fighter description= _ "These creatures, known to those who encounter them as Shadow Spawns, are an embodiment of the darkest magical arts, and as such, only those highly adept in the arts of necromancy can create them. Like some undead, they possess the necromantic ability to raise the corpses of those they kill to the cruel world of unlife, and are willing to use this to full advantage." die_sound=wail-long.wav [resistance] blade=80 pierce=80 impact=80 fire=120 cold=50 arcane=140 [/resistance] [attack] name=touch description={I18N:ATTACK_TOUCH} icon=attacks/touch-zombie.png type=impact range=melee damage=7 number=3 [specials] {WEAPON_SPECIAL_PLAGUE} [/specials] [/attack] {DEFENSE_ANIM "units/undead/shadow-spawn.png" "units/undead/shadow-spawn.png" wail.wav } [attack_anim] [filter_attack] name=touch [/filter_attack] start_time=-150 [frame] duration=50 image="units/undead/shadow-spawn.png" [/frame] [frame] duration=200 image="units/undead/shadow-spawn.png" sound=wail-sml.wav [/frame] [/attack_anim] [death] start_time=0 [frame] duration=50 image="units/fake/explosion-a-1.png" [/frame] [frame] duration=50 image="units/fake/explosion-a-2.png" [/frame] [frame] duration=50 image="units/fake/explosion-a-3.png" [/frame] [frame] duration=50 image="units/fake/explosion-a-4.png" [/frame] [frame] duration=50 image="units/fake/explosion-a-5.png" [/frame] [frame] duration=50 image="units/fake/explosion-a-6.png" [/frame] [frame] duration=50 image="units/fake/explosion-a-7.png" [/frame] [frame] duration=50 image="units/fake/explosion-a-8.png" [/frame] [frame] duration=50 image="units/fake/explosion-a-9.png" [/frame] [/death] [/unit_type]
#textdomain wesnoth-Invasion_from_the_Unknown [unit_type] id=Bone Knight name= _ "Bone Knight" race=undead image="units/undead-skeletal/boneknight.png" # [movement_anim] # start_time=0 # [frame] # duration=150 # image="units/undead-skeletal/boneknight-move.png" # [/frame] # [/movement_anim] hitpoints=48 movement_type=undeadmountedfoot movement=8 experience=100 level=2 alignment=chaotic advances_to=null {AMLA_DEFAULT} cost=47 usage=scout description= _ "Even after countless centuries buried beneath the sands, these warriors and their mighty steeds remain strong and fast, able to swifly dash into battle at their master’s command and lay waste to their enemies." die_sound=skeleton-big-die.ogg [abilities] {ABILITY_SUBMERGE} [/abilities] #{DEFENSE_ANIM "units/undead-skeletal/boneknight-defend.png" "units/undead-skeletal/boneknight.png" {SOUND_LIST:SKELETON_BIG_HIT} } {DEFENSE_ANIM "units/undead-skeletal/boneknight.png" "units/undead-skeletal/boneknight.png" {SOUND_LIST:SKELETON_BIG_HIT} } [attack] name=axe description={I18N:ATTACK_AXE} type=blade range=melee damage=8 number=4 icon=attacks/axe-undead.png [/attack] [attack] name=trample icon=attacks/crush-wose.png description=_"trample" type=impact range=melee damage=7 number=2 [specials] {WEAPON_SPECIAL_CHARGE} [/specials] [/attack] [attack] name=crossbow description={I18N:ATTACK_CROSSBOW} icon=attacks/crossbow-undead.png type=pierce range=ranged damage=10 number=1 [/attack] [attack_anim] [filter_attack] name=axe [/filter_attack] start_time=-150 [frame] duration=75 image="units/undead-skeletal/boneknight.png" #image="units/undead-skeletal/boneknight-attack1.png" [/frame] [if] hits=no [frame] duration=150 image="units/undead-skeletal/boneknight.png" #image="units/undead-skeletal/boneknight-attack2.png" sound={SOUND_LIST:MISS} [/frame] [/if] [else] hits=yes [frame] duration=150 image="units/undead-skeletal/boneknight.png" #image="units/undead-skeletal/boneknight-attack2.png" sound=axe.ogg [/frame] [/else] [frame] duration=25 image="units/undead-skeletal/boneknight.png" #image="units/undead-skeletal/boneknight-attack1.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=trample [/filter_attack] start_time=-250 [frame] duration=100 image="units/undead-skeletal/boneknight.png" [/frame] [if] hits=yes [frame] duration=125 image="units/undead-skeletal/boneknight.png" #image="units/undead-skeletal/boneknight-defend.png" sound=fist.ogg [/frame] [/if] [else] hits=no [frame] duration=125 image="units/undead-skeletal/boneknight.png" #image="units/undead-skeletal/boneknight-defend.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=100 image="units/undead-skeletal/boneknight.png" #image="units/undead-skeletal/boneknight-move.png" [/frame] [frame] duration=75 image="units/undead-skeletal/boneknight.png" #image="units/undead-skeletal/boneknight-defend.png" [/frame] [frame] duration=50 image="units/undead-skeletal/boneknight.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=crossbow [/filter_attack] start_time=-400 [missile_frame] begin=-150 end=0 image="projectiles/missile-n.png" image_diagonal="projectiles/missile-ne.png" [/missile_frame] [frame] duration=100 image="units/undead-skeletal/boneknight.png" [/frame] [if] hits=yes [frame] duration=150 image="units/undead-skeletal/boneknight.png" sound=crossbow.ogg [/frame] [/if] [else] hits=no [frame] duration=150 image="units/undead-skeletal/boneknight.png" sound=crossbow-miss.ogg [/frame] [/else] [frame] duration=150 image="units/undead-skeletal/boneknight.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Invasion_from_the_Unknown [unit_type] id=Skeleton Rider name= _ "Skeleton Rider" race=undead image="units/undead-skeletal/rider.png" [movement_anim] start_time=0 [frame] duration=150 image="units/undead-skeletal/rider-move.png" [/frame] [/movement_anim] hitpoints=36 movement_type=undeadmountedfoot movement=8 experience=48 level=1 alignment=chaotic advances_to=Bone Knight cost=22 usage=scout description= _ "Once great warriors thundering across the plains, these mounted riders atop their skeletal horses were raised from the grave by unholy magic to spread fear and destruction." die_sound={SOUND_LIST:SKELETON_DIE} {DEFENSE_ANIM "units/undead-skeletal/rider-defend.png" "units/undead-skeletal/rider.png" {SOUND_LIST:SKELETON_HIT} } [abilities] {ABILITY_SUBMERGE} [/abilities] [attack] name=axe description={I18N:ATTACK_AXE} type=blade range=melee damage=7 number=3 icon=attacks/axe-undead.png [/attack] [attack_anim] [filter_attack] name=axe [/filter_attack] start_time=-150 [frame] duration=75 image="units/undead-skeletal/rider-move.png" [/frame] [if] hits=no [frame] duration=150 image="units/undead-skeletal/rider-melee.png" sound={SOUND_LIST:MISS} [/frame] [/if] [else] hits=yes [frame] duration=150 image="units/undead-skeletal/rider-melee.png" sound=axe.ogg [/frame] [/else] [frame] duration=25 image="units/undead-skeletal/rider-move.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Invasion_from_the_Unknown [unit_type] id=Death Baron name= _ "Death Baron" race=undead image="units/undead-skeletal/death-baron.png" profile=portraits/undead/death-knight.png [leading_anim] start_time=-150 [frame] duration=100 image="units/undead-skeletal/death-baron-leading.png" [/frame] [frame] duration=100 image="units/undead-skeletal/death-baron-leading.png" [/frame] [frame] duration=100 image="units/undead-skeletal/death-baron-leading.png" [/frame] [/leading_anim] hitpoints=51 movement_type=undeadfoot movement=5 experience=100 level=2 alignment=chaotic advances_to=Death Knight [advancefrom] unit=Skeleton [/advancefrom] cost=34 [abilities] {ABILITY_LEADERSHIP} {ABILITY_SUBMERGE} [/abilities] [resistance] blade=60 pierce=40 impact=120 [/resistance] usage=fighter description= _ "Sometimes the mightiest warriors and generals, cursed with hate and angst, come back to this world as Death Knights. Death Barons serve them whilst accruing enough unholy power to advance to the level of their masters. In the process, they pick up a good deal of the Knight’s skills, including the ability to easily and effectively command underlings." die_sound=skeleton-big-die.ogg {DEFENSE_ANIM_RANGE "units/undead-skeletal/death-baron-defend.png" "units/undead-skeletal/death-baron.png" {SOUND_LIST:SKELETON_BIG_HIT} melee} {DEFENSE_ANIM_RANGE "units/undead-skeletal/death-baron-defend.png" "units/undead-skeletal/death-baron-crossbow.png" {SOUND_LIST:SKELETON_BIG_HIT} ranged} [attack] name=axe description={I18N:ATTACK_AXE} icon=attacks/axe-undead.png type=blade range=melee damage=8 number=3 [/attack] [attack] name=crossbow description={I18N:ATTACK_CROSSBOW} icon=attacks/crossbow-undead.png type=pierce range=ranged damage=5 number=2 [/attack] [attack_anim] [filter_attack] name=crossbow [/filter_attack] start_time=-400 [missile_frame] begin=-150 end=0 image="projectiles/missile-n.png" image_diagonal="projectiles/missile-ne.png" [/missile_frame] [frame] duration=100 image="units/undead-skeletal/death-baron-crossbow.png" [/frame] [if] hits=yes [frame] duration=150 image="units/undead-skeletal/death-baron-crossbow-attack1.png" sound=crossbow.ogg [/frame] [/if] [else] hits=no [frame] duration=150 image="units/undead-skeletal/death-baron-crossbow-attack1.png" sound=crossbow-miss.ogg [/frame] [/else] [frame] duration=150 image="units/undead-skeletal/death-baron-crossbow-attack2.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=axe [/filter_attack] [frame] begin=-250 end=-225 image="units/undead-skeletal/death-baron.png" [/frame] [frame] begin=-225 end=-125 image="units/undead-skeletal/death-baron-attack-1.png" [/frame] [if] hits=yes [frame] begin=-125 end=25 image="units/undead-skeletal/death-baron-attack-2.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] begin=-125 end=25 image="units/undead-skeletal/death-baron-attack-2.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=25 end=175 image="units/undead-skeletal/death-baron-attack-3.png" [/frame] [frame] begin=175 end=200 image="units/undead-skeletal/death-baron.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-did [textdomain] name="wesnoth-did" [/textdomain] # wmlscope: set export=no [campaign] id=Descent_into_Darkness rank=100 year="389 YW" icon="data/campaigns/Descent_Into_Darkness/images/units/dark-mage.png~RC(magenta>red)" background="data/campaigns/The_Rise_Of_Wesnoth/images/story/trow_intro_03.jpg" name= _ "Descent into Darkness" abbrev= _ "DiD" define=CAMPAIGN_DESCENT first_scenario=01_Saving_Parthyn [modify_unit_type] type="Dark Sorcerer" remove_advancement="Lich" [/modify_unit_type] {CAMPAIGN_DIFFICULTY EASY "units/undead-necromancers/adept.png~RC(magenta>black)" ( _ "Neophyte") ( _ "Easy")} {CAMPAIGN_DIFFICULTY NORMAL "units/undead-necromancers/dark-sorcerer.png~RC(magenta>black)" ( _ "Evoker") ( _ "Normal")} {DEFAULT_DIFFICULTY} {CAMPAIGN_DIFFICULTY HARD "units/undead-necromancers/lich.png~RC(magenta>black)" ( _ "Summoner") ( _ "Challenging")} description=_ "The northern frontier town of Parthyn is annually raided by neighboring tribes of orcs. Malin Keshar, an outcast mage, seeks to defend his home and wreak vengeance on the orcs by any means necessary, even if it means sacrificing his own soul in the process. " + _"(Intermediate level, 10 scenarios.)" [about] title = _ "Original Campaign Design" [entry] name = "esci" [/entry] [/about] [about] title = _ "Latest Campaign Revision" [entry] name = "nemaara" [/entry] [/about] [about] title = _ "Artwork and Graphics Design" [entry] name = "Blarumyrran" comment = "story images" [/entry] [entry] name = "Emilien Rotival (LordBob)" comment = "current portraits" [/entry] [entry] name= "theycallmerooster" comment = "old portraits" [/entry] [/about] [about] title = _ "Miscellaneous" [entry] name = "josteph" comment = "dialogue comments and revisions" [/entry] [/about] [/campaign] #ifdef CAMPAIGN_DESCENT {campaigns/Descent_Into_Darkness/utils} [units] {campaigns/Descent_Into_Darkness/units} [/units] [binary_path] path=data/campaigns/Descent_Into_Darkness [/binary_path] [lua] code = << wesnoth.dofile('campaigns/Descent_Into_Darkness/lua/' .. 'skip_animations.lua') >> [/lua] {campaigns/Descent_Into_Darkness/scenarios} #endif # wmllint: directory spelling Malin Dela Keshar Drogan Darken Volk Karres
#textdomain wesnoth-did [scenario] id=01_Saving_Parthyn name= _ "Saving Parthyn" map_file=01_Saving_Parthyn.map turns=13 next_scenario=02_Peaceful_Valley victory_when_enemies_defeated=no {DEFAULT_SCHEDULE} {SCENARIO_MUSIC northerners.ogg} {EXTRA_SCENARIO_MUSIC loyalists.ogg} {EXTRA_SCENARIO_MUSIC battle.ogg} [story] [part] music=elvish-theme.ogg # **THIS TEXT CONTAINS SPOILERS** # po: Comments about dialogue style and characterization: # po: Drogan: although he is the captain of Parthyn's guard, he shows signs of recklessness and inflexibility; he's stiff and stubborn, which causes him to butt heads with Malin # po: often, we see that Drogan says something to Malin (e.g. banishing him) without a clearly good reason why, and that's because of his ego and confidence in his own righteousness # po: Drogan speaks with a country accent, using things like "ta" instead of "to", "ya" instead of "you", "thar" instead of "there", and some incorrect grammatical constructs like "them orcs" instead of "the orcs" # po: Darken Volk: he talks a little more formally than Malin, and has quite a few ellipses in his speech. These are at points where he's not speaking exactly what he's thinking in his head because in reality, # po: he's trying to manipulate Malin for his own gain. His mode of speech is a little more formal. # po: Dela: little more of a minor character, she's what you might expect from a sister. She isn't wholly against Malin until he kills Drogan, but she also doesn't really want to do much with a necromancer either. # po: She tries to be understanding, but falls short in the end because of her prejudice against dark magic. Note: Dela also speaks with a country accent like Drogan, but not as heavily so. # po: More "country accent" words: "s'ppose" instead of suppose, "’em" instead of them, dropping the g at the end of a word for ’ (bickering -> bickerin’), "’bout" instead of "about", "’im" instead of him # po: "woulda" -> would have, "o’" -> of, "gotta" -> have to # po: Malin: rash and impulsive, he cares a lot about his home, but doesn't see that power itself can be a corrupting force (though he does not seek power just for the sake of it, it is for another purpose which is # po: to drive off the orcs). He's a little more informal in his speech, meaning more contractions and colloquialisms, stemming from his "country accent" (which is not as strong as Drogan's or Dela's due to his time on Alduin). # po: Things to be careful about while editing: there are some poems in S8 and S11, please be mindful when making wording changes there. Some commas are added for readability even though they may not be grammatically correct. # po: # po: If the target language has a specialized term for a fortified town, like Latin "oppidum", use it for Parthyn. story= _ "Malin Keshar was born ten years after the death of Haldric IV. He grew up in the northern border town of Parthyn, the second child and eldest son of the city’s baron. Every summer, by the time the mountainous paths and high passes shed their wintry gowns of snow, orcs descended from the northern hills to ravage the settlements at the frontier. Every year, Malin’s father led the townsfolk to repel the raids and force the orcs to retreat back to the north." {STORYTXT_BACKGROUND_BIGMAP_DID} [/part] [part] story= _ "When Malin was ten, a passing mage sensed strong magical abilities in the boy and suggested he be sent to the Isle of Alduin for training in the magical arts. Malin studied there for eight years, learning all manner of magic from basic control over the elements, to the mystic arts and scrying, to alchemy and simple medicine." {STORYTXT_BACKGROUND_BIGMAP_DID} [/part] [part] story= _ "Although his life on Alduin was luxurious and peaceful, Malin found the teachings of the scholarly mages to be too philosophical for his tastes. His thoughts turned back to Parthyn, where more practical magics were necessary to drive off the orcs. Malin began to research these magics on his own, but his lack of patience and general indiscretion eventually led to several confrontations with his teachers and other students. Believing Malin to be too reckless, the mages expelled him from Alduin." {STORYTXT_BACKGROUND_BIGMAP_DID} [/part] [part] story= _ "When Malin returned to Parthyn, orcs had already begun to attack the city. Although he tried his best to fight them off, the raids were far more relentless and the town guard was far weaker than he had remembered. One night, a particularly powerful band of orcs overran the city walls and Malin could only watch as his father was cut down by one of the savage orcish warriors." {STORYTXT_BACKGROUND_BIGMAP_DID} [/part] [part] story= _ "Shaken by the loss of their commander, the human defense began to falter. The orcs roared in anticipation of victory, but before they could overrun the city, skeleton warriors poured out of the woods to their rear. The undead cut down orc after orc, swords and axes hacking through flesh and bone with ruthless efficiency. The soldiers watched in half amazement, half fear as the orcs dropped and the skeletons turned toward them, empty eyes bleeding with fetid magic. All was dreadfully still as the blood and carnage settled in the rank darkness." {STORYTXT_BACKGROUND_BIGMAP_DID} [/part] [part] story= _ "The silence was broken by the irregular shuffle of a man emerging from the trees. He stood before them, a hunched figure with a rasping voice reminiscent of crackling bones. <i>“I am Darken Volk. While I know you do not love my kind, I think it is vital that we put aside our differences. The orcish menace grows in the north and they will soon return in even greater force. You cannot hope to defend against them without my... help. For now, I ask only to refresh myself in your town.”</i>" {STORYTXT_BACKGROUND_BIGMAP_DID} [/part] # Drogan uses 'I' here because he thinks of himself in charge when technically, Dela or Malin should be (as the children of the Baron) # He also does this later when he tells them to be quiet and to stop bickering [part] story= _ "Drogan, the captain of the guard, replied, <i>“Nay, ye surely know that tha law says tha penalty fer necromancy be death. But, since you’ve saved our town, I’ll let ya rest here fer up ta three days. After, I’m banishin’ ya from Parthyn. Should ye return, we’ll attack ya on sight.”</i>" {STORYTXT_BACKGROUND_BIGMAP_DID} [/part] [part] story= _ "Malin, troubled by his father’s death and the strength of the orcish assault, argued to no avail that Darken Volk be allowed to stay. After a couple days, the necromancer left Parthyn without incident." {STORYTXT_BACKGROUND_BIGMAP_DID} [/part] [/story] {DID_TRACK {JOURNEY_01_NEW}} # wmllint: validate-off [side] side=1 controller=human recruit=Walking Corpse {GOLD 90 70 50} team_name=town guard user_team_name= _ "Defenders" {FLAG_VARIANT undead} color=darkblue # wmllint: recognize Malin Keshar {CHARACTER_STATS_MALIN_KESHAR} facing=nw # Starting units for Malin {LOYAL_UNIT 1 (Spearman) 28 11} {LOYAL_UNIT 1 (Bowman) 26 15} {LOYAL_UNIT 1 (Spearman) 23 12} [/side] # wmllint: validate-on [side] side=2 controller=ai recruit=Orcish Grunt,Orcish Archer,Wolf Rider,Orcish Crossbowman {GOLD 70 105 140} {INCOME 2 4 6} team_name=orcs user_team_name= _ "Orcs" {FLAG_VARIANT6 ragged} color=white type=Orcish Warrior id=Kreg'a'shar Trr name= _ "Kreg’a’shar Trr" canrecruit=yes facing=se [ai] aggression=0.8 leader_value=3 grouping=offensive caution=0.1 recruitment_pattern=fighter,archer,scout [/ai] [/side] [side] side=3 controller=ai recruit=Peasant,Woodsman,Spearman {GOLD 40 30 20} team_name=town guard user_team_name= _ "Defenders" {FLAG_VARIANT loyalist} color=green type=Sergeant id=Drogan name= _ "Drogan" experience=17 profile=portraits/drogan.png canrecruit=yes unrenamable=yes facing=ne # Starting units for Drogan {LOYAL_UNIT 3 (Swordsman) 15 17} {GUARDIAN} {UNIT 3 (Spearman) 9 16 ()} {UNIT 3 (Spearman) 7 13 ()} [unit] # wmllint: recognize Dela Keshar {CHARACTER_STATS_DELA_KESHAR} ai_special=guardian x,y=4,17 [/unit] [ai] village_value=0 caution=0.5 [goal] name=protect_unit [criteria] id=Malin Keshar [/criteria] value=4 [/goal] # Don't block Malins keep [avoid] x=21 y=14 [/avoid] [/ai] [/side] {STARTING_VILLAGES 3 15} {STARTING_VILLAGES 2 5} {STARTING_VILLAGES 1 5} # Signpost to mark area defended {PLACE_IMAGE scenery/signpost.png 17 16} {PLACE_IMAGE items/book2.png 20 17} {PLACE_IMAGE scenery/white-monolith.png 30 15} {PLACE_IMAGE scenery/wreck.png 31 9} [event] name=prestart [objectives] side=1 [objective] condition=win description= _ "Defend the river fort for two nights" [/objective] [objective] {ALTERNATIVE_OBJECTIVE_CAPTION} condition=win description= _ "Kill the orcish leader" [/objective] [objective] condition=lose description= _ "Orcs reach the outskirts of Parthyn" [/objective] [objective] condition=lose description= _ "Death of Malin Keshar" [/objective] [objective] condition=lose description= _ "Death of Dela Keshar" [/objective] [objective] condition=lose description= _ "Death of Drogan" [/objective] [gold_carryover] bonus=yes carryover_percentage=40 [/gold_carryover] [/objectives] {VARIABLE malin_used_necromancy no} [/event] [event] name=start [message] speaker=Dela Keshar message= _ "You really think it was a good idea to send out a raidin’ party right after the orcs just attacked us? Father isn’t even here with us any more..." [/message] [message] speaker=Malin Keshar message= _ "Nor is Darken Volk. We are truly defenseless." [/message] [message] speaker=Dela Keshar message= _ "Not like we even need him. No way we’re trusting a necromancer." [/message] [message] speaker=Drogan message= _ "Quit bickerin’, you two. With most o’ them orcs dead now, their camps will be lots weaker. Our raiders will clear ’em out and leave us a quiet summer." [/message] [scroll_to] x,y=14,2 [/scroll_to] [delay] time=1000 [/delay] [message] speaker=Malin Keshar message= _ "So much for quiet, Drogan. Orcs amass north of the river!" [/message] [message] speaker=Drogan message= _ "What? Curses! Why be thar still so many o’ ’em?" [/message] [message] speaker=Dela Keshar message= _ "Well ya sent out a bunch of our soldiers before we even started ta fix the city walls..." [/message] [message] speaker=Drogan message= _ "Quiet, you. Malin, you’ve got ta hold tha river fort or they’ll overrun us. Tha raidin’ party should be back in two days ta help us fight ’em off. Fer now, I’ll send tha remaining guards to help ya." [/message] [/event] # In-scenario events [event] name=recruit first_time_only=yes [filter] type=Walking Corpse [/filter] [message] speaker=Drogan message= _ "What in blazes is that... that thing? Has tha necromancer returned already? His timin’ couldn’t be any worse..." [/message] [message] speaker=Malin Keshar message= _ "No, Drogan. I raised this corpse with the skills Darken Volk taught me before he left. I have no love for it, but we need to take action, or we’ll never be able to repel the orcs!" [/message] [message] speaker=Drogan message= _ "I’m ’shamed of ya, Malin. Even if it’d ensure our survival, nothin’ good ever comes of necromancy. The moment ya use it, you’ve already sold yer soul ta black magic!" [/message] [message] speaker=Malin Keshar message= _ "What?! I am hardly evil, Drogan!" [/message] [message] speaker=Drogan message= _ "Ya say that, but you’ve been very quiet ’bout why tha mages sent you home from Alduin. I’m beginning ta think you were already dabblin’ in this witchcraft even before ya met that necromancer!" [/message] [message] speaker=Malin Keshar message= _ "No! No... it was something stupid, something silly... it does not matter now! I’ll not stand by and allow the orcs to destroy my home while I have the power to prevent it!" [/message] {VARIABLE malin_used_necromancy yes} [/event] [event] name=moveto [filter] side=1 x,y=17,16 [/filter] [message] speaker=narrator message= _ "Welcome to Parthyn" image=scenery/signpost.png [/message] [/event] [event] name=moveto [filter] x,y=20,17 id=Malin Keshar [/filter] [message] speaker=narrator message= _ "Ignorance is the parent of fear." [/message] {GIVE_MALIN_EXPERIENCE 4} [/event] [event] name=moveto [filter] x,y=30,15 id=Malin Keshar [/filter] [message] speaker=narrator message= _ "A monolith of pale stone, luminous and bright, but cold and brittle to the touch." [/message] {GIVE_MALIN_EXPERIENCE 8} [/event] [event] name=moveto [filter] x,y=31,9 side=1 [/filter] [sound] name=zombie-hit-1.ogg [/sound] [delay] time=500 [/delay] [unit] side=1 x,y=31,9 type=Soulless name= _ "Sushi" variation=swimmer animate=yes [/unit] # leaving a dead fish was something done by the mafia as a warning to the recipient, basically saying "you're going to sleep with the fishes" [message] speaker=Malin Keshar message= _ "Someone left a dead fish here." [/message] [/event] # Defeat Conditions [event] name=moveto [filter] side=2 x=0-17 y=13-20 [/filter] [message] speaker=Malin Keshar message= _ "The orcs have broken through. Parthyn is open to attack!" [/message] [endlevel] result=defeat [/endlevel] [/event] # This shouldn't happen, but just in case [event] name=last breath [filter] id=Drogan [/filter] [message] speaker=unit message= _ "Who will be left to defend Parthyn?" [/message] [endlevel] result=defeat [/endlevel] [/event] [event] name=last breath [filter] id=Dela Keshar [/filter] [message] speaker=unit message= _ "I’m... dying..." [/message] [endlevel] result=defeat [/endlevel] [/event] # Victory Conditions [event] name=time over [unit] type=Swordsman x,y=5,17 side=3 id=Soldier [/unit] [unit] type=Longbowman x,y=6,17 side=3 [/unit] [unit] type=Javelineer x,y=6,18 side=3 [/unit] [message] speaker=Soldier message= _ "We’re back from the raid, Drogan. Seems like we made it just in time!" [/message] [message] speaker=Kreg'a'shar Trr message= _ "More humans! We’ll need more fighters to squash ’em all. Grunts, retreat!" [/message] [kill] side=2 [/kill] [endlevel] result=victory bonus=yes {NEW_GOLD_CARRYOVER 40} [/endlevel] [/event] # This is very unlikely, but just in case... [event] name=enemies defeated [message] speaker=Malin Keshar message= _ "The orcs are dead!" [/message] [endlevel] result=victory bonus=yes {NEW_GOLD_CARRYOVER 40} [/endlevel] [/event] [event] name=victory [kill] side=2 animate=no fire_event=no [/kill] [if] [variable] name=malin_used_necromancy boolean_equals=yes [/variable] [then] [message] speaker=Drogan message= _ "By all rights, Malin, I should have ya kill’d on tha spot. I can’t believe ya let that necromancer corrupt you. I s’ppose part o’ this is my fault since I let ’im into Parthyn, but still... Since I showed ’im mercy, I’ll show ya the same. I’m banishin’ you from Parthyn." [/message] [message] speaker=Malin Keshar message= _ "Fine words, Drogan. Would you rather have let the orcs overrun the town?" [/message] [message] speaker=Drogan # po: ’least is short for at least message= _ "Aye, better that than ta even dabble in dark magic. We woulda rebuilt this place like always. Even if I died, ’least it woulda been with dignity. Too bad tha mages didn’t teach ya more sense." [/message] [message] speaker=Malin Keshar message= _ "I only did it to protect what I care about! Is this really what I deserve for saving your hides?" [/message] [message] speaker=Drogan message= _ "Yes, yes it is. Nobody’ll support ya on yer crazy path to depravity." [/message] # po: Hint, that the loyal units stay behind [message] side=1 race=human [not] id=Malin Keshar,Dela Keshar,Drogan [/not] message= _ "We should all be glad to see you gone, necromancer. I detest having fought by your side." [/message] [message] speaker=Malin Keshar message= _ "Dela? Sister?" [/message] [message] speaker=Dela Keshar message= _ "Well..." [/message] [message] speaker=Drogan message= _ "Ya can’t support ’im on this one, Dela." [/message] [message] speaker=Dela Keshar message= _ "I... guess you’re right. You’ve decided your magic is more important than us, Malin. I can’t help you." [/message] [message] speaker=Drogan message= _ "Begone, Malin. I’ve no wish to see yer face around here ever again." [/message] [/then] [else] [message] speaker=Drogan message= _ "Bravely done holdin’ off them orcs by yerself, Malin. But we’re not outta trouble yet. The raidin’ party reports that more warlords be gatherin’ their armies in the hills, just a few days north o’ tha Great River. I don’t know if we can fight ’em all off." [/message] [message] speaker=Malin Keshar message= _ "Then we must seek help. It has not been long since Darken Volk’s departure. Perhaps I can find him and ask him to aid us." [/message] [message] speaker=Drogan message= _ "I’ll pretend like I didn’t hear that." [/message] [message] speaker=Malin Keshar message= _ "Then what would you have us do, Drogan? Let the orcs overrun Parthyn? Abandon our families to those savages?" [/message] [message] speaker=Drogan message= _ "Yes. Leave Parthyn fer now and rebuild later, like we always do." [/message] [message] speaker=Malin Keshar message= _ "Or we can drive off the orcs altogether and make sure they never attack us again. Surely I cannot be the only one who sees that what Drogan says is madness!" [/message] [message] speaker=Drogan message= _ "If ya go out on a quest to seek depravity, none o’ us will support ya." [/message] # po: Hint, that the loyal units stay behind [message] side=1 race=human [not] id=Malin Keshar,Dela Keshar,Drogan [/not] message= _ "Better to die than to ally ourselves with a necromancer." [/message] [message] speaker=Malin Keshar message= _ "Dela? Sister?" [/message] [message] speaker=Dela Keshar message= _ "I hope that you’ll stay with us, Malin. Be reasonable." [/message] [message] speaker=Malin Keshar message= _ "Be reasonable? I am the only one who sees reason here. If no one will help me, I will go by myself." [/message] [message] speaker=Dela Keshar message= _ "Malin, seekin’ out the help of a necromancer is just... just foolhardy! We need ya here to help protect the town!" [/message] [message] speaker=Malin Keshar message= _ "You will eventually see that I am right, Dela. I am resolved." [/message] [/else] [/if] [modify_unit] [filter] side=1 race=human [not] id=Malin Keshar [/not] [/filter] side=3 [/modify_unit] [/event] {HERODEATH_MALIN} [/scenario]
#textdomain wesnoth-did [scenario] id=02_Peaceful_Valley name= _ "Peaceful Valley" map_file=02_Peaceful_Valley.map victory_when_enemies_defeated=no {TURNS 19 17 15} next_scenario=03_A_Haunting_in_Winter {DEFAULT_SCHEDULE_MORNING} {SCENARIO_MUSIC nunc_dimittis.ogg} {EXTRA_SCENARIO_MUSIC knolls.ogg} {EXTRA_SCENARIO_MUSIC casualties_of_war.ogg} [story] [part] music=the_king_is_dead.ogg story= _ "Bitter and alone, Malin follows the back-trail of the orcish band north from Parthyn. He curses the mages for casting him out from the Isle of Alduin only half-trained, unprepared for conflict. He curses Drogan for lacking the resolve to make the necessary sacrifices to protect their home. Most fiercely, he curses the orcs for their mindless savagery, pillagers and raiders who view violence as little more than sport." {STORYTXT_BACKGROUND_BIGMAP_DID} [/part] [part] story= _ "Three days’ travel northeast, Malin stumbles upon Darken Volk, the necromancer who had saved Parthyn and taught him to raise the dead. The dark mage suggests that they travel together; Malin obliges, having been abandoned by his kinsmen. As the weeks pass, Darken Volk teaches Malin more dark magic." {STORYTXT_BACKGROUND travel.jpg} [/part] [/story] {DID_TRACK {JOURNEY_02_NEW}} # wmllint: validate-off [side] side=1 controller=human recruit=Walking Corpse,Vampire Bat {GOLD 105 90 75} team_name=good user_team_name= _ "Malin Keshar" {FLAG_VARIANT undead} color=darkblue # wmllint: recognize Malin Keshar {CHARACTER_STATS_MALIN_KESHAR} fog=yes shroud=yes facing=nw [unit] x,y=15,12 facing=nw # wmllint: recognize Darken Volk {CHARACTER_STATS_DARKEN_VOLK} [/unit] [/side] # wmllint: validate-on [side] side=2 controller=ai recruit=Goblin Rouser,Goblin Impaler,Wolf Rider {GOLD 25 40 55} team_name=goblins user_team_name= _ "Goblins" {FLAG_VARIANT6 ragged} color=white type=Goblin Knight id="T'shar Lggi" name= _ "T’shar Lggi" canrecruit=yes fog=yes facing=se [ai] village_value=2 caution=0.5 recruitment_pattern=scout,fighter [/ai] [/side] {STARTING_VILLAGES_ALL 2} {PLACE_IMAGE items/scarecrow.png 11 4} {PLACE_IMAGE items/straw-bale2.png 9 3} {PLACE_IMAGE items/key.png 7 9} {PLACE_IMAGE items/cage.png 4 12} {PLACE_IMAGE scenery/whitefang-flag.png 6 2} [event] name=prestart {CLEAR_CORPSE_HORDE} [objectives] side=1 [objective] condition=win description= _ "Occupy all of the goblin villages" [/objective] [objective] condition=lose description= _ "Death of Malin Keshar" [/objective] [objective] condition=lose description= _ "Death of Darken Volk" [/objective] {TURNS_RUN_OUT} [gold_carryover] bonus=yes carryover_percentage=40 [/gold_carryover] [/objectives] [item] x,y=8,2 image=terrain/castle/encampment/tent2.png [/item] {VARIABLE key 0} [/event] [event] name=start [message] speaker=Darken Volk message= _ "In truth, I share your hatred for the orcs. The Northlands have been my home for many years and the orcs have been a growing infestation in recent times. They despoil the beauty of the land wherever they go, hacking and burning everything without care or concern. If you are interested, I would be happy to take you on as my... apprentice... so that I can teach you to fight against them." [/message] [message] speaker=Malin Keshar message= _ "Yes! These orcs have threatened my friends and my home for too long. It’s time I gained the power to put them in their place." [/message] [message] speaker=Darken Volk message= _ "Yes, perhaps removing the threat of orcish raids will persuade the people of Parthyn to welcome you back. But for now, I must train you. The orcs are powerful in the hills, strong enough that even I dare not confront them directly." [/message] [message] speaker=Malin Keshar message= _ "Then what shall we do?" [/message] [message] speaker=Darken Volk message= _ "Strike at them where they are weak. A goblin village lies in this valley, just ahead. They are the bastard children of the orcs, feeble creatures individually, but annoying enough in large numbers. Subduing them will provide us a supply of fresh corpses and souls to use against the orcs." [/message] [message] speaker=Darken Volk message= _ "... It will be a worthwhile test of your skills." [/message] [/event] # In-scenario events [event] name=capture first_time_only=yes [filter] side=1 [/filter] [message] speaker=Darken Volk message= _ "Beware the goblin guards in the villages." [/message] [/event] [event] name=moveto [filter] x,y=7,9 id=Malin Keshar [/filter] [message] speaker=Malin Keshar message= _ "Someone dropped a key here." [/message] {REMOVE_IMAGE 7 9} {VARIABLE key 1} [/event] [event] name=moveto [filter] x,y=4,12 id=Malin Keshar [/filter] [filter_condition] [variable] name=key numerical_equals=1 [/variable] [/filter_condition] [message] speaker=Malin Keshar message= _ "There are some rotten corpses in this cage." [/message] [message] speaker=Darken Volk message= _ "Make use of them." [/message] [delay] time=1000 [/delay] [message] speaker=Darken Volk message= _ "A necromancer must always use whatever supplies he is given. Do it." [/message] [message] speaker=Malin Keshar message= _ "..." [/message] [animate_unit] [filter] id=Malin Keshar [/filter] [primary_attack] range=ranged [/primary_attack] flag=attack [/animate_unit] [delay] time=300 [/delay] [sound] name=zombie-hit-2.ogg [/sound] [delay] time=300 [/delay] [unit] side=1 x,y=4,12 type=Walking Corpse variation=goblin animate=yes [/unit] [unit] side=1 x,y=4,12 type=Soulless variation=goblin animate=yes [/unit] {REMOVE_IMAGE 4 12} {VARIABLE key 2} [/event] [event] name=attack [filter] id=Malin Keshar [/filter] [message] speaker=second_unit message= _ "Eeeek! Don’t kill me!" [/message] [message] speaker=Malin Keshar message= _ "..." [/message] [message] speaker=Darken Volk message= _ "Why do you hesitate? Did the orcs show your people any mercy when they attacked Parthyn?" [/message] # Malin answers first. For the time being, he's not deadened to merciless killing [message] speaker=Malin Keshar message= _ "... No." [/message] [delay] time=1000 [/delay] [/event] [event] name=attack [filter] type=Ghoul [/filter] [message] speaker=second_unit message= _ "Ruuuun! The monster’s going to eat us!" [/message] [/event] [event] name=capture first_time_only=no [filter] side=1 [/filter] [filter_condition] [variable] name=village_$x1|_$y1|_cleared boolean_not_equals=yes [/variable] [have_location] terrain=*^V* [not] owner_side=1 [/not] [/have_location] [/filter_condition] {VARIABLE_OP number_of_guards rand "0..2"} [random_placement] num_items="$number_of_guards" allow_less=yes variable=guard_location [filter_location] [filter_adjacent_location] x,y=$x1,$y1 [/filter_adjacent_location] [not] [filter] [/filter] [/not] [/filter_location] [command] [move_unit_fake] side=2 type=Goblin Spearman x=$x1,$guard_location.x y=$y1,$guard_location.y [/move_unit_fake] [unit] id=guard_$x1|_$y1|_$guard_location.n name= _ "Villager" type=Goblin Spearman side=2 x,y=$guard_location.x,$guard_location.y random_traits=yes [/unit] [/command] [/random_placement] {VARIABLE village_$x1|_$y1|_cleared yes} # Trigger an easter egg sometime after three villages have been taken [if] [variable] name=done_shaun not_equals=yes [/variable] [variable] name=number_of_guards numerical_equals=2 [/variable] [have_location] owner_side=1 count=3-infinity [/have_location] # Make sure the guards actually exist, in case there was no space for them [have_unit] # wmllint: recognize guard_$x1|_$y1|_1 id=guard_$x1|_$y1|_1 [/have_unit] [have_unit] # wmllint: recognize guard_$x1|_$y1|_2 id=guard_$x1|_$y1|_2 [/have_unit] [then] [modify_unit] [filter] id=guard_$x1|_$y1|_1 [/filter] #po: Shaun and Ed are characters from the zombie film "Shaun of the Dead". #po: If the names cannot be translated into your language so that the #po: movie reference remains recognizable, then simply translate these the #po: same as "Villager" above. name= _ "Shaun" [/modify_unit] [modify_unit] [filter] id=guard_$x1|_$y1|_2 [/filter] name= _ "Ed" [/modify_unit] {VARIABLE done_shaun yes} [/then] [/if] # If there was a goblin next to the village before the guards spawned, the player may have # already commanded their unit to attack. But as there are now more enemies, give the # player a chance to choose a different opponent. [if] [variable] name=number_of_guards greater_than=0 [/variable] [then] [cancel_action][/cancel_action] [/then] [/if] {CLEAR_VARIABLE number_of_guards,guard_location} [/event] [event] name=enter hex [filter] side=1 x,y=13-19,8-10 [/filter] [message] speaker=Darken Volk message= _ "Ahhh... I did not realize there was a swamp near this village. Malin, it would be beneficial for your training if we were to investigate." [/message] [/event] [event] name=moveto [filter] id=Darken Volk,Malin Keshar [filter_location] terrain=Ss,Ss^*,Sm,Sm^* [/filter_location] [/filter] [message] speaker=Darken Volk message=_ "Rise from the realms of death and decay!" [/message] [scroll_to] x,y=19,6 [/scroll_to] {GENERIC_UNIT 1 Ghoul 19 6} [+unit] facing=sw [/unit] {GENERIC_UNIT 1 Ghoul 20 5} [+unit] facing=sw [/unit] {GENERIC_UNIT 1 Ghoul 20 6} [+unit] facing=sw [/unit] [redraw] side=1 clear_shroud=yes [/redraw] [delay] time=1000 [/delay] [redraw] side=1 [/redraw] [message] speaker=Malin Keshar message= _ "What are these things?" [/message] [message] speaker=Darken Volk message= _ "They are ghouls — noxious beings fashioned from living flesh into carcasses of disease and poison. Those that outlive their masters gravitate towards the natural decay present in swamps and bogs." [/message] [message] speaker=Malin Keshar message= _ "Isn’t it cruel to turn men into such hideous forms?" [/message] [message] speaker=Darken Volk message= _ "You need not pity them. Once, these were... evil men... murderers and outlaws, no better than the orcs you hunt. I have transformed them so their physical forms match the spirits within. Is that not fitting? No punishment is too great for their kind." [/message] [message] speaker=Malin Keshar message= _ "I suppose so..." [/message] [/event] [event] name=die [filter] id="T'shar Lggi" [/filter] [message] speaker=Malin Keshar message= _ "The big wolf is done with." [/message] [/event] # Victory Condition [event] name=capture first_time_only=no [filter] side=1 [/filter] # When capturing a village we check if we own all villages of the map [filter_condition] [not] [have_location] terrain=*^V* [not] owner_side=1 [/not] [/have_location] [/not] [/filter_condition] [endlevel] result=victory bonus=yes {NEW_GOLD_CARRYOVER 40} [/endlevel] [/event] [event] name=victory [message] speaker=Malin Keshar message= _ "Sacking goblin villages is all well and good, but corpses and bats will not stand up to full orcish warriors." [/message] [message] speaker=Darken Volk message= _ "Have some patience. We have only just begun your training. These carcasses will supply you sufficient resources for practice. When you have mastered the basics, we will then assault the orcs and you will see your forces grow quickly." [/message] [store_villages] variable=villages [/store_villages] [foreach] array=villages [do] {VARIABLE_OP village_var value "village_$this_item.x|_$this_item.y|_cleared"} {CLEAR_VARIABLE $village_var} [/do] [/foreach] {CLEAR_VARIABLE villages,village_var,done_shaun,key} [/event] {HERODEATH_MALIN} {HERODEATH_VOLK} {TIME_OVER_DEFEAT} [/scenario]
#textdomain wesnoth-did [scenario] id=03_A_Haunting_in_Winter name= _ "A Haunting in Winter" map_file=03_A_Haunting_in_Winter.map victory_when_enemies_defeated=no turns=unlimited next_scenario=04_Spring_of_Reprisal [time_area] x=15-16 y=20-21 {DEFAULT_SCHEDULE} [/time_area] {UNDERGROUND} {SCENARIO_MUSIC the_deep_path.ogg} {EXTRA_SCENARIO_MUSIC underground.ogg} {EXTRA_SCENARIO_MUSIC nunc_dimittis.ogg} [story] [part] music=transience.ogg story=_ "Malin and Darken Volk spend the summer and fall traveling across the lower Northlands. They attack goblin villages and small orcish camps when they find them. Although Darken Volk is occasionally demanding and irritable, he proves to be an effective mentor. Malin’s power grows considerably under the necromancer’s tutelage." {STORYTXT_BACKGROUND travel.jpg} [/part] [part] story=_ "The colored patchwork of fall eventually fades to wintry snowfall drifting over barren lands. The nights grow longer as the sun disappears behind a seemingly perpetual mist of pallid clouds. Hounded by the elements, the two necromancers retreat into the hills to seek shelter. By a stroke of good fortune, they stumble across a mostly abandoned cave just as the winter sets in." {STORYTXT_BACKGROUND travel.jpg} [/part] [/story] {DID_TRACK {JOURNEY_03_NEW}} # wmllint: validate-off [side] side=1 controller=human recruit=Walking Corpse,Vampire Bat,Ghoul income=-2 village_gold=0 {GOLD 60 50 40} village_support=2 team_name=good user_team_name= _ "Malin Keshar" {FLAG_VARIANT undead} color=darkblue # wmllint: recognize Malin Keshar {CHARACTER_STATS_MALIN_KESHAR} shroud=yes facing=ne [/side] # wmllint: validate-on [side] side=2 controller=ai no_leader=yes hidden=yes team_name=monsters user_team_name= _ "teamname^Monsters" color=orange [ai] aggression=1.0 caution=0.0 grouping=no simple_targeting=yes village_value=0 [goal] name=target [criteria] side=1 [/criteria] value=100 [/goal] [goal] name=target [criteria] side=3 [/criteria] value=-100 [/goal] [/ai] [/side] [side] side=3 controller=ai no_leader=yes hidden=yes team_name=good user_team_name= _ "Darken Volk" color=black [/side] [side] side=4 controller=ai no_leader=yes hidden=yes team_name=spirits user_team_name= _ "teamname^Illusion" color=darkblue # Using the same flag icon and color as the next side, one can't spot it in the top bar flag_icon=flags/undead-flag-icon.png [ai] aggression=1.0 caution=0.0 [/ai] [/side] #define OBJECTIVE_EXPLORE [objectives] side=1 [objective] condition=win description= _ "Explore" [/objective] [objective] condition=lose description= _ "Death of Malin Keshar" [/objective] [gold_carryover] carryover_percentage=100 [/gold_carryover] [/objectives] #enddef #define FULL_HEAL_RESTORE FILTER [heal_unit] [filter] {FILTER} [/filter] amount=full moves=full restore_statuses=yes restore_attacks=yes [/heal_unit] {CLEAR_VARIABLE heal_amount} #enddef {PLACE_IMAGE scenery/summoning-circle3.png 26 5} {PLACE_IMAGE items/storm-trident.png 29 10} {PLACE_IMAGE items/potion-clear.png 2 2} {PLACE_IMAGE scenery/nest-empty.png 9 7} {PLACE_IMAGE scenery/castle-ruins.png 5 6} {PLACE_IMAGE scenery/castle-ruins2.png 2 3} {PLACE_IMAGE scenery/orcish-flag-flat2.png 2 5} {PLACE_IMAGE scenery/orcish-flag-flat2.png 4 5} {PLACE_IMAGE scenery/orcish-flag-flat2.png 11 3} {PLACE_IMAGE items/bonestack.png 5 5} {PLACE_IMAGE scenery/whitefang-flag.png 4 6} [event] name=prestart {CLEAR_CORPSE_HORDE} [label] x,y=5,17 text= _ "Reflection pool" [/label] [objectives] side=1 [objective] condition=win description= _ "Kill both young ogres" [/objective] [objective] condition=lose description= _ "Death of Malin Keshar" [/objective] [gold_carryover] carryover_percentage=100 [/gold_carryover] [/objectives] [recall] id=Darken Volk [/recall] [unit] type=Young Ogre x,y=25,17 side=2 id=YOgre1 hitpoints=38 facing=sw ai_special=guardian undead_variation=null [modifications] {TRAIT_STRONG} [/modifications] [/unit] # Non-strong one: # wmllint: recognize YOgre2 [while] [not] [have_unit] id=YOgre2 [not] trait=strong [/not] [/have_unit] [/not] [do] [unit] type=Young Ogre x,y=24,17 side=2 id=YOgre2 hitpoints=33 facing=ne ai_special=guardian undead_variation=null overwrite=yes [/unit] [/do] [/while] {PLACE_IMAGE "items/bow.png" 17 8} [unit] type=Ogre x,y=18,6 side=2 id=Ogre3 ai_special=guardian undead_variation=null [/unit] [unit] type=Wolf x,y=1,5 side=2 ai_special=guardian random_traits=no [modifications] {TRAIT_MAIMED} [/modifications] [/unit] [unit] type=Wolf x,y=6,8 side=2 ai_special=guardian random_traits=no [modifications] {TRAIT_MAIMED} [/modifications] [/unit] [unit] type=Wolf x,y=5,5 side=2 ai_special=guardian random_traits=no [modifications] {TRAIT_MAIMED} [/modifications] [/unit] [unit] type=Wolf x,y=4,2 side=2 ai_special=guardian random_traits=no [modifications] {TRAIT_MAIMED} [/modifications] [/unit] #ifdef EASY [unit] type=Great Wolf x,y=3,7 side=2 ai_special=guardian random_traits=no [modifications] {TRAIT_MAIMED} [/modifications] [/unit] #else [unit] type=Direwolf x,y=3,7 side=2 ai_special=guardian random_traits=no [modifications] {TRAIT_MAIMED} [/modifications] [/unit] #endif [remove_shroud] x=13-16,12,12 y=11-21,13-14,17-19 [/remove_shroud] [unit] type=Giant Scorpion x,y=8,9 side=2 level=2 id=Big Scorpion ai_special=guardian max_moves=1 max_hitpoints=66 [/unit] {MODIFY_UNIT (id=Darken Volk) max_moves 0} {MODIFY_UNIT (id=Darken Volk) moves 0} {MODIFY_UNIT (id=Darken Volk) side 3} {VARIABLE mud_puzzle 0} {VARIABLE rat_puzzle 0} [/event] [event] name=start [message] speaker=Darken Volk message= _ "I sense many lifeforms in this cavern, but none are very powerful. Most likely they are merely nothing more than beasts. Still, we may be able to use them to continue your training." [/message] [message] speaker=Malin Keshar message= _ "Better than nothing. Which way do these creatures lie?" [/message] [message] speaker=Darken Volk message= _ "East." [/message] [move_unit] id=Malin Keshar to_x,to_y=20,13 [/move_unit] [redraw] side=1 clear_shroud=yes [/redraw] [scroll_to] x,y=24,17 [/scroll_to] [message] speaker=YOgre1 message= _ "Me kill you!" [/message] [harm_unit] [filter] id=YOgre2 [/filter] [filter_second] id=YOgre1 [/filter_second] [primary_attack] name=cleaver [/primary_attack] [secondary_attack] name=cleaver [/secondary_attack] animate=yes amount=6 [/harm_unit] [message] speaker=YOgre2 message= _ "No, me kill you!" [/message] [harm_unit] [filter] id=YOgre1 [/filter] [filter_second] id=YOgre2 [/filter_second] [primary_attack] name=cleaver [/primary_attack] [secondary_attack] name=cleaver [/secondary_attack] animate=yes amount=5 [/harm_unit] [message] speaker=YOgre1 message= _ "No, me kill— I see human!" [/message] [message] speaker=YOgre2 message= _ "Human! We smash human!" [/message] [message] speaker=Malin Keshar message= _ "Simple-minded, obtuse creatures." [/message] [message] speaker=Darken Volk message= _ "This should be an easy task for you. Once you have slain them both, we shall turn them into skeletons." [/message] [/event] # First area (two young ogres) [event] name=last breath [filter] id=YOgre1 [/filter] [message] speaker=YOgre1 # po: this line is just a death scream message= _ "Arrghhaaugghhh..." # wmllint: no spellcheck [/message] {PLACE_IMAGE "items/bones.png" $x1 $y1} {VARIABLE loc1.x $x1} {VARIABLE loc1.y $y1} [/event] [event] name=last breath [filter] id=YOgre2 [/filter] [message] speaker=YOgre2 message= _ "Me... die..." [/message] {PLACE_IMAGE "items/bones.png" $x1 $y1} {VARIABLE loc2.x $x1} {VARIABLE loc2.y $y1} [/event] [event] name=die first_time_only=no [filter] id=YOgre1,YOgre2 [/filter] [if] [not] [have_unit] id=YOgre1,YOgre2 [/have_unit] [/not] [then] # if Malin is the one to kill the last ogre, he doesn't get the exp because he gets moved off the hex # so this will give it to him manually [if] [have_unit] x,y=$x2,$y2 id=Malin Keshar [/have_unit] [then] [store_unit] [filter] id=Malin Keshar [/filter] variable=malin [/store_unit] {VARIABLE_OP malin.experience add 8} [unstore_unit] variable=malin [/unstore_unit] {CLEAR_VARIABLE malin} [/then] [/if] # this is necessary to stop the units from blocking their hexes [kill] id=YOgre1,YOgre2 [/kill] [fire_event] name=cutscene1 [/fire_event] [/then] [/if] [/event] [event] name=cutscene1 {FULL_HEAL_RESTORE (side=1)} [message] speaker=Malin Keshar message= _ "The ogres are dead." [/message] [message] speaker=Darken Volk message= _ "Good... I have already showed you how to raise a skeleton before, but perhaps it would be best if we... went over it once again. Other than for ghouls, flesh and blood are useless for undead creatures. First, let out the blood and innards and dispose of them." [/message] [message] speaker=Malin Keshar # po: In the sense of "Understood, I will do that", not "very good". message= _ "Very well." [/message] [move_unit] id=Malin Keshar to_x,to_y=$loc1.x,$loc1.y [/move_unit] [sound] name=axe.ogg [/sound] [delay] time=750 [/delay] [message] speaker=Malin Keshar message= _ "What a mess." [/message] [message] speaker=Darken Volk message= _ "Leave it. The ghouls will take care of it in due course. Next, strip away the flesh. A little remaining is fine; too much will hamper your skeletons’ movement." [/message] [delay] time=350 [/delay] [sound] name=axe.ogg [/sound] [delay] time=500 [/delay] [sound] name=axe.ogg [/sound] [delay] time=750 [/delay] [message] speaker=Malin Keshar message= _ "And then?" [/message] [message] speaker=Darken Volk message= _ "Bind the strings of energy to the bone. Skeletons are no more than puppets. Novices will directly control their movement with strands of dark magic, but you should have no need for such crude methods. Instead, impart your will upon the skeleton, spread the threads over the bones, then let loose the twine from your hand. If your will is strong enough, the skeleton will be able to move on its own." [/message] [message] speaker=Malin Keshar message= _ "I will try." [/message] [animate_unit] [filter] id=Malin Keshar [/filter] [primary_attack] range=ranged [/primary_attack] flag=attack [/animate_unit] [delay] time=400 [/delay] {REMOVE_IMAGE $loc1.x $loc1.y} [unit] type=Skeleton x,y=$loc1.x,$loc1.y passable=yes side=1 animate=yes [/unit] [message] speaker=Darken Volk message= _ "Do it again." [/message] [delay] time=750 [/delay] [animate_unit] [filter] id=Malin Keshar [/filter] [primary_attack] range=ranged [/primary_attack] flag=attack [/animate_unit] [delay] time=400 [/delay] {REMOVE_IMAGE $loc2.x $loc2.y} [unit] type=Skeleton x,y=$loc2.x,$loc2.y passable=yes side=1 animate=yes [/unit] [terrain] x=19,20,20 y=9,9,8 terrain=Ur [/terrain] [redraw][/redraw] {CLEAR_VARIABLE loc1} {CLEAR_VARIABLE loc2} [message] speaker=Darken Volk message= _ "Good. Now head north. I sense another ogre there." [/message] {OBJECTIVE_EXPLORE} [/event] [event] name=sighted [filter] id=Ogre3 [/filter] [filter_second] side=1 [/filter_second] [message] speaker=Malin Keshar message= _ "I can turn this one into a skeleton as well." [/message] [/event] # Second mini area (third young ogre) [event] name=die first_time_only=yes [filter] id=Ogre3 [/filter] {FULL_HEAL_RESTORE (side=1)} {PLACE_IMAGE "items/bones.png" $x1 $y1} [kill] id=Ogre3 [/kill] [remove_shroud] x,y=17,8 radius=1 [/remove_shroud] [scroll_to] x,y=17,8 [/scroll_to] [delay] time=1000 [/delay] [message] speaker=Darken Volk message= _ "The ogre seems to have looted a bow. Use it to create a Skeleton Archer." [/message] [message] speaker=Malin Keshar # po: That's the case for both usages of this string. message= _ "Very well." [/message] [animate_unit] [filter] id=Malin Keshar [/filter] [primary_attack] range=ranged [/primary_attack] flag=attack [/animate_unit] [delay] time=400 [/delay] [unit] type=Skeleton Archer x,y=$x1,$y1 side=1 animate=yes passable=yes [/unit] {REMOVE_IMAGE $x1 $y1} {REMOVE_IMAGE 17 8} [message] speaker=Darken Volk message= _ "It seems that raising skeletons is already a trivial matter for you now. You are indeed... talented." [/message] [message] speaker=Malin Keshar message= _ "Perhaps, but I will need more than a few skeletons to fight the orcs." [/message] [message] speaker=Darken Volk message= _ "They will come in time, when you learn to control more of them at once. For now, continue exploring these caves. We may yet find something else of use." [/message] [terrain] x=24,25,24,25,21,22 y=10,10,11,11,6,6 terrain=Rb [/terrain] [terrain] x=21,15,17 y=7,5,5 terrain=Uu [/terrain] [terrain] x=16,16 y=4,5 terrain=Ur [/terrain] [redraw][/redraw] {GENERIC_UNIT 2 (Giant Mudcrawler) 24 5} {GENERIC_UNIT 2 (Giant Mudcrawler) 26 6} {GENERIC_UNIT 2 (Giant Mudcrawler) 27 7} {GENERIC_UNIT 2 (Giant Mudcrawler) 26 4} [unit] type=Giant Rat x,y=8,2 side=2 level=1 id=Big Rat ai_special=guardian max_moves=3 max_hitpoints=40 [/unit] {VARIABLE mud_puzzle 1} {VARIABLE rat_puzzle 1} [objectives] side=1 [objective] condition=win description= _ "Reach the end of the cave" [/objective] [objective] condition=lose description= _ "Death of Malin Keshar" [/objective] [gold_carryover] carryover_percentage=100 [/gold_carryover] [/objectives] [/event] # Third area (mudcrawler puzzle) # not part of the puzzle, but justifies why there's a storm trident here [event] name=moveto [filter] x,y=29,11 side=1 [/filter] {PLACE_IMAGE "items/bones.png" $x1 $y1} [message] speaker=Malin Keshar message= _ "It seems like a merman used to live here." [/message] [/event] [event] name=sighted [filter] type=Giant Mudcrawler [/filter] [filter_second] side=1 [/filter_second] [message] speaker=Malin Keshar message= _ "Ick. Mudcrawlers. How did these things end up here?" [/message] [message] speaker=Darken Volk message= _ "The magic of our world is unpredictable and random. Even without the interference of a trained mage, it sometimes coagulates by itself, giving rise to physical anomalies or breathing life into the inanimate. See there?" [/message] [remove_shroud] x,y=26,5 radius=3 [/remove_shroud] [scroll_to] x,y=26,5 [/scroll_to] [delay] time=1000 [/delay] [message] speaker=Darken Volk message= _ "It is merely a small eddy of energy, but enough to animate the swamp water." [/message] [message] speaker=Malin Keshar message= _ "I see. Well, even if these mudcrawlers are not much of a threat, they’re still bothersome. I wonder if I could be rid of them. What is magic mud even weak to, anyway? Fire?" [/message] [message] speaker=Darken Volk message= _ "You should be able to figure it out on your own." [/message] [message] speaker=Malin Keshar message= _ "... I suppose you’re right." [/message] [/event] [event] name=moveto [filter] x,y=29,10 side=1 [not] id=Malin Keshar [/not] [/filter] [filter_condition] [variable] name=mud_puzzle numerical_equals=1 [/variable] [/filter_condition] [message] speaker=Malin Keshar message= _ "It looks like there is something mired in the mud over there. I should have a look." [/message] [/event] [event] name=moveto [filter] x,y=29,10 id=Malin Keshar [/filter] [filter_condition] [variable] name=mud_puzzle numerical_equals=1 [/variable] [/filter_condition] [message] speaker=Malin Keshar message= _ "Hmm, a storm trident. I wonder if it could be useful." [/message] {REMOVE_IMAGE 29 10} {VARIABLE mud_puzzle 2} [/event] [event] name=moveto [filter] x,y=23,6 id=Malin Keshar [/filter] [filter_condition] [variable] name=mud_puzzle numerical_equals=2 [/variable] [/filter_condition] [message] speaker=Malin Keshar message= _ "I can use the trident to set these trees aflame." [/message] [sound] name=lightning.ogg [/sound] [delay] time=1000 [/delay] [sound] name=fire.wav [/sound] [delay] time=750 [/delay] [terrain] x,y=23,6 terrain=Rb [/terrain] [redraw][/redraw] [unit_overlay] id=Malin Keshar image="misc/fire-icon.png" object_id="fire_icon" [/unit_overlay] {VARIABLE mud_puzzle 3} [/event] [event] name=moveto first_time_only=no [filter] x,y=26,5 id=Malin Keshar [/filter] [filter_condition] [variable] name=mud_puzzle less_than=4 [/variable] [/filter_condition] [if] [variable] name=mud_puzzle numerical_equals=3 [/variable] [then] [message] speaker=Malin Keshar message= _ "Let’s see if this fire does anything." [/message] [remove_object] id=Malin Keshar object_id="fire_icon" [/remove_object] [sound] name=fire.wav [/sound] [delay] time=1000 [/delay] [sound] name=flame-big.ogg [/sound] [delay] time=500 [/delay] {REMOVE_IMAGE 26 5} [delay] time=500 [/delay] [message] speaker=Malin Keshar message= _ "I think that did it. No more pesky crawlers." [/message] #ifdef EASY {GIVE_MALIN_EXPERIENCE 30} #endif #ifdef NORMAL {GIVE_MALIN_EXPERIENCE 25} #endif #ifdef HARD {GIVE_MALIN_EXPERIENCE 20} #endif {VARIABLE mud_puzzle 4} [/then] [else] [message] speaker=narrator message= _ "Nothing happens." [/message] [/else] [/if] [/event] # only give the player 1 exp on killing mudcrawlers and giant rats, otherwise it's too easy to farm exp # since the filter is level=0, it doesn't affect the big rat you encounter [event] name=die first_time_only=no [filter] level=0 [not] side=1 [/not] [/filter] [store_unit] [filter] x,y=$x2,$y2 [/filter] variable=s_unit [/store_unit] {VARIABLE_OP s_unit.experience sub 3} [unstore_unit] variable=s_unit [/unstore_unit] [if] [variable] name=unit.type equals=Mudcrawler [/variable] [then] [fire_event] name=crawler hint [/fire_event] [/then] [else] [fire_event] name=rat hint [/fire_event] # I swear if you just sit here eating rats all day... [if] [variable] name=s_unit.type equals=Necrophage [/variable] [or] [variable] name=s_unit.type equals=Ghast [/variable] [/or] [and] [variable] name=s_unit.max_hitpoints greater_than=111 [/variable] [/and] [then] [fire_event] name=rat eating1 [/fire_event] [/then] [/if] [if] [variable] name=s_unit.type equals=Necrophage [/variable] [or] [variable] name=s_unit.type equals=Ghast [/variable] [/or] [and] [variable] name=s_unit.max_hitpoints greater_than=419 [/variable] [/and] [then] [fire_event] name=rat eating2 [/fire_event] [/then] [/if] [if] [variable] name=s_unit.type equals=Necrophage [/variable] [or] [variable] name=s_unit.type equals=Ghast [/variable] [/or] [and] [variable] name=s_unit.max_hitpoints greater_than=999 [/variable] [/and] [then] [fire_event] name=rat eating3 [/fire_event] [/then] [/if] # there's no way you do this without debug, right? [if] [variable] name=s_unit.type equals=Necrophage [/variable] [or] [variable] name=s_unit.type equals=Ghast [/variable] [/or] [and] [variable] name=s_unit.max_hitpoints greater_than=9999 [/variable] [/and] [then] [fire_event] name=rat eating4 [/fire_event] [/then] [/if] [/else] [/if] {CLEAR_VARIABLE s_unit} [/event] [event] name=crawler hint [message] speaker=Malin Keshar message= _ "Somehow, I feel that killing these mudcrawlers is a less than meaningful use of my time." [/message] [/event] [event] name=rat hint [message] speaker=Malin Keshar message= _ "I don’t think there’s much experience to be gained by fighting a few rats." [/message] [/event] [event] name=rat eating1 [message] speaker=Malin Keshar message= _ "I must be absolutely mad to be spending hours here just feeding rats to this rotten pile of flesh..." [/message] [/event] [event] name=rat eating2 [message] speaker=Darken Volk message= _ "Has this boy been smoking again?" [/message] [/event] [event] name=rat eating3 [message] speaker=Malin Keshar message= _ "Day 1337: All sense of time and being are entombed within darkness. How long has passed since I came here? My senses are a blur. My past life, my prior goals, my very self is all but a distant memory. All I know now is the constant squealing of rats and the ever growing mountain of flesh that feasts before me." [/message] [/event] [event] name=rat eating4 #po: Malin Keshar breaks the fourth wall here and addresses the player, whom the 'you' refers to. [message] speaker=Malin Keshar message= _ "You. You there behind the screen. You are the one controlling me. Why are you doing this? What did I do to deserve this torment? Please, I beg of you. End me now. Release me from my misery!" [/message] [/event] # spawn crawlers [event] name=new turn first_time_only=no [filter_condition] [not] [have_unit] type=Mudcrawler [/have_unit] [/not] [and] [variable] name=mud_puzzle greater_than=0 [/variable] [/and] [and] [variable] name=mud_puzzle less_than=4 [/variable] [/and] [/filter_condition] {GENERIC_UNIT 2 (Mudcrawler) 26 5} [/event] # spawn rats [event] name=new turn first_time_only=no [filter_condition] [not] [have_unit] type=Giant Rat level=0 [/have_unit] [/not] [and] [variable] name=rat_puzzle greater_than=0 [/variable] [/and] [and] [variable] name=rat_puzzle less_than=4 [/variable] [/and] [/filter_condition] [unit] type=Giant Rat side=2 x,y=8,7 passable=yes [/unit] [/event] # Fourth area (wolves) # first some scenery events [event] name=sighted [filter] id=Big Rat [/filter] [filter_second] side=1 [/filter_second] [message] speaker=Malin Keshar message= _ "What a fat rat. I wonder where it came from?" [/message] [/event] [event] name=sighted [filter] id=Big Scorpion [/filter] [filter_second] side=1 [/filter_second] [message] speaker=Malin Keshar message= _ "This scorpion seems unusually large... and poisonous." [/message] [/event] [event] name=moveto [filter] x=10-11,12 y=2-4,1-3 side=1 [/filter] [message] speaker=Malin Keshar message= _ "A tattered, red flag. Some orcs used to live here, but it seems like they were slain in a fierce battle." [/message] [/event] [event] name=moveto [filter] x,y=4,6 side=1 [/filter] # this is a whitefang banner, but Malin only gets introduced to them in the next scenario [message] speaker=Malin Keshar message= _ "This banner is different than the other ones. It looks familiar." [/message] [/event] [event] name=sighted [filter] type=Wolf [/filter] [filter_second] side=1 [/filter_second] [remove_shroud] x,y=4,4 radius=3 [/remove_shroud] # implication is that the whitefangs abandoned them because they were maimed in the battle [message] speaker=Malin Keshar message= _ "A pack of wolves, the same that the goblins use as mounts. They were abandoned here for some reason." [/message] [modify_unit] [filter] type=Wolf,Great Wolf,Direwolf [/filter] [effect] apply_to=status remove=guardian [/effect] [/modify_unit] [/event] # rat puzzle [event] name=moveto [filter] x,y=2,2 id=Malin Keshar [/filter] [filter_condition] [variable] name=rat_puzzle numerical_equals=1 [/variable] [/filter_condition] [message] speaker=Malin Keshar message= _ "An empty vial. I wonder if this could be useful." [/message] [unit_overlay] id=Malin Keshar image="misc/potion-icon.png" object_id="potion_icon" [/unit_overlay] {REMOVE_IMAGE 2 2} {VARIABLE rat_puzzle 2} [/event] [event] name=die [filter] id=Big Scorpion [/filter] {PLACE_IMAGE "items/bones.png" 8 9} [/event] [event] name=moveto [filter] x,y=8,9 id=Malin Keshar [/filter] [filter_condition] [variable] name=rat_puzzle numerical_equals=2 [/variable] [/filter_condition] [message] speaker=Malin Keshar message= _ "This scorpion’s poison gland is still intact. I bet I can make a potion out of it." [/message] [remove_object] id=Malin Keshar object_id="potion_icon" [/remove_object] [unit_overlay] id=Malin Keshar image="misc/potion-poison-icon.png" object_id="potion_poison_icon" [/unit_overlay] {VARIABLE rat_puzzle 3} [/event] [event] name=moveto first_time_only=no [filter] x,y=8,7 id=Malin Keshar [/filter] [filter_condition] [variable] name=rat_puzzle less_than=4 [/variable] [/filter_condition] [if] [variable] name=rat_puzzle numerical_equals=3 [/variable] [then] [message] speaker=Malin Keshar message= _ "I think I can pour in the poison from here." [/message] [remove_object] id=Malin Keshar object_id="potion_poison_icon" [/remove_object] [sound] name=poison.ogg [/sound] [delay] time=500 [/delay] {REMOVE_IMAGE 9 7} [delay] time=500 [/delay] [message] speaker=Malin Keshar message= _ "These rats will no longer bother us." [/message] #ifdef EASY {GIVE_MALIN_EXPERIENCE 30} #endif #ifdef NORMAL {GIVE_MALIN_EXPERIENCE 25} #endif #ifdef HARD {GIVE_MALIN_EXPERIENCE 20} #endif {VARIABLE rat_puzzle 4} [/then] [else] [fire_event] name=rat nest [/fire_event] [/else] [/if] [/event] [event] name=rat nest [message] speaker=Malin Keshar message= _ "It appears as if there are some rats living here, but the hole in the wall is too small to reach them." [/message] [/event] [event] name=moveto first_time_only=no [filter] x=5,5,6 y=11,12,12 id=Malin Keshar [/filter] [fire_event] name=water dialogue [/fire_event] [message] speaker=Malin Keshar [option] label= _ "I’m ready to learn about controlling spirits." [command] [fire_event] name=cutscene2 [/fire_event] [/command] [/option] [option] label= _ "I’m not ready yet." [/option] [/message] [/event] [event] name=water dialogue [message] speaker=Darken Volk message= _ "You have done well so far to master the reanimation of skeletons. Now, I shall teach you to control spirits. Are you ready?" [/message] [/event] [event] name=cutscene2 [message] speaker=Darken Volk message= _ "Mastery over ghosts, especially the more powerful ones, is something even experienced necromancers may struggle with. While other undead are nothing more than mindless slaves upon reanimation, spirits are the souls of their original owners and thus retain some degree of consciousness. If the spirit is stronger than you, it will break free of your hold. To master it, your own soul must be unwavering." [/message] [message] speaker=Malin Keshar message= _ "I doubt I shall be overcome by the soul of an orc." [/message] [message] speaker=Darken Volk message= _ "Perhaps, but that is not what I meant. Before you can begin to control other souls, you must first master your own." [/message] [message] speaker=Malin Keshar message= _ "What do you mean? I am proud. I am strong. If it is a matter of conviction—" [/message] [message] speaker=Darken Volk message= _ "It is not I that you must convince, but yourself. Hold thy tongue and listen. After a great slaughter, even after the corpses are all rotted to nothing but bones, the bridge between the land of death and life is weakened. By placing yourself closer to death, you will better understand who it is that you really are. But you must not speak. Be silent and embrace the darkness." [/message] [message] speaker=Malin Keshar message= _ "..." [/message] [message] speaker=Darken Volk message= _ "Concentrate." [/message] [delay] time=1500 [/delay] [terrain] x=5,5,6 y=11,12,12 terrain=Wwg [/terrain] [redraw][/redraw] [delay] time=1000 [/delay] [sound] name=wail-sml.wav [/sound] [delay] time=750 [/delay] [sound] name=wail.wav [/sound] [delay] time=1250 [/delay] [sound] name=wail-long.wav [/sound] [delay] time=1500 [/delay] {FADE_TO_BLACK} [store_unit] [filter] [not] id=Malin Keshar [/not] [/filter] variable=units kill=yes [/store_unit] [place_shroud] side=1 x=1-32 y=1-21 [/place_shroud] [remove_shroud] side=1 x,y=5,16 radius=2 [/remove_shroud] [store_unit] [filter] id=Malin Keshar [/filter] variable=malin kill=yes [/store_unit] [unstore_unit] x,y=5,16 variable=malin [/unstore_unit] {MODIFY_UNIT (id=Malin Keshar) facing nw} {CLEAR_VARIABLE malin} [delay] time=1500 [/delay] [scroll_to] x,y=5,16 [/scroll_to] {FADE_IN} [delay] time=1500 [/delay] [message] speaker=Malin Keshar message= _ "What sorcery is this? Darken Volk, what’s going... on..?" [/message] [unit] type=Apprentice Mage id=Fake Malin name= _ "Malin Keshar" profile=portraits/malin_young.png x,y=4,15 side=4 facing=se animate=yes generate_name=no random_traits=no [/unit] [delay] time=1000 [/delay] [message] speaker=Malin Keshar message= _ "Where is everything? Who are you?" [/message] [message] speaker=Fake Malin message= _ "I am Malin Keshar." [/message] [message] speaker=Malin Keshar message= _ "No, <i>I</i> am Malin Keshar. Tell me who you are, and this time, make it believable." [/message] [sound] name=wail-sml.wav [/sound] [unit] type=Apprentice Necromancer id=Fake Malin name= _ "Malin Keshar" profile=portraits/malin_old.png x,y=4,15 side=4 facing=se animate=no overwrite=yes generate_name=no random_traits=no [/unit] [message] speaker=Fake Malin message= _ "I am Malin Keshar, but no longer the naive, uncertain boy I once was." [/message] [message] speaker=Malin Keshar message= _ "I am no boy, nor am I uncertain. And I certainly won’t be questioned by a mere reflection like you." [/message] [message] speaker=Fake Malin message= _ "The distorted reflection you see mirrors the reality within. An ever morphing perspective, warped by a profusion of uncertain ambitions." [/message] # doesn't sound a lot like one goal to me... but he's just a boy, so he can't be expected to recognize that he's contradicting himself [message] speaker=Malin Keshar message= _ "Nonsense. My convictions are strong and my mind is set. I have but one goal. I will gain power. I will master death, and I will use it to protect my home and slaughter these orcs. And I’ll make my family and my people accept me back." [/message] [message] speaker=Fake Malin message= _ "When you are drawn in many directions at once, which one will you choose? If you try for them all, you shall be torn apart." [/message] [message] speaker=Malin Keshar message= _ "Protecting my home and slaying the orcs are the same thing. If you mean choosing between my family and gaining more power... they will come around and see reason. I will make sure of it." [/message] [sound] name=wail.wav [/sound] [unit] type=Dark Mage id=Fake Malin name= _ "Malin Keshar" profile=portraits/malin_old-decay.png x,y=4,15 side=4 facing=se animate=no overwrite=yes generate_name=no random_traits=no [/unit] [message] speaker=Fake Malin message= _ "When you do not have the wisdom to see through the veil of lies you have told yourself, you must not seek the advice of one who only spins the web of deception further." [/message] [message] speaker=Malin Keshar message= _ "Enough with this. No proverbs are going to help me achieve my goals. This is just like back on Alduin. My teachers never understood what I needed. I don’t need to think and I don’t need to philosophize about “the grand nature of my life and my place in the universe.” Right now, I must train my skills with necromancy. That’s it." [/message] [message] speaker=Fake Malin message= _ "When you are sad and alone, even all the power in the world will not help you. In the barren void of endless night, will rage and hatred alone be enough to sustain you?" [/message] [message] speaker=Malin Keshar message= _ "... well, my choice is already made. Rethinking it now is pointless. I have never been one for regrets." [/message] [delay] time=1000 [/delay] [animate_unit] [filter] id=Malin Keshar [/filter] [primary_attack] range=ranged [/primary_attack] flag=attack [/animate_unit] [kill] id=Fake Malin [/kill] [terrain] x,y=4,15 terrain=Wog [/terrain] [redraw][/redraw] [delay] time=500 [/delay] [message] speaker=Malin Keshar message= _ "... Damn it all. As if I would pay any heed to a twisted doppelganger of myself. Anyway..." [/message] [message] speaker=Malin Keshar message= _ "What did Darken Volk say about it again? “After a great slaughter, even after the corpses are all rotted to nothing but bones, the bridge between the land of death and life is weakened.” If I use that knowledge..." [/message] [delay] time=250 [/delay] [sound] name=wail-sml.wav [/sound] [delay] time=250 [/delay] [message] speaker=Malin Keshar message= _ "... I should be able to sense the soul past the barrier of life and death..." [/message] [delay] time=500 [/delay] [sound] name=wail.wav [/sound] [delay] time=1500 [/delay] [sound] name=wail.wav [/sound] [delay] time=1000 [/delay] [animate_unit] [filter] id=Malin Keshar [/filter] [primary_attack] range=ranged [/primary_attack] flag=attack [/animate_unit] [unit] type=Ghost x,y=4,15 side=1 hitpoints=10 animate=yes passable=yes id=S3_Rebel_Soul [/unit] [delay] time=500 [/delay] [message] speaker=Malin Keshar message= _ "I did it! I—" [/message] # aaand Malin loses control because he's not as confident as he says he is [delay] time=300 [/delay] {MODIFY_UNIT (id=S3_Rebel_Soul) side 4} [delay] time=400 [/delay] {MODIFY_UNIT (id=S3_Rebel_Soul) side 1} [delay] time=400 [/delay] {MODIFY_UNIT (id=S3_Rebel_Soul) side 4} [delay] time=400 [/delay] {MODIFY_UNIT (id=S3_Rebel_Soul) side 1} [delay] time=400 [/delay] {MODIFY_UNIT (id=S3_Rebel_Soul) side 4} [delay] time=400 [/delay] [message] speaker=S3_Rebel_Soul message=_ "Freedom! Your sorceries cannot shackle me, Malin the Damned!" [/message] [message] speaker=Malin Keshar message=_ "I failed? No... it must have been because the spell was too tricky to master on the first attempt. No matter, no matter. It’s only a single, weak spirit. It should be simple to crush it and exert my will back over it." [/message] [objectives] side=1 [objective] condition=win description= _ "Defeat the rebel ghost" [/objective] [objective] condition=lose description= _ "Death of Malin Keshar" [/objective] [gold_carryover] carryover_percentage=100 [/gold_carryover] [/objectives] [/event] [event] name=last breath [filter] id=S3_Rebel_Soul [/filter] [message] speaker=Malin Keshar message= _ "I’ve got you!" [/message] [animate_unit] [filter] id=Malin Keshar [/filter] [primary_attack] range=ranged [/primary_attack] flag=attack [/animate_unit] [delay] time=400 [/delay] {MODIFY_UNIT (id=S3_Rebel_Soul) side 1} [delay] time=400 [/delay] {MODIFY_UNIT (id=S3_Rebel_Soul) side 4} [delay] time=400 [/delay] {MODIFY_UNIT (id=S3_Rebel_Soul) side 1} [delay] time=400 [/delay] {MODIFY_UNIT (id=S3_Rebel_Soul) side 4} [delay] time=400 [/delay] {MODIFY_UNIT (id=S3_Rebel_Soul) side 1} [delay] time=400 [/delay] [unit] x,y=$x1,$y1 type=Spectral Servant variation=SS1 overwrite=yes [modifications] {TRAIT_LOYAL} [/modifications] [/unit] [delay] time=900 [/delay] {FADE_TO_BLACK} [store_unit] [filter] id=Malin Keshar [/filter] variable=malin kill=yes [/store_unit] [unstore_unit] x,y=5,11 find_vacant=yes variable=malin [/unstore_unit] [store_unit] [filter] type=Spectral Servant [/filter] variable=ghost kill=yes [/store_unit] [unstore_unit] x,y=6,10 find_vacant=yes variable=ghost [/unstore_unit] [place_shroud] side=1 x,y=5,16 radius=3 [/place_shroud] {CLEAR_VARIABLE malin,ghost} [delay] time=1500 [/delay] [foreach] array=units [do] [unstore_unit] find_vacant=yes variable=units[$i] [/unstore_unit] [/do] [/foreach] {CLEAR_VARIABLE units} {MODIFY_UNIT (id=Darken Volk) max_moves 6} {MODIFY_UNIT (id=Darken Volk) moves 6} {MODIFY_UNIT (id=Darken Volk) side 1} [redraw] side=1 clear_shroud=yes [/redraw] [scroll_to] x,y=5,11 [/scroll_to] {FADE_IN} [message] speaker=Malin Keshar message= _ "I’ve done it! I’ve learned to summon the souls of the dead!" [/message] [message] speaker=Darken Volk message= _ "So you have, and you even managed to regain control of it when it slipped out of your grasp. Well done. Now pay heed. A necromancer’s first ghost is often special — use it carefully, and it will serve you well. Let it escape your control again, and it will be lost to you forever." [/message] [message] speaker=Malin Keshar message= _ "I see. I won’t make the same mistake twice." [/message] [message] speaker=Darken Volk message= _ "We shall see. You have done well enough so far, but I still have much more to teach you. Come, we have work to do." [/message] [endlevel] result=victory bonus=no {NEW_GOLD_CARRYOVER 100} [/endlevel] [/event] [event] name=victory [remove_object] id=Malin Keshar object_id="fire_icon" [/remove_object] [remove_object] id=Malin Keshar object_id="potion_icon" [/remove_object] [remove_object] id=Malin Keshar object_id="potion_poison_icon" [/remove_object] {CLEAR_VARIABLE mud_puzzle,rat_puzzle} [/event] {HERODEATH_MALIN} {HERODEATH_VOLK} [/scenario] #undef OBJECTIVE_EXPLORE #undef FULL_HEAL_RESTORE
#textdomain wesnoth-did [scenario] id=04_Spring_of_Reprisal name= _ "Spring of Reprisal" map_file=04_Spring_of_Reprisal.map {TURNS 30 28 26} next_scenario=05_Schism victory_when_enemies_defeated=yes {DEFAULT_SCHEDULE} {SCENARIO_MUSIC the_city_falls.ogg} {EXTRA_SCENARIO_MUSIC casualties_of_war.ogg} {EXTRA_SCENARIO_MUSIC vengeful.ogg} [story] [part] music=underground.ogg story= _ "Weeks pass in the cold, bare caverns. As the grip of black magic grows stronger, so does Malin’s control of the undead. He finds it to be a mastery of a different sort than what he was taught at the Academy. The magic reaches out to him as it never has before; he listens and it speaks back — he senses its will and lets it guide him — he embraces the dark magic as an extension of himself." {STORYTXT_BACKGROUND travel.jpg} [/part] [part] story= _ "When spring comes, Darken Volk leads Malin toward the jagged mountain peaks in the north. In the higher reaches, snow begins to melt into rivulets of water, streaming downward and fracturing the surface of the ice that blankets the river Listra. Though the unstable terrain is hazardous to traverse, the elder necromancer insists that they press on, saying that he hopes to catch the orcish fighters unprepared by arriving early in the year." {STORYTXT_BACKGROUND travel.jpg} [/part] [/story] {DID_TRACK {JOURNEY_04_NEW}} # wmllint: validate-off [side] side=1 controller=human recruit=Walking Corpse,Vampire Bat,Ghost,Ghoul,Skeleton Archer,Skeleton {GOLD 180 150 120} team_name=good user_team_name= _ "Malin Keshar" {FLAG_VARIANT undead} color=darkblue # wmllint: recognize Malin Keshar {CHARACTER_STATS_MALIN_KESHAR} facing=nw [/side] # wmllint: validate-on {STARTING_VILLAGES 1 5} [side] side=2 controller=ai recruit=Orcish Archer,Orcish Crossbowman,Wolf Rider,Orcish Grunt {GOLD 15 30 45} {INCOME 2 4 6} team_name=orcs user_team_name= _ "Orcs" {FLAG_VARIANT6 ragged} color=white #ifdef HARD type=Orcish Warlord #else type=Orcish Warrior #endif id="Gron'r Hronk" name= _ "Gron’r Hronk" canrecruit=yes facing=nw [ai] aggression=0.5 caution=0.1 villages_per_scout=8 village_value=0.5 recruitment_pattern=scout,archer,archer,fighter [/ai] [/side] {STARTING_VILLAGES 2 5} [side] side=3 controller=ai recruit=Orcish Archer,Orcish Crossbowman,Wolf Rider,Goblin Pillager,Orcish Grunt {GOLD 50 60 70} {INCOME 2 3 4} team_name=orcs user_team_name= _ "Orcs" {FLAG_VARIANT6 ragged} color=white type=Orcish Warlord id="K'rrlar Oban" name=_ "K’rrlar Oban" canrecruit=yes facing=sw [ai] aggression=0.5 caution=0.2 villages_per_scout=6 recruitment_pattern=archer,scout,fighter [/ai] [/side] {STARTING_VILLAGES 3 5} # Signpost at the end of the pass {PLACE_IMAGE scenery/signpost.png 17 1} {PLACE_IMAGE scenery/whitefang-flag.png 11 6} {PLACE_IMAGE scenery/whitefang-flag.png 8 24} {PLACE_IMAGE items/burial.png 13 24} {PLACE_IMAGE items/book2.png 24 6} {PLACE_IMAGE items/bones.png 3 3} {PLACE_IMAGE scenery/orcish-flag-flat.png 2 2} [event] name=prestart {CLEAR_CORPSE_HORDE} # we're looking at DiD through Malin's eyes, so scenarios get slightly darker as time goes on... {COLOR_ADJUST -10 -10 -10} [objectives] side=1 [objective] condition=win description= _ "Move Malin to the end of the mountain pass" [/objective] [objective] {ALTERNATIVE_OBJECTIVE_CAPTION} condition=win description= _ "Kill the orc leaders" [/objective] [objective] condition=lose description= _ "Death of Malin Keshar" [/objective] [objective] condition=lose description= _ "Death of Darken Volk" [/objective] {TURNS_RUN_OUT} [gold_carryover] bonus=yes carryover_percentage=40 [/gold_carryover] [/objectives] [lua] code=<< -- For prime-time use the filter terrain needs to come in and the convert -- table needs to be VERY complete. Or, rename this to morph_terrain and -- have the conversion table come in as an argument, too. local locations = wesnoth.map.find{terrain = 'Gd,Gd^Es,Gd^Em,Gd^Fmw,Gd^Fdw,Hh,Hh^Fdw,Hh^Fmw,Mm,Mm^Xm'} local coverage = 0.25 -- Constant 25% random coverage. -- Valid range is (0.0 .. 1.0) -- Do not raise too high or player may not be able to make it in the time allotted. local snowNeeded = (#locations * coverage) local convert = { ['Gd'] = 'Aa', ['Gd^Es'] = 'Aa', ['Gd^Em'] = 'Aa^Vca', ['Gd^Fmw'] = 'Aa^Fma', ['Gd^Fdw'] = 'Aa^Fpa', ['Hh'] = 'Ha', ['Hh^Fdw'] = 'Ha^Fdw', ['Hh^Fmw'] = 'Ha^Fmw', ['Mm'] = 'Ms', ['Mm^Xm'] = 'Ms^Xm' } local loopCounter for loopCounter = 1, snowNeeded do local locationsIndex = mathx.random(#locations) local coordinate = locations[locationsIndex] local terrainCode = wesnoth.current.map[coordinate] wesnoth.current.map[coordinate] = (convert[terrainCode] or terrainCode) table.remove(locations, locationsIndex) end >> [/lua] [recall] id=Darken Volk [/recall] {MODIFY_UNIT (id=Malin Keshar) profile (portraits/malin_old.png)} {MODIFY_UNIT (side=1) facing nw} {VARIABLE slain_orcs 0} [/event] [event] name=start [message] speaker=Darken Volk message= _ "Across this pass lies the eastern edge of the Heart Mountains proper. For their distinctive shape, the orcs call these the ‘Whitefang’ Mountains, which is also the namesake of the dominant clan in this region. They are the very same who killed your father." [/message] [message] speaker=Malin Keshar message= _ "The Whitefang orcs... so that’s their name. When I was younger, I remember fearing the sight of their banners rais’d across the river. Now, though, it’s something totally different. Loathing? Disgust? A desire for vengeance? Certainly... this is no longer a fight merely to protect Parthyn." [/message] [message] speaker=Darken Volk message= _ "Then it is a fight of enmity. For that, you must ensure that your hatred of these orcs is strong enough, else you will never be able to achieve your goal." [/message] [message] speaker=Malin Keshar message= _ "You needn’t worry about my will to fight. I only ask that you lead me to them." [/message] [message] speaker=Darken Volk message= _ "The fastest way to the core of their dominion lies through this mountain pass. Beyond here lies your main target." [/message] [message] speaker=Malin Keshar message= _ "Then let’s go." [/message] [/event] # In-scenario events [event] name=moveto [filter] x,y=24,6 id=Malin Keshar [/filter] # this is a latin proverb [message] speaker=narrator message= _ "Revenge is a confession of pain." [/message] {GIVE_MALIN_EXPERIENCE 6} [/event] [event] name=moveto [filter] x,y=13,24 side=1 [/filter] # these skulls are close to a fire [message] speaker=Malin Keshar message= _ "These skulls appear to have been gnawed on." [/message] [/event] [event] name=moveto [filter] x,y=4,3 side=1 [/filter] # there's also an orcish flag nearby of a different color # I guess the whitefangs are kind of brutal [message] speaker=Malin Keshar message= _ "Someone was pushed off from here." [/message] [/event] [event] name=die first_time_only=no [filter] race=orc [not] canrecruit=yes [/not] [/filter] [filter_second] id=Malin Keshar [/filter_second] [switch] variable=slain_orcs [case] value=0 [message] speaker=Malin Keshar message=_ "The best orc is a dead orc." [/message] [/case] [case] value=1 [message] speaker=Malin Keshar message=_ "There is a strange comfort in watching you die." [/message] [/case] [case] value=2 [message] speaker=Malin Keshar message=_ "Feel my wrath!" [/message] [/case] [case] value=3 # this is a quote from warcraft 3's dreadlord [message] speaker=Malin Keshar message=_ "Your soul is mine!" [/message] [/case] [/switch] {VARIABLE_OP slain_orcs add 1} [/event] [event] name=die [filter] id="Gron'r Hronk" [/filter] [filter_second] side=1 [/filter_second] [message] speaker=Malin Keshar message=_ "These orcs aren’t so strong after all!" [/message] [/event] [event] name=last breath first_time_only=yes [filter] id="K'rrlar Oban" [/filter] [filter_second] side=1 [/filter_second] [message] speaker="K'rrlar Oban" message=_ "Wait, human! I may be of use to you! What is it that you desire? Slaves? Gold? Land?" [/message] [message] speaker=Malin Keshar message=_ "What I desire is your death." [/message] [kill] id="K'rrlar Oban" animate=yes fire_event=yes [/kill] [/event] [event] name=moveto [filter] side=1 [not] type_adv_tree=Ghost,Vampire Bat [/not] [and] [not] type=Spectral Servant,Phantom,Eidolon [/not] [/and] [filter_location] terrain=Ai [/filter_location] [/filter] [message] speaker=Malin Keshar message= _ "The ice doesn’t look very thick..." [/message] [message] speaker=Darken Volk message= _ "..." [/message] [/event] [event] name=new turn first_time_only=no [store_locations] [filter] [not] type_adv_tree=Ghost,Vampire Bat [/not] [and] [not] type=Spectral Servant,Phantom,Eidolon [/not] [/and] [/filter] find_in=weakened_ice variable=breaking_ice [/store_locations] [foreach] array=breaking_ice [do] [scroll_to] x,y=$this_item.x,$this_item.y [/scroll_to] [terrain] x,y=$this_item.x,$this_item.y terrain=Wo [/terrain] [remove_item] x,y=$this_item.x,$this_item.y image=misc/weakened-ice.png [/remove_item] [redraw][/redraw] [if] [have_unit] x,y=$this_item.x,$this_item.y race=undead [/have_unit] [then] [message] speaker=narrator image=wesnoth-icon.png message= _ "The weak ice gives way beneath the undead creature, who becomes mired in the thick mud at the lake’s bottom." [/message] [/then] [else] [message] speaker=narrator image=wesnoth-icon.png message=_ "The weak ice gives way beneath the heavy warrior, who drowns in the frigid mountain waters." [/message] [/else] [/if] [sound] name=water-blast.wav [/sound] [kill] x,y=$this_item.x,$this_item.y animate=yes fire_event=yes [/kill] [/do] [/foreach] [store_locations] terrain=Ai [filter] [not] type_adv_tree=Ghost,Vampire Bat [/not] [and] [not] type=Spectral Servant,Phantom,Eidolon [/not] [/and] [/filter] [or] terrain=Ai find_in=weakened_ice [/or] variable=weakened_ice [/store_locations] [foreach] array=weakened_ice [do] [item] x,y=$this_item.x,$this_item.y image=misc/weakened-ice.png [/item] [/do] [/foreach] {CLEAR_VARIABLE breaking_ice} [/event] # Victory Condition [event] name=moveto [filter] id=Malin Keshar x,y=17,1 [/filter] [endlevel] result=victory bonus=yes {NEW_GOLD_CARRYOVER 40} [/endlevel] [/event] [event] name=enemies defeated [endlevel] result=victory bonus=yes {NEW_GOLD_CARRYOVER 40} [/endlevel] [/event] [event] name=victory # At last... we shall have revenge is a quote from Illidan, the demon hunter in warcraft 3 [message] speaker=Malin Keshar message= _ "We’ve finally a chance to strike at the heart of the Whitefang’s territory. At last... we shall have revenge." [/message] {CLEAR_VARIABLE weakened_ice,slain_orcs} [/event] {HERODEATH_MALIN} {HERODEATH_VOLK} {TIME_OVER_DEFEAT} [/scenario]
#textdomain wesnoth-did [scenario] id=05_Schism name= _ "Schism" map_file=05_Schism.map victory_when_enemies_defeated=yes turns=37 next_scenario=06_Return_to_Parthyn {DEFAULT_SCHEDULE_MORNING} {INTRO_AND_SCENARIO_MUSIC battle.ogg northerners.ogg} {EXTRA_SCENARIO_MUSIC northern_mountains.ogg} {EXTRA_SCENARIO_MUSIC siege_of_laurelmor.ogg} # this is a proper battle scenario really focused on armies for once, so this one doesn't have any really special events; it's nice to have just this one vanilla scenario in the campaign # there's also a lot less dialogue here intentionally because Malin's focused on fighting off the orcs # when he does kill a chieftain, he doesn't give them time to speak (it's a tough battle, he doesn't spare the time or the energy to deal with them) # noting that it's a tough battle, the scenario should be appropriately difficult [story] [part] story=_ "The cycle of the seasons churns and summer and fall roll around once more. Malin’s thoughts turn back to Parthyn frequently, where a year prior, he had still been among family and friends in the rustic little town that he still thinks of as his home. He has since become a forsaken wanderer, he thinks, but the still burning image of his father being cut down amidst the ruins of his home is stamped deep into his thoughts." {STORYTXT_BACKGROUND travel.jpg} [/part] [part] story=_ "Companionship and peace... perhaps they are but a farce and certainly an impossibility with the threat of the orcish clans still looming. It was a choice to live and suffer the path of solitary vengeance rather than appease the law of his land... and thus watch his home burn. It was a choice, he admits, not destiny, not fate. It is a choice that he oft ponders, but usually comes to the same conclusion. Perhaps there is no point in reminiscing on his once tranquil, pastoral life. He has never been one for regrets." {STORYTXT_BACKGROUND travel.jpg} [/part] [part] story=_ "Malin turns his attention to the task at hand. Darken Volk leads him through the heart of the Whitefang territory, where they terrorize and murder entire camps of orcs with their undead minions. Word spreads among the orcish towns, which begin to post more guards and dispatch frequent patrols to exterminate the two necromancers. All of their attempts fail." {STORYTXT_BACKGROUND travel.jpg} [/part] [part] story=_ "As Malin and Darken Volk continue their raids on the orcs, they eventually force the usually fractious Whitefang chieftains to unite in opposition. The orcs pursue the two necromancers east toward the mouth of the river humans call the Longlier and elves call the Arkan-thoria, where they manage to surround the humans and force a fight." {STORYTXT_BACKGROUND travel.jpg} [/part] [/story] {DID_TRACK {JOURNEY_05_NEW}} # wmllint: validate-off [side] side=1 controller=human recruit=Walking Corpse,Vampire Bat,Ghost,Ghoul,Skeleton Archer,Skeleton {GOLD 190 170 150} team_name=good user_team_name= _ "Malin Keshar" {FLAG_VARIANT undead} color=darkblue # wmllint: recognize Malin Keshar {CHARACTER_STATS_MALIN_KESHAR} facing=sw [/side] # wmllint: validate-on [side] side=2 controller=ai recruit=Goblin Spearman,Orcish Archer,Orcish Crossbowman,Orcish Grunt,Orcish Warrior {GOLD 30 40 50} {INCOME 4 7 10} team_name=orcs user_team_name=_"Orcs" {FLAG_VARIANT6 ragged} color=white type=Orcish Warlord id=Borth name= _ "Borth" profile=portraits/orcs/warlord.png canrecruit=yes facing=se [ai] villages_per_scout=8 village_value=0.5 [goal] name=target [criteria] id=Malin Keshar [/criteria] value=3 [/goal] [goal] name=target [criteria] id=Darken Volk [/criteria] value=3 [/goal] [/ai] [/side] [side] side=3 controller=ai recruit=Orcish Archer,Goblin Pillager,Orcish Grunt,Wolf Rider,Goblin Knight {GOLD 40 50 60} {INCOME 6 9 12} team_name=orcs user_team_name= _ "Orcs" {FLAG_VARIANT6 ragged} color=white type=Orcish Warlord id="P'Gareth" name= _ "P’Gareth" profile=portraits/orcs/grunt-3.png canrecruit=yes facing=ne [ai] scout_village_targeting=2 village_value=0.5 [goal] name=target [criteria] id=Malin Keshar [/criteria] value=3 [/goal] [goal] name=target [criteria] id=Darken Volk [/criteria] value=3 [/goal] [/ai] [/side] [side] side=4 controller=ai recruit=Orcish Archer,Troll Whelp,Troll,Troll Rocklobber,Orcish Assassin,Orcish Grunt {GOLD 30 45 60} {INCOME 4 7 10} team_name=orcs user_team_name= _ "Orcs" {FLAG_VARIANT6 ragged} color=white type=Orcish Warlord id="K'Vark" name= _ "K’Vark" profile=portraits/orcs/grunt-5.png canrecruit=yes facing=nw [ai] villages_per_scout=6 village_value=0.5 [goal] name=target [criteria] id=Malin Keshar [/criteria] value=3 [/goal] [goal] name=target [criteria] id=Darken Volk [/criteria] value=3 [/goal] [/ai] [/side] [label] x,y=16,14 text= _ "River Longlier" [/label] {STARTING_VILLAGES 1 6} {STARTING_VILLAGES 2 5} {STARTING_VILLAGES 3 6} {STARTING_VILLAGES 4 5} {PLACE_IMAGE scenery/whitefang-flag.png 35 10} {PLACE_IMAGE scenery/whitefang-flag.png 5 5} {PLACE_IMAGE scenery/whitefang-flag.png 6 22} [event] name=prestart {CLEAR_CORPSE_HORDE} {COLOR_ADJUST -12 -12 -12} [objectives] side=1 [objective] condition=win description= _ "Kill the orcish leaders" [/objective] [objective] condition=lose description= _ "Death of Malin Keshar" [/objective] [objective] condition=lose description= _ "Death of Darken Volk" [/objective] {TURNS_RUN_OUT} [gold_carryover] bonus=yes carryover_percentage=40 [/gold_carryover] [/objectives] [recall] id=Darken Volk [/recall] {MODIFY_UNIT (side=1) facing sw} [/event] [event] name=start [message] speaker=Malin Keshar message= _ "Even before the very founding of Wesnoth, you have hounded my people at every turn. You have trampled our fields, slaughtered our livestock, and burned our houses. You have brought war to a place of peace and death to a place of life. You are nothing but remorseless killers and savage beasts. Your kind deserves no mercy and shall receive none. I will crush you into the dust and make you into my slaves for all eternity." [/message] [message] speaker=Borth message= _ "The silly necromancer is trying to talk us to death! You have caused us enough trouble, human. It is time for you to die." [/message] [message] speaker="P'Gareth" message= _ "Ummm... unless... you are already dead, like the skeletons?" [/message] [message] speaker="K'Vark" message= _ "Then it will be time for you to die again!" [/message] [/event] [event] name=die first_time_only=no [filter] side=2,3,4 canrecruit=yes [/filter] [filter_condition] [have_unit] side=2,3,4 canrecruit=yes [not] side=$unit.side [/not] count=2 [/have_unit] [/filter_condition] [message] speaker=Malin Keshar message= _ "How puny and weak you look in death." [/message] [/event] # Victory Condition [event] name=die first_time_only=no [filter] side=2,3,4 canrecruit=yes [/filter] [filter_condition] [have_unit] side=2,3,4 canrecruit=yes [not] side=$unit.side [/not] count=1 [/have_unit] [/filter_condition] [message] speaker=Malin Keshar message= _ "You and your kind deserve no eternal rest in death. After this battle, I’ll raise your corpse and make your bones dance for me, orc. But for now, I’ve one last one to take care of—" [/message] [store_unit] [filter] side=2,3,4 canrecruit=yes [not] side=$unit.side [/not] [/filter] kill=no variable=remaining_orc_leader [/store_unit] [switch] variable=remaining_orc_leader.side [case] value=2 {VARIABLE escape_to_x 11} {VARIABLE escape_to_y 1} [/case] [case] value=3 {VARIABLE escape_to_x 8} {VARIABLE escape_to_y 26} [/case] [case] value=4 {VARIABLE escape_to_x 40} {VARIABLE escape_to_y 7} [/case] [/switch] [object] silent=yes [filter] x,y=$remaining_orc_leader.x,$remaining_orc_leader.y [/filter] [effect] apply_to=hitpoints heal_full=yes [/effect] [/object] [message] speaker=$remaining_orc_leader.id message= _ "Retreat!" [/message] [store_unit] [filter] x,y=$remaining_orc_leader.x,$remaining_orc_leader.y [/filter] kill=yes variable=orc_leader_store [/store_unit] {CLEAR_VARIABLE orc_leader_store.status.poisoned} [move_unit_fake] type=$remaining_orc_leader.type side=$remaining_orc_leader.side x=$remaining_orc_leader.x,$escape_to_x y=$remaining_orc_leader.y,$escape_to_y [/move_unit_fake] {CLEAR_VARIABLE remaining_orc_leader,escape_to_x,escape_to_y} [message] speaker=Malin Keshar message= _ "He flees! The coward!" [/message] [message] speaker=Darken Volk message= _ "That is no surprise. Orcs may like to make a show of strength, but will always flee in the face of an overwhelming force. Nevertheless, the Whitefangs are still numerous and have some ties to other orcish clans. You must hunt this chieftain down before he can alert the others, else we may soon have dozens more on our tail." [/message] [message] speaker=Malin Keshar message= _ "By ‘you’, you mean... on my own?" [/message] [message] speaker=Darken Volk message= _ "Your apprenticeship is nearly over; you are more than capable of handling a single, half-dead orc on your own. After you have dealt with him, I do have a small favor I will ask of you. It will constitute the last part of your... training. I have some other things that I must attend to in preparation. In a few weeks, meet with me to the west, near the town of Tath." [/message] [message] speaker=Malin Keshar message= _ "It will be done." [/message] [endlevel] result=victory bonus=yes {NEW_GOLD_CARRYOVER 40} [/endlevel] [/event] [event] name=victory # Heal Darken Volk and store him for his return in A Small Favor {FULL_HEAL (id=Darken Volk)} [store_unit] [filter] id=Darken Volk [/filter] variable=darken_volk_store kill=yes [/store_unit] [/event] {HERODEATH_MALIN} {HERODEATH_VOLK} {TIME_OVER_DEFEAT} [/scenario]
#textdomain wesnoth-did [scenario] id=06_Return_to_Parthyn name= _ "Return to Parthyn" map_file=06_Return_to_Parthyn.map {TURNS 19 18 17} victory_when_enemies_defeated=no next_scenario=07a_A_Small_Favor {DEFAULT_SCHEDULE} {SCENARIO_MUSIC the_city_falls.ogg} {EXTRA_SCENARIO_MUSIC knolls.ogg} {EXTRA_SCENARIO_MUSIC weight_of_revenge.ogg} [story] [part] music=northerners.ogg story= _ "Two days’ travel south of the previous battle, Malin picks up the trail of the regrouped orcish warriors. He follows them down the western bank of the river Listra, past the Whitefang Mountains. He wonders why they continue rushing toward the Great River instead of calling for reinforcements, but after a bit of thought, he realizes where the orcs are headed. It is, after all, the season when they usually raid human towns." {STORYTXT_BACKGROUND travel.jpg} [/part] [part] story= _ "<i>‘This chieftain has no intention of warning the rest of his clan about me. I suppose he must think that I intend to attack the rest of the Whitefangs rather than pursue him this far; with his brethren occupied against me, he will be able to raid more human towns undisturbed. Selfish creature. Exactly what one would expect from an orc.’</i> Malin thinks carefully and quickly realizes what he should do." {STORYTXT_BACKGROUND travel.jpg} [/part] [part] story= _ "He tramps through the woods tirelessly, forsaking several days’ sleep as he and his servants draw closer to the Great River, hoping to cut off the orcs before they reach Parthyn. Soon, Malin recognizes some familiar surroundings..." {STORYTXT_BACKGROUND parthyn.jpg} [/part] [/story] {DID_TRACK {JOURNEY_06_NEW}} # wmllint: validate-off [side] side=1 controller=human recruit=Walking Corpse,Vampire Bat,Ghost,Ghoul,Skeleton Archer,Skeleton {GOLD 100 90 80} village_support=2 team_name=good user_team_name= _ "Malin Keshar" {FLAG_VARIANT undead} color=darkblue # wmllint: recognize Malin Keshar {CHARACTER_STATS_MALIN_KESHAR} facing=sw [/side] # wmllint: validate-on # A fallback leader is defined for side 2 here just in case the stored unit # doesn't exist for some reason, like if the player has used debug mode to # jump to this scenario. [side] side=2 controller=ai #ifdef EASY recruit=Wolf Rider,Orcish Archer,Orcish Grunt,Troll Whelp #else recruit=Wolf Rider,Goblin Knight,Orcish Archer,Orcish Crossbowman,Orcish Grunt,Troll Whelp #endif {GOLD 60 85 110} {INCOME 3 5 7} team_name=orcs user_team_name= _ "Orcs" {FLAG_VARIANT6 ragged} color=white type=Orcish Warlord id=Borth name= _ "Borth" profile=portraits/orcs/warlord.png canrecruit=yes facing=se [ai] aggression=0.8 villages_per_scout=8 village_value=0.5 [/ai] [/side] [side] side=3 controller=ai recruit= gold=0 village_gold=0 team_name=guardsmen user_team_name= _ "Guardsmen" {FLAG_VARIANT loyalist} color=green type=Lieutenant id=Drogan name= _ "Drogan" profile=portraits/drogan.png canrecruit=yes facing=nw # Drogan has some guards at the river fort {NAMED_LOYAL_UNIT 3 (Spearman) 22 18 () ( _ "River fort guard")} {GUARDIAN} {NAMED_LOYAL_UNIT 3 (Bowman) 23 19 () ( _ "River fort guard")} {GUARDIAN} {NAMED_LOYAL_UNIT 3 (Spearman) 28 17 () ( _ "River fort guard")} {GUARDIAN} [ai] aggression=0.1 caution=0.9 [/ai] [/side] # wmllint: validate-off [side] side=4 controller=ai recruit=Spearman,Bowman,Swordsman,Pikeman,Longbowman,Thug,Poacher,Footpad gold=15 {INCOME 6 9 12} team_name=guardsmen user_team_name= _ "Defenders" {FLAG_VARIANT loyalist} color=green # wmllint: recognize Dela Keshar {CHARACTER_STATS_DELA_KESHAR} facing=ne [ai] [goal] name=protect_unit [criteria] id=Drogan [/criteria] value=2 [/goal] [goal] name=target [criteria] id=Malin Keshar [/criteria] value=2 [/goal] [/ai] [/side] # wmllint: validate-on {STARTING_VILLAGES 1 7} {STARTING_VILLAGES 3 6} {STARTING_VILLAGES 4 15} # Signpost {PLACE_IMAGE scenery/signpost.png 17 22} {PLACE_IMAGE scenery/monolith2.png 14 9} {PLACE_IMAGE items/book2.png 29 25} {PLACE_IMAGE scenery/wreck.png 31 15} #define DID_RTP_HAS_ORC_LEADER [have_unit] side=2 canrecruit=yes [/have_unit] #enddef #define DID_RTP_HAS_DROGAN [have_unit] id=Drogan [/have_unit] #enddef #define DID_RTP_OBJECTIVE_KILL_ORCS [objective] condition=win {ALTERNATIVE_OBJECTIVE_CAPTION} description= _ "Kill the orcish leader" [show_if] {DID_RTP_HAS_ORC_LEADER} [/show_if] [/objective] #enddef [event] name=prestart {CLEAR_CORPSE_HORDE} {COLOR_ADJUST -14 -14 -14} [objectives] side=1 [objective] condition=win description= _ "Remove the traitor Drogan" [/objective] {DID_RTP_OBJECTIVE_KILL_ORCS} [objective] condition=lose description= _ "Kill any people from Parthyn but Drogan" [/objective] [objective] condition=lose description= _ "Death of Malin Keshar" [/objective] {TURNS_RUN_OUT} [gold_carryover] bonus=yes carryover_percentage=40 [/gold_carryover] [/objectives] [store_unit] [filter] id=Borth [/filter] variable=fallback_orc_leader kill=yes [/store_unit] {CREATE_ADVISOR} [move_unit] role=advisor to_x,to_y=20,9 [/move_unit] [/event] [event] name=start [message] speaker=Malin Keshar message= _ "I bring word from the north, Drogan! Orcs march on Parthyn, no more than a few hours’ journey away. They mean to raid the village tonight!" [/message] [if] [variable] name=malin_used_necromancy boolean_equals=yes [/variable] [then] [message] speaker=Drogan message= _ "I hoped I’d never see ya again, Malin. You’re obviously not taking yer banishment seriously, so I’ll tell ya one last time — no matter why you’ve come back, we’re not welcomin’ ya here. Take one step closer to Parthyn and I’ll order tha guards to attack ya." [/message] [message] speaker=Malin Keshar message= _ "Banishment or not, I’m here to help defend my home against the orcs!" [/message] [message] speaker=Drogan message= _ "Orcs or not, ya gots ta leave!" [/message] [message] speaker=Malin Keshar message= _ "Dela, help me! You, at least, must see reason!" [/message] [message] speaker=Drogan message= _ "Ya know there’s no way she’s sidin’ with ya." [/message] [message] speaker=Dela Keshar message= _ "That... I don’t really..." [/message] [message] speaker=Drogan message= _ "See? If ya keep bein’ stubborn, we’ll attack ya. Leave." [/message] [message] role=advisor message=_ "Master, do not listen to them! He, too, has a choice, but he foolishly chooses to spurn your aid! He jeopardizes the safety of Parthyn!" [/message] [/then] [else] [message] speaker=Drogan # po: ’side is short for beside message= _ "I didn’t think I’d ever see ya again, Malin. But what’s this awful thing that stands ’side ya?" [/message] [message] speaker=Malin Keshar message= _ "It is of little concern to you. It is merely the byproduct of the new magical arts that I have learned." [/message] [message] speaker=Drogan message= _ "It don’t take a trained mage ta see that yer ‘magical arts’ refers to necromancy! That creature stinks o’ death!" [/message] [message] speaker=Malin Keshar message= _ "And why should you care about such things? Orcs march on Parthyn! We must defend the town!" [/message] [message] speaker=Drogan # po: the third sentence is "your father would be turning in his grave if he could see what you've become" with intentionally incorrect grammar because Drogan is not well educated message= _ "Better ta face them orcs alone than ta use dark magic! I warned ya about this before, but obviously ya ignored me. Yer father’d be turnin’ in his grave if he be seein’ what you’ve become." [/message] [message] speaker=Malin Keshar message= _ "You dare bring my father into this! I’ve fought with every fiber of my being against these orcs, and I’ve done it all to protect my country and kinsmen. Is this how you repay me? With scorn and disdain?" [/message] [message] role=advisor message=_ "Master, do not listen to him! He is clearly blinded by his own prejudice! He jeopardizes the safety of Parthyn!" [/message] [/else] [/if] [message] speaker=Malin Keshar message= _ "Silence from you." [/message] [message] speaker=Malin Keshar message= _ "Drogan! With my newfound powers, I have already eliminated several orcish chieftains! If you will allow me to help, I will crush the one who comes here as well!" [/message] [message] speaker=Drogan # po: ’n means and message= _ "Fine story ye be tellin’ me. I find it likelier that ya brought yer pet orcs here ta help ya take revenge on us. If I let ya through, yer undead will kill us where we stand ’n sack the whole city. Watchin’ ya grow up, I never could’ve thought you’d turn into such a traitor." [/message] [message] speaker=Malin Keshar message= _ "And what of the rest of you? Dela, at least you don’t believe that, do you?" [/message] [message] speaker=Dela Keshar message= _ "I..." [/message] [message] speaker=Drogan message= _ "Stop lookin’ ta her, Malin. Tha fact that even Dela be rejectin’ ya should tell ya how much o’ a traitor ye are." [/message] [message] role=advisor message= _ "Master, he threatens the safety of the city by standing in your way." [/message] [message] speaker=Malin Keshar message= _ "You’re the traitor, Drogan! This is twice now that you’ve tried to prevent me from protecting Parthyn. I’ll defend my home no matter the cost, even if it means I must cut you down first." [/message] # Malin cools down briefly [message] speaker=Malin Keshar message= _ "<i>If I want the people of Parthyn to accept me back, I must be cautious. I musn’t kill any of them besides Drogan or they’ll oust me for good.</i>" [/message] [/event] # activate side 4 a tiny bit late or they rush the player a bit quickly [event] name=turn 3 [gold] side=4 {QUANTITY amount 20 30 40} [/gold] [/event] [event] name=turn 5 [gold] side=4 {QUANTITY amount 50 70 90} [/gold] [/event] # Placing the orc leader [event] name=turn 5 [scroll_to] x,y=29,1 [/scroll_to] [move_unit_fake] type="Orcish Warlord" side=2 x=29,29,28,28,29,30 y=1,2,2,3,4,4 [/move_unit_fake] # Replace the fallback orcish leader with the stored one from the # previous scenario [lua] code = << local saved_orc_leader = wml.variables.orc_leader_store local fallback_orc_leader = wml.variables.fallback_orc_leader if saved_orc_leader ~= nil then saved_orc_leader.side = 2 saved_orc_leader.facing = "se" local loc = wesnoth.sides[2].starting_location wesnoth.units.to_map(saved_orc_leader, loc[1], loc[2]) wml.variables.orc_leader_store = nil else local loc = wesnoth.sides[1].starting_location wesnoth.units.to_map(fallback_orc_leader, loc[1], loc[2]) end >> [/lua] [terrain] x,y=30,4 terrain=Ke [/terrain] [terrain] x=30,30,29,29 y=3,5,4,5 terrain=Ce [/terrain] [redraw][/redraw] [message] side=2 canrecruit=yes message= _ "Grunts! Prepare the camp! We attack the city tonight— wait. You! Necromancer, you followed us all the way here?!" [/message] [if] {DID_RTP_HAS_DROGAN} [then] [message] speaker=Malin Keshar message= _ "Did you really think you could outrun the dead, who need neither rest nor sleep? Prepare to meet your makers, orc. Drogan, I will show you what my new powers are capable of. You will see how foolish you are to oppose me." [/message] [/then] [else] [message] speaker=Malin Keshar message= _ "Did you really think you could outrun the dead, who need no rest nor sleep? Prepare to meet your makers, orc." [/message] [/else] [/if] [show_objectives][/show_objectives] [/event] # In-scenario Events [event] name=moveto [filter] id=Malin Keshar x,y=14,9 [/filter] [filter_condition] [have_unit] id=Drogan [/have_unit] [/filter_condition] [message] speaker=narrator message= _ "A monolith of grey stone, appearing solid, but crumbling within." [/message] #ifdef EASY {GIVE_MALIN_EXPERIENCE 12} #endif #ifdef NORMAL {GIVE_MALIN_EXPERIENCE 10} #endif #ifdef HARD {GIVE_MALIN_EXPERIENCE 8} #endif [/event] [event] name=moveto [filter] id=Malin Keshar x,y=29,25 [/filter] [message] speaker=narrator message= _ "Darkness is not the enemy, but believing it is so makes it so." [/message] {GIVE_MALIN_EXPERIENCE 6} [/event] [event] name=moveto [filter] type=Soulless variation=swimmer x,y=31,15 [/filter] # see corresponding easter egg in S1 [message] speaker=Malin Keshar message= _ "The dead fish returns home." [/message] [object] id=super_zombie_buff take_only_once=yes silent=yes duration=forever [filter] x,y=31,15 [/filter] [effect] apply_to=new_ability [abilities] {ABILITY_FEEDING} [/abilities] [/effect] [effect] apply_to=attack range=melee [set_specials] {WEAPON_SPECIAL_POISON} mode=append [/set_specials] [/effect] [effect] apply_to=hitpoints increase_total=32 increase=32 heal_full=no [/effect] [/object] [/event] [event] name=moveto [filter] side=1 x,y=17,22 [/filter] [message] speaker=narrator message= _ "Welcome to Parthyn" image=scenery/signpost.png [/message] [/event] # Dialog for the rare event you kill the orc leader before Drogan or any town guard [event] name=die [filter] side=2 canrecruit=yes [/filter] [if] {DID_RTP_HAS_DROGAN} [then] [message] speaker=Malin Keshar message= _ "Behold, Drogan! I have slain the orcish chieftain. Do you trust me now?" [/message] [message] speaker=Drogan message= _ "I see that you’ve not lost all o’ yer humanity by allying yerself with tha orcs. But ya can’t come back, Malin. No necromancer will ever be welcome in Parthyn." [/message] [message] speaker=Malin Keshar message= _ "What?! You ungrateful cur! You’d sack tha city and let everyone die, and for what? Only to spurn something you don’t understand? You’re a fool. Parthyn will only be under greater danger with you leading it. If we are to survive, <i>you</i> are the one who must leave!" [/message] [message] speaker=Dela Keshar message= _ "Have ye lost yer mind, Malin? There’s no way we’re banishin’ Drogan!" [/message] [message] speaker=Drogan message= _ "Malin, ye were once one o’ my friends and tha pride o’ tha town. I truly don’t want ta fight ya. I’ll give ya one more chance. Leave Parthyn." [/message] [message] speaker=Malin Keshar message= _ "Your choice, not mine. If you refuse to leave by your own volition, then it will have to be by force. Attack him!" [/message] [show_objectives][/show_objectives] [/then] [else] [message] speaker=narrator message= _ "The orc was carrying some gold." [/message] [gold] side=1 {QUANTITY amount 60 50 40} [/gold] [endlevel] result=victory bonus=no {NEW_GOLD_CARRYOVER 40} [/endlevel] [/else] [/if] [/event] # Dela Keshar can't actually die here, she needs to reappear in # Alone At Last. It's not easy to get to this contingency, which # is why we settle for a relatively crude fallback here. # This is also an alternative victory condition. [event] name=last breath [filter] id=Dela Keshar [/filter] [message] speaker=Dela Keshar message= _ "I am defeated but not dead, foul thing that was once my brother. Watch your back, because I will come for you and I will kill you..." [/message] [move_unit] id=Dela Keshar to_x,to_y=1,25 [/move_unit] [kill] id=Dela Keshar animate=no [/kill] [endlevel] result=victory bonus=no {NEW_GOLD_CARRYOVER 40} [/endlevel] [/event] # Defeat Conditions [event] name=die [filter] side=3,4 [not] id=Drogan [/not] [/filter] [filter_second] side=1 [/filter_second] [if] {DID_RTP_HAS_DROGAN} [then] [message] speaker=Malin Keshar message= _ "Now the people of Parthyn will never accept me back!" [/message] [endlevel] result=defeat [/endlevel] [/then] [else] [message] speaker=Malin Keshar message= _ "See how you die when you spurn the help of Malin Keshar..." [/message] [/else] [/if] [/event] # Victory Conditions [event] name=die [filter] id=Drogan [/filter] # it's kind of subtle, but keep making everything darker {COLOR_ADJUST -15 -15 -15} {REMOVE_IMAGE 14 9} {INCIDENTAL_MUSIC the_dangerous_symphony.ogg} [message] speaker=Malin Keshar message= _ "See what your traitorous ways have won you, Drogan?" [/message] [message] speaker=Dela Keshar message= _ "Drogan, no! Malin, you monster, how could ya just murder Drogan in cold blood?" [/message] [message] speaker=Malin Keshar message= _ "He chose this fate for himself! I merely retaliated in turn!" [/message] [message] speaker=Dela Keshar message= _ "How could ye possibly think Drogan was tha traitor when you’re the one attacking Parthyn?" [/message] [message] speaker=Malin Keshar message= _ "What? I have not harmed even a single villager or guardsman besides Drogan! I am only trying to help, but none of you will listen to reason!" [/message] [message] speaker=Dela Keshar message= _ "I tried to! I wanted ta believe in ya, I really did. After Father died, you and Drogan were all I had..." [/message] [message] speaker=Malin Keshar message= _ "Then why did you listen to him instead of me? I was trying to keep us together. He was trying to tear us apart! You wouldn’t even lift a finger to help me when he threatened to attack me!" [/message] [message] speaker=Dela Keshar message= _ "Malin, that’s—" [/message] [message] speaker=Malin Keshar message= _ "You’ve always been like this. You never think for yourself. You always just follow whatever other people tell you. Not a single original thought in your head." [/message] [message] speaker=Dela Keshar message= _ "Malin—" [/message] [message] speaker=Malin Keshar message= _ "That man used necromancy? He must be evil! Never mind that he be your own brother, trying to protect his own home!" [/message] {MODIFY_UNIT (id=Dela Keshar) profile (portraits/dela-mad.png)} [message] speaker=Dela Keshar message= _ "Enough! There’s nothing I can say ta someone who embraces evil so shamelessly! You’ll pay for Drogan’s death!" [/message] [message] speaker=Malin Keshar message= _ "..." [/message] [message] speaker=Malin Keshar message= _ "<i>So, no matter what, she’ll be against me? Then this is hopeless. Even if they intend to fight me, I’ve no wish to fight the townsfolk...</i>" [/message] [message] speaker=Malin Keshar message= _ "<i>I guess I should just leave and find Darken Volk.</i>" [/message] {HIGHLIGHT_IMAGE 16 1 scenery/signpost.png ()} [objectives] side=1 [objective] condition=win description= _ "Escape to the northwest" [/objective] {DID_RTP_OBJECTIVE_KILL_ORCS} [objective] condition=lose description= _ "Death of Malin Keshar" [/objective] {TURNS_RUN_OUT} [gold_carryover] bonus=no carryover_percentage=40 [/gold_carryover] [/objectives] {PLACE_IMAGE scenery/dark-monolith.png 19 24} {PLACE_IMAGE "items/bones.png" $x1 $y1} {VARIABLE loc.x $x1} {VARIABLE loc.y $y1} [event] name=moveto [filter] id=Malin Keshar x,y=19,24 [/filter] [message] speaker=narrator message= _ "A monolith of dark stone, shadowed panes reflecting distorted images." [/message] #ifdef EASY {GIVE_MALIN_EXPERIENCE 12} #endif #ifdef NORMAL {GIVE_MALIN_EXPERIENCE 10} #endif #ifdef HARD {GIVE_MALIN_EXPERIENCE 8} #endif [/event] [event] name=moveto [filter] id=Malin Keshar x,y=16,1 [/filter] [endlevel] result=victory bonus=no {NEW_GOLD_CARRYOVER 40} [/endlevel] [/event] [event] name=moveto [filter] id=Malin Keshar x,y=$loc.x,$loc.y [/filter] [animate_unit] [filter] id=Malin Keshar [/filter] [primary_attack] range=ranged [/primary_attack] flag=attack [/animate_unit] [delay] time=400 [/delay] {REMOVE_IMAGE $loc.x $loc.y} [unit] type=Ghoul DiD id=DroganGhoul name= _ "Drogan" x,y=$loc.x,$loc.y side=1 animate=yes [/unit] [message] speaker=DroganGhoul # po: This is just some guttural sound that a ghoul might make since it can't actually talk message= _ "Grahhhuralug..." # wmllint: no spellcheck [/message] [message] speaker=Malin Keshar message= _ "As ugly in death as he was in life. Darken Volk was right. It <i>is</i> fitting." [/message] [message] speaker=Dela Keshar message= _ "What have you done?! Killing Drogan wasn’t enough — ya had ta defile his body as well? How could ya turn him into such a... a hideous thing? I can’t believe how depraved you’ve become!" [/message] [message] speaker=Malin Keshar message= _ "What you see on the outside reflects the inside. The face of truth is undoubtedly an ugly one." [/message] [/event] [/event] [event] name=time over [unit] type=Orcish Warlord side=2 x,y=17,2 id=OWarlord canrecruit=yes animate=yes facing=se [/unit] {GENERIC_UNIT 2 (Orcish Slurbow) 16 1} {FACING se} {GENERIC_UNIT 2 (Direwolf Rider) 15 2} {FACING se} {GENERIC_UNIT 2 (Goblin Pillager) 17 1} {FACING se} {GENERIC_UNIT 2 (Goblin Knight) 16 2} {FACING se} [message] speaker=OWarlord message= _ "Look what we have here! A human city on the verge of collapse and a necromancer with only a few paltry minions at his command. The wolves will feed well tonight!" [/message] [message] speaker=Malin Keshar message= _ "More orcs, and powerful ones at that! There’s no way I’m escaping now..." [/message] [/event] [event] name=victory [if] {DID_RTP_HAS_ORC_LEADER} [then] [message] speaker=Dela Keshar message= _ "Flee while you still can, Malin the Damned! When I have defeated these orcs and secured Parthyn against further raids, I will hunt you down and I will kill you. You are my brother no longer." [/message] [/then] [else] [message] speaker=Dela Keshar message= _ "Flee while you still can, Malin the Damned! When I have secured Parthyn against further raids, I will hunt you down and I will kill you. You are my brother no longer." [/message] [/else] [/if] [message] speaker=Malin Keshar # wmllint: local spelling Zephrin message= _ "O gods, how did it come to this? My own sister determined to personally see to my demise. Banished from Parthyn, my country, my home... spurned by my people, whom I have given everything for... nothing has gone right ever since I got into an argument with that fat, orc-loving toad Zephrin and tried to curse him. I was only testing my new spell on him! It was only supposed to be a simple curse! How was I supposed to know it would kill him? Blasted Academy." [/message] [message] speaker=Malin Keshar message= _ "... Now the only being who still wants to see me alive is a necromancer. I’m beginning to think that I’m the one who was cursed..." [/message] {CLEAR_VARIABLE malin_used_necromancy} {CLEAR_VARIABLE orc_leader_store} {CLEAR_VARIABLE fallback_orc_leader} {CLEAR_VARIABLE loc} [/event] {HERODEATH_MALIN} [/scenario] #undef DID_RTP_OBJECTIVE_KILL_ORCS #undef DID_RTP_HAS_DROGAN #undef DID_RTP_HAS_ORC_LEADER
#textdomain wesnoth-did [scenario] id=07a_A_Small_Favor name= _ "A Small Favor — I" map_file=07a_A_Small_Favor.map {TURNS 20 18 16} next_scenario=07b_A_Small_Favor2 victory_when_enemies_defeated=no #ifdef EASY {FIRST_WATCH_HOUR2} {FIRST_WATCH_HOUR2} {FIRST_WATCH_HOUR3} {FIRST_WATCH_HOUR3} {FIRST_WATCH_HOUR4} {FIRST_WATCH_HOUR4} {MIDNIGHT_HOUR} {MIDNIGHT_HOUR} {SECOND_WATCH_HOUR1} {SECOND_WATCH_HOUR1} {SECOND_WATCH_HOUR2} {SECOND_WATCH_HOUR2} {SECOND_WATCH_HOUR3} {SECOND_WATCH_HOUR3} {SECOND_WATCH_HOUR4} {SECOND_WATCH_HOUR4} {SECOND_WATCH_HOUR5} {SECOND_WATCH_HOUR5} {SECOND_WATCH_HOUR6} {SECOND_WATCH_HOUR6} {DAWN_HOUR} #endif #ifdef NORMAL {FIRST_WATCH_HOUR2} {FIRST_WATCH_HOUR3} {FIRST_WATCH_HOUR3} {FIRST_WATCH_HOUR4} {FIRST_WATCH_HOUR4} {MIDNIGHT_HOUR} {MIDNIGHT_HOUR} {SECOND_WATCH_HOUR1} {SECOND_WATCH_HOUR1} {SECOND_WATCH_HOUR2} {SECOND_WATCH_HOUR2} {SECOND_WATCH_HOUR3} {SECOND_WATCH_HOUR3} {SECOND_WATCH_HOUR4} {SECOND_WATCH_HOUR4} {SECOND_WATCH_HOUR5} {SECOND_WATCH_HOUR5} {SECOND_WATCH_HOUR6} {DAWN_HOUR} #endif #ifdef HARD {FIRST_WATCH_HOUR2} {FIRST_WATCH_HOUR3} {FIRST_WATCH_HOUR3} {FIRST_WATCH_HOUR4} {FIRST_WATCH_HOUR4} {MIDNIGHT_HOUR} {MIDNIGHT_HOUR} {SECOND_WATCH_HOUR1} {SECOND_WATCH_HOUR1} {SECOND_WATCH_HOUR2} {SECOND_WATCH_HOUR3} {SECOND_WATCH_HOUR3} {SECOND_WATCH_HOUR4} {SECOND_WATCH_HOUR4} {SECOND_WATCH_HOUR5} {SECOND_WATCH_HOUR6} {DAWN_HOUR} #endif {SCENARIO_MUSIC elvish-theme.ogg} {EXTRA_SCENARIO_MUSIC nunc_dimittis.ogg} {EXTRA_SCENARIO_MUSIC the_deep_path.ogg} [story] [part] music=underground.ogg story= _ "Fleeing from the city of his birth, Malin escapes into the forested hills north of the Great River. Some distance west, he finally stops after several days bereft of rest and sleep. He closes his eyes, trying to purge the last few hours from his mind, but the darkness only makes the images all the more vivid. He is tired, <i>so</i> tired, but sleep does not come." {STORYTXT_BACKGROUND travel.jpg} [/part] [part] story= _ "<i>“No regrets. No regrets...”</i> He repeats it under his breath like a chant, murmuring over and over in his half-conscious state. After a while, a second voice joins, a voice that sounds very much like his own, but somehow feels foreign and alien. <i>‘There could have been another way. You might have been wrong.’</i>" {STORYTXT_BACKGROUND travel.jpg} [/part] [part] story= _ "<i>“No, no. Even if there were another way, they would have spurned me all the same. They are wrong... blind. I have no regrets about what I did. No regrets...”</i> He quells the voice. Sleep comes, long stretches of dreamless darkness punctuated briefly by nightmarish forms — distorted, grotesque things that whisper in eerily familiar voices. <i>‘You are cursed, Malin the Damned! Cursed! Cursed. Cursed...’</i> They echo over and over, first a choir, then a duet, both male, then just one, a single voice alone in the darkness." {STORYTXT_BACKGROUND travel.jpg} [/part] [part] story= _ "Malin wakes up to a plume of smoke rising behind him. He gives it only a brief thought before heading farther west. Soon, he catches sight of the golden banners of Tath and reunites with his teacher just outside of the city." {STORYTXT_BACKGROUND travel.jpg} [/part] [part] story=_ "<i>“For your final test as my apprentice, you will aid me in retrieving a book,”</i> the necromancer says. <i>“The book was... stolen from me long ago. It has personal value to me, so you may think of this as a small favor. However, this task will require you to act against your countrymen of Wesnoth, since it was one of them who took it from me.”</i>" {STORYTXT_BACKGROUND book.jpg} [/part] [part] story= _ "Malin replies, <i>“They are no longer countrymen of mine.”</i>" {STORYTXT_BACKGROUND book.jpg} [/part] [part] story= _ "Darken Volk continues, <i>“Excellent. There is a lady of Tath by the name of Karae. She was trained as a mage in her youth and now uses her wealth to support a large number of mages in their studies. Among her library is the book we seek. We shall break into her manor and search from there.”</i>" {STORYTXT_BACKGROUND book.jpg} [/part] [/story] {DID_TRACK {JOURNEY_07_NEW}} # wmllint: validate-off [side] side=1 controller=human recruit=Walking Corpse,Vampire Bat,Ghost,Ghoul,Skeleton Archer,Skeleton {GOLD 180 150 120} team_name=intruders user_team_name= _ "Intruders" {FLAG_VARIANT undead} color=darkblue village_gold=2 village_support=1 # wmllint: recognize Malin Keshar {CHARACTER_STATS_MALIN_KESHAR} fog=yes facing=sw [/side] # wmllint: validate-on [side] side=2 controller=ai recruit=Swordsman,Pikeman,Longbowman,Cavalryman,Dragoon,Mage,Heavy Infantryman,Shock Trooper gold=0 team_name=defenders user_team_name= _ "Defenders" {FLAG_VARIANT loyalist} color=gold village_gold=0 income=-2 type=General id=Taylor name= _ "Taylor" canrecruit=yes fog=yes share_vision=none facing=se # Place city guards {NAMED_LOYAL_UNIT 2 Bowman 2 17 (Guard1) ( _ "Night Watchman")} {GUARDIAN} {NAMED_LOYAL_UNIT 2 Spearman 4 17 (Guard2) ( _ "Night Watchman")} {GUARDIAN} {NAMED_LOYAL_UNIT 2 Spearman 4 18 (Guard3) ( _ "Night Watchman")} {GUARDIAN} {NAMED_LOYAL_UNIT 2 Spearman 11 3 (Guard4) ( _ "Night Watchman")} {GUARDIAN} {NAMED_LOYAL_UNIT 2 Bowman 11 4 (Guard5) ( _ "Night Watchman")} {GUARDIAN} {NAMED_LOYAL_UNIT 2 Spearman 13 4 (Guard6) ( _ "Night Watchman")} {GUARDIAN} {NAMED_LOYAL_UNIT 2 Pikeman 18 18 () ( _ "Gate Guard")} {GUARDIAN} {NAMED_LOYAL_UNIT 2 Swordsman 16 20 () ( _ "Gate Guard")} {GUARDIAN} {NAMED_LOYAL_UNIT 2 (Heavy Infantryman) 20 22 () ( _ "Gate Guard")} {GUARDIAN} {NAMED_LOYAL_UNIT 2 (Heavy Infantryman) 24 20 () ( _ "Gate Guard")} {GUARDIAN} {NAMED_LOYAL_UNIT 2 (Heavy Infantryman) 3 12 () ( _ "City Guard")} {GUARDIAN} {NAMED_LOYAL_UNIT 2 (Shock Trooper) 5 15 () ( _ "City Guard")} {GUARDIAN} # More guards, depending on the difficulty #ifdef EASY {NAMED_LOYAL_UNIT 2 Mage 7 9 () ( _ "Mage Guard")} {GUARDIAN} {NAMED_LOYAL_UNIT 2 Mage 8 7 () ( _ "Mage Guard")} {GUARDIAN} {NAMED_LOYAL_UNIT 2 Sergeant 6 13 () ( _ "Head Trainer")} {GUARDIAN} #endif #ifdef NORMAL {NAMED_LOYAL_UNIT 2 Mage 7 9 () ( _ "Mage Guard")} {GUARDIAN} {NAMED_LOYAL_UNIT 2 (Red Mage) 8 7 () ( _ "Mage Guard")} {GUARDIAN} {NAMED_LOYAL_UNIT 2 (Heavy Infantryman) 12 16 () ( _ "City Guard")} {GUARDIAN} {NAMED_LOYAL_UNIT 2 (Lieutenant) 6 13 () ( _ "Head Trainer")} {GUARDIAN} #endif #ifdef HARD {NAMED_LOYAL_UNIT 2 (White Mage) 7 9 () ( _ "Mage Guard")} {GUARDIAN} {NAMED_LOYAL_UNIT 2 (Red Mage) 8 7 () ( _ "Mage Guard")} {GUARDIAN} {NAMED_LOYAL_UNIT 2 (Shock Trooper) 12 16 () ( _ "City Guard")} {GUARDIAN} {NAMED_LOYAL_UNIT 2 (Lieutenant) 6 13 () ( _ "Head Trainer")} {GUARDIAN} #endif [ai] passive_leader=yes aggression=1.0 caution=0.4 grouping=offensive [goal] name=protect_location [criteria] # Manor entrance x,y=7,8 [/criteria] protect_radius=5 value=4 [/goal] [goal] name=protect_location [criteria] # Rest of city x=3-22 y=6-22 [/criteria] protect_radius=1 value=2 [/goal] [goal] name=protect_unit [criteria] side=2 canrecruit=yes [/criteria] value=2 [/goal] [/ai] [/side] [side] side=3 controller=ai no_leader=yes hidden=yes team_name=monsters color=orange [ai] aggression=1.0 caution=0.0 [/ai] [/side] {STARTING_VILLAGES 1 3} {STARTING_VILLAGES 2 15} {PLACE_IMAGE scenery/whirlpool.png 38 23} # City {PLACE_IMAGE scenery/well.png 16 12} {PLACE_IMAGE scenery/well.png 19 14} {PLACE_IMAGE scenery/tent-shop-weapons.png 3 17} {PLACE_IMAGE scenery/monolith1.png 11 5} {PLACE_IMAGE scenery/monolith1.png 13 6} {PLACE_IMAGE scenery/monolith1.png 10 6} {PLACE_IMAGE scenery/signpost.png 15 16} {PLACE_IMAGE scenery/signpost.png 11 12} {PLACE_IMAGE scenery/temple1.png 10 18} {PLACE_IMAGE scenery/tent-fancy-red.png 9 15} {PLACE_IMAGE items/dragonstatue.png 12 14} {PLACE_IMAGE "items/dummy.png~RC(magenta>green)" 7 12} {PLACE_IMAGE "items/dummy.png~RC(magenta>green)" 4 11} {PLACE_IMAGE items/armor.png 4 12} {PLACE_IMAGE items/armor.png 3 16} {PLACE_IMAGE items/armor.png 6 16} {PLACE_IMAGE items/flower2.png 13 7} {PLACE_IMAGE items/flower1.png 16 8} {PLACE_IMAGE items/flower3.png 12 7} {PLACE_IMAGE items/flower4.png 17 8} # Manor {PLACE_IMAGE scenery/trapdoor-closed.png 3 6} {PLACE_IMAGE items/cloak-green.png 2 6} {PLACE_IMAGE items/ornate1.png 5 5} {PLACE_IMAGE items/potion-blue.png 4 5} {PLACE_IMAGE items/potion-red.png 6 5} {PLACE_IMAGE items/altar.png 3 7} #define WATCHMAN_PATROL_MOVEMENT [set_variable] name=turn_mod value=$($turn_number % 5) [/set_variable] [switch] variable=turn_mod [case] value=1,0 [move_unit] id=Guard3 side=2 to_x,to_y=5,22 [/move_unit] [move_unit] id=Guard2 side=2 to_x,to_y=4,21 [/move_unit] [move_unit] id=Guard1 side=2 to_x,to_y=4,20 [/move_unit] [move_unit] id=Guard6 side=2 to_x,to_y=18,7 [/move_unit] [move_unit] id=Guard5 side=2 to_x,to_y=16,6 [/move_unit] [move_unit] id=Guard4 side=2 to_x,to_y=14,5 [/move_unit] [/case] [case] value=2,4 [move_unit] id=Guard3 side=2 to_x,to_y=10,24 [/move_unit] [move_unit] id=Guard2 side=2 to_x,to_y=10,23 [/move_unit] [move_unit] id=Guard1 side=2 to_x,to_y=9,24 [/move_unit] [move_unit] id=Guard6 side=2 to_x,to_y=22,11 [/move_unit] [move_unit] id=Guard5 side=2 to_x,to_y=21,11 [/move_unit] [move_unit] id=Guard4 side=2 to_x,to_y=20,9 [/move_unit] [/case] [case] value=3 [move_unit] id=Guard3 side=2 to_x,to_y=14,22 [/move_unit] [move_unit] id=Guard2 side=2 to_x,to_y=13,23 [/move_unit] [move_unit] id=Guard1 side=2 to_x,to_y=12,22 [/move_unit] [move_unit] id=Guard6 side=2 to_x,to_y=20,16 [/move_unit] [move_unit] id=Guard5 side=2 to_x,to_y=21,16 [/move_unit] [move_unit] id=Guard4 side=2 to_x,to_y=21,15 [/move_unit] [/case] [/switch] {CLEAR_VARIABLE turn_mod} #enddef [event] name=prestart {CLEAR_CORPSE_HORDE} [label] x,y=9,15 text= _ "Stables" [/label] [label] x,y=10,18 text= _ "Temple" [/label] {COLOR_ADJUST -16 -16 -16} [objectives] side=1 [objective] condition=win description= _ "Move Malin and Darken Volk into the Mage Lady’s manor" [/objective] [objective] {ALTERNATIVE_OBJECTIVE_CAPTION} condition=win description= _ "Defeat General Taylor" [/objective] [objective] condition=lose description= _ "Death of Malin Keshar" [/objective] [objective] condition=lose description= _ "Death of Darken Volk" [/objective] {TURNS_RUN_OUT} [gold_carryover] bonus=yes carryover_percentage=40 [/gold_carryover] [note] description= _ "Enemy units have reduced vision. An enemy unit will see you if two hexes separate you from them." [/note] [/objectives] # Place Darken Volk {VARIABLE darken_volk_store.x recall} {VARIABLE darken_volk_store.y recall} [unstore_unit] variable=darken_volk_store [/unstore_unit] {CLEAR_VARIABLE darken_volk_store} [recall] id=Darken Volk x,y=36,15 [/recall] {MODIFY_UNIT (side=1) facing nw} [modify_unit] [filter] side=2 [/filter] vision=2 [/modify_unit] {VARIABLE guard_alerted 0} [/event] # Malin doesn't talk in this scenario because he's depressed :( [event] name=start [message] speaker=Darken Volk message= _ "The stolen book lies within Lady Karae’s manor at the north end of the city. It will be difficult for us to defeat the entire city guard, so we must stay hidden as long as possible. For now, we can make use of this fog. I shall use it to cast a spell to obscure the town guards’ vision." [/message] [delay] time=450 [/delay] [animate_unit] [filter] id=Darken Volk [/filter] [primary_attack] range=ranged [/primary_attack] flag=attack [/animate_unit] [delay] time=350 [/delay] [message] speaker=Darken Volk message= _ "This spell will not hide us completely. If we stray too close to the guards, they will still be able to see us. Once we are spotted, we shall have to make a run for it. The faster we enter the manor, the more time we shall have to search for the book before the guards can pursue us." [/message] [message] speaker=narrator message= _ "Note: Only the units you recruit now will be available to you once inside." image=wesnoth-icon.png [/message] [/event] [event] name=sighted [filter] side=2 [/filter] [filter_second] side=1 [/filter_second] [message] speaker=unit message= _ "This blasted fog is so thick! I can’t see a thing!" [/message] [message] speaker=Taylor message= _ "Stay alert, soldier. Report anything unusual immediately." [/message] [/event] [event] name=sighted [filter] side=1 [/filter] [filter_second] side=2 [/filter_second] [if] [variable] name=second_unit.id not_equals=Taylor [/variable] [then] [message] speaker=second_unit message= _ "Undead are emerging from the forest!" [/message] [/then] [/if] [message] speaker=Taylor message= _ "Wake the guard! To arms!" [/message] [modify_side] side=2 {GOLD 140 170 200} {INCOME 12 16 20} [/modify_side] {VARIABLE guard_alerted 1} [/event] [event] name=side 2 turn refresh first_time_only=no [filter_condition] [variable] name=guard_alerted numerical_equals=0 [/variable] [/filter_condition] {MODIFY_UNIT (side=2) moves 0} {WATCHMAN_PATROL_MOVEMENT} [/event] [event] name=moveto [filter] x,y=38,23 side=1 [/filter] [sound] name=water-blast.wav [/sound] [unit] x,y=38,23 type=Tentacle of the Deep id=Tentacly name= _ "Tentacly" side=3 max_hitpoints=66 level=2 animate=yes [/unit] [message] speaker=Darken Volk message= _ "I have heard rumors that the mages of Tath have been experimenting on the wildlife..." [/message] [/event] [event] name=die [filter] id=Tentacly [/filter] [filter_second] type=Soulless variation=swimmer [/filter_second] [sound] name=squishy-hit.wav [/sound] [object] id=sushi_mini_buff take_only_once=yes silent=yes duration=forever [filter] type=Soulless variation=swimmer [/filter] [effect] apply_to=hitpoints increase_total=7 increase=7 heal_full=no [/effect] [effect] apply_to=movement increase=2 [/effect] [/object] [/event] [event] name=moveto [filter] x,y=10,18 side=1 [/filter] [message] speaker=Darken Volk message= _ "Oh? The temple healers are trying to heal a man who is already dead. Perhaps you could... give them a little demonstration as to how it is actually done." [/message] [animate_unit] [filter] id=Malin Keshar [/filter] [primary_attack] range=ranged [/primary_attack] flag=attack [/animate_unit] [unit] x,y=10,18 type=Soulless id=Jaime name= _ "Fat Jaime the Drunk Sailor" side=1 animate=yes [/unit] [object] silent=yes duration=forever [filter] id=Jaime [/filter] [effect] apply_to=hitpoints increase=23 increase_total=23 [/effect] [/object] [object] silent=yes duration=forever [filter] id=Jaime [/filter] [effect] apply_to=new_ability [abilities] {ABILITY_DRUNK} [/abilities] [/effect] [/object] [/event] # a little difficult to get, because it requires you to kill a mounted unit on this scenario with plague and get it to the tent too [event] name=moveto [filter] x,y=9,15 side=1 type=Walking Corpse, Soulless variation=mounted [/filter] [message] speaker=Darken Volk message= _ "It appears as if these stables contain some armaments that could be useful for an undead rider." [/message] [unit] x,y=9,15 type=Chocobone side=1 animate=yes overwrite=yes [/unit] [/event] # Undead unit kicks the holy water [event] name=moveto [filter] x,y=5,5 race=undead [/filter] [message] speaker=unit # po: Ooouuuh is a cry of pain message= _ "Ooouuuh! It burns... burrrrnnns..." # wmllint: no spellcheck [/message] [harm_unit] [filter] x,y=$x1,$y1 [/filter] amount=1 kill=no animate=yes [/harm_unit] [floating_text] x,y=$x1,$y1 color=255,0,0 text=-1 [/floating_text] [remove_item] x,y=5,5 [/remove_item] [message] speaker=Darken Volk message= _ "Beware the urns. It appears that they contain holy water that these mages have brewed themselves. As you might guess from the name, it is quite effective against undead." [/message] [/event] [event] name=last breath [filter] id=Taylor [/filter] [message] speaker=Taylor message= _ "The undead are too strong! Retreat and regroup!" [/message] [kill] side=2 [/kill] [endlevel] result=victory linger_mode=no bonus=yes {NEW_GOLD_CARRYOVER 40} [/endlevel] [/event] # Victory Conditions [event] name=moveto first_time_only=no [filter] id=Malin Keshar,Darken Volk x=2-6 y=5-7 [/filter] [filter_condition] [have_unit] id=Malin Keshar x=2-6 y=5-7 [/have_unit] [have_unit] id=Darken Volk x=2-6 y=5-7 [/have_unit] [/filter_condition] [message] speaker=Darken Volk message= _ "Here is the entrance! Hurry!" [/message] [endlevel] result=victory linger_mode=no bonus=yes {NEW_GOLD_CARRYOVER 40} [/endlevel] [/event] [event] name=victory {SET_GOT_INSIDE_MANOR} #ifdef EASY [set_variable] name=S7_turns value=$("23 - ($turn_number)") [/set_variable] #endif #ifdef NORMAL [set_variable] name=S7_turns value=$("20 - ($turn_number)") [/set_variable] #endif #ifdef HARD [set_variable] name=S7_turns value=$("18 - ($turn_number)") [/set_variable] #endif {CLEAR_VARIABLE guard_alerted} [/event] {HERODEATH_MALIN} {HERODEATH_VOLK} [event] name=time over [message] speaker=Darken Volk message= _ "We have no hope of entering the manor now that dawn has broken and the entire city guard is alerted to our presence. Your incompetence is truly appalling." [/message] [endlevel] result=defeat [/endlevel] [/event] [/scenario]
#textdomain wesnoth-did [scenario] id=07b_A_Small_Favor2 name= _ "A Small Favor — II" map_file=07b_A_Small_Favor2.map {TURNS 25 22 19} next_scenario=07c_A_Small_Favor3 victory_when_enemies_defeated=no [time] id=indoors name= _ "Indoors" image=misc/time-schedules/schedule-indoors.png lawful_bonus=-10 [/time] {SCENARIO_MUSIC casualties_of_war.ogg} {EXTRA_SCENARIO_MUSIC battle.ogg} {EXTRA_SCENARIO_MUSIC siege_of_laurelmor.ogg} # No story; this occurs immediately after the previous scenario # wmllint: validate-off [side] side=1 controller=human gold=0 team_name=intruders user_team_name= _ "Intruders" {FLAG_VARIANT undead} color=darkblue income=-2 # wmllint: recognize Malin Keshar {CHARACTER_STATS_MALIN_KESHAR} shroud=yes facing=nw [/side] # wmllint: validate-on # Mages [side] side=2 controller=ai team_name=defenders user_team_name= _ "Defenders" no_leader=yes hidden=yes color=purple [ai] village_value=0 aggression=0.8 [/ai] [/side] # City guard [side] side=3 controller=ai team_name=defenders user_team_name= _ "Defenders" no_leader=yes hidden=yes {FLAG_VARIANT loyalist} color=gold [ai] village_value=0 aggression=0.8 [/ai] [/side] # This macro places the doors and adds the door-opening event {MANOR_DOORS 1} # Scenery {PLACE_IMAGE items/ankh-necklace.png 3 15} {PLACE_IMAGE items/ball-blue.png 2 10} {PLACE_IMAGE items/ball-magenta.png 25 2} {PLACE_IMAGE items/ball-green.png 8 2} {PLACE_IMAGE items/stone-tablet.png 6 16} {PLACE_IMAGE items/stone-tablet.png 15 13} {PLACE_IMAGE items/ornate2.png 17 1} {PLACE_IMAGE items/potion-blue.png 26 4} {PLACE_IMAGE items/potion-grey.png 27 5} {PLACE_IMAGE items/potion-green.png 27 6} {PLACE_IMAGE items/potion-red.png 25 6} {PLACE_IMAGE items/potion-yellow.png 26 6} {PLACE_IMAGE items/altar-evil.png 26 5} {PLACE_IMAGE items/barrel.png 24 10} {PLACE_IMAGE items/barrel.png 25 10} {PLACE_IMAGE items/barrel.png 22 9} {PLACE_IMAGE items/box.png 25 9} {PLACE_IMAGE items/box.png 22 11} {PLACE_IMAGE items/box.png 21 12} {PLACE_IMAGE items/box.png 9 7} {PLACE_IMAGE items/chest-open.png 8 7} {PLACE_IMAGE items/chest-plain-open.png 9 9} {PLACE_IMAGE items/barrel.png 8 9} {PLACE_IMAGE items/altar.png 15 2} {PLACE_IMAGE items/holy-water.png 17 1} {PLACE_IMAGE items/holy-water.png 18 1} {PLACE_IMAGE items/ring-white.png 13 3} {PLACE_IMAGE items/ring-red.png 24 1} {PLACE_IMAGE items/dragonstatue.png 11 12} {PLACE_IMAGE items/dragonstatue.png 10 12} {PLACE_IMAGE items/dragonstatue.png 21 3} {PLACE_IMAGE scenery/monolith4.png 14 12} {PLACE_IMAGE scenery/monolith3.png 13 15} {PLACE_IMAGE scenery/monolith1.png 17 14} [event] name=prestart {COLOR_ADJUST -17 -17 -17} [objectives] side=1 [objective] condition=win description= _ "Find Lady Karae" [/objective] [objective] condition=lose description= _ "Death of Malin Keshar" [/objective] [objective] condition=lose description= _ "Death of Darken Volk" [/objective] {TURNS_RUN_OUT} [gold_carryover] bonus=no carryover_percentage=100 [/gold_carryover] [/objectives] # Randomize Karae’s location {RANDOM 0..3} [switch] variable=random [case] value=0 {VARIABLE karae_x 1} {VARIABLE karae_y 11} [/case] [case] value=1 {VARIABLE karae_x 8} {VARIABLE karae_y 1} [/case] [case] value=2 {VARIABLE karae_x 13} {VARIABLE karae_y 3} [/case] [case] value=3 {VARIABLE karae_x 24} {VARIABLE karae_y 1} [/case] [/switch] [unit] type=Silver Mage id=Lady Karae name= _ "Lady Karae" profile=portraits/karae.png gender=female side=2 x,y=$karae_x,$karae_y canrecruit=yes random_traits=no [/unit] {CLEAR_VARIABLE karae_x,karae_y} [set_variables] name=guardtypetable [value] type=Shock Trooper [/value] [value] type=Spearman [/value] #ifndef HARD [value] type=Fencer [/value] #endif [value] type=Duelist [/value] [value] type=Pikeman [/value] [value] type=Swordsman [/value] #ifndef EASY [value] type=Swordsman [/value] [value] type=Duelist [/value] #endif #ifdef HARD [value] type=Swordsman [/value] [value] type=Pikeman [/value] [value] type=Duelist [/value] #endif [value] type=Heavy Infantryman [/value] [value] type=Heavy Infantryman [/value] [value] type=Spearman [/value] [value] type=Fencer [/value] [value] type=Fencer [/value] [/set_variables] [random_placement] num_items={ON_DIFFICULTY 5 6 7} variable=loc min_distance=3 [filter_location] terrain=Iwr,Icn,Ior [not] x=1-5 y=1-5 [/not] [not] [filter][/filter] [/not] [/filter_location] [command] {NAMED_NOTRAIT_UNIT 2 "$guardtypetable[$($loc.n % $guardtypetable.length)].type" $loc.x $loc.y () (_ "Guard")} {GUARDIAN} [/command] [/random_placement] [set_variables] name=magetypetable [value] type=Mage [/value] [value] type=White Mage [/value] [value] type=Mage [/value] [value] type=Red Mage [/value] [value] type=Red Mage [/value] #ifdef EASY [value] type=Mage [/value] #endif #ifndef EASY [value] type=White Mage [/value] [value] type=Red Mage [/value] #endif #ifdef HARD [value] type=Red Mage [/value] [value] type=White Mage [/value] #endif [value] type=Mage [/value] [value] type=Mage [/value] [value] type=Mage [/value] [/set_variables] [random_placement] num_items={ON_DIFFICULTY 6 7 8} variable=loc min_distance=2 [filter_location] terrain=Iwr,Icn,Ior [not] x=1-5 y=1-5 [/not] [not] [filter][/filter] [/not] [/filter_location] [command] {GENERIC_UNIT 2 "$magetypetable[$($loc.n % $magetypetable.length)].type" $loc.x $loc.y} [/command] [/random_placement] # this code is a handler in case this scenario is reached via debug or an old save which did not include this variable [lua] code = << if wml.variables["S7_turns"] == nil then wml.variables["S7_turns"] = 5 end >> [/lua] [set_variable] name=S7_turns value=$(min({ON_DIFFICULTY 7 6 5},($S7_turns))) [/set_variable] [set_variable] name=spawn1 value=$("{ON_DIFFICULTY 7 6 5} + ($S7_turns)") [/set_variable] [set_variable] name=spawn2 value=$("{ON_DIFFICULTY 14 12 10} + ($S7_turns)") [/set_variable] [recall] id=Darken Volk x,y=18,15 [/recall] # We want Volk facing another direction {MODIFY_UNIT (id=Darken Volk) facing ne} [/event] # le Volk is very chatty in this scenario because he's excited to get his book # Malin is still pretty quiet here [event] name=start [remove_shroud] side=1 x,y=24,19 radius=3 [/remove_shroud] [store_unit] [filter] [filter_wml] [variables] got_inside_manor=yes [/variables] [/filter_wml] [/filter] variable=units_inside_manor [/store_unit] [foreach] array=units_inside_manor [do] [recall] id=$this_item.id [/recall] [modify_unit] [filter] id=$this_item.id [/filter] [object] duration=scenario [effect] apply_to=loyal [/effect] [/object] [/modify_unit] [redraw] clear_shroud=yes side=1 [/redraw] [/do] [/foreach] {CLEAR_VARIABLE units_inside_manor} [message] speaker=narrator image=wesnoth-icon.png message= _ "Malin and Darken Volk enter the mage lady’s manor, closing the heavy gates behind them." [/message] [message] speaker=Darken Volk message= _ "That gate will not hold back the soldiers for long. We must hurry." [/message] [/event] [event] name=sighted [filter] side=2 [/filter] [filter_second] side=1 [/filter_second] [message] speaker=unit message= _ "Undead have entered the manor! Defend yourselves!" [/message] [/event] # City guard spawns #define SPAWN_GUARD [random_placement] num_items=1 variable=loc min_distance=1 [filter_location] x=22,23,21-26 y=18,18,19-20 [not] [filter][/filter] [/not] [/filter_location] [command] [set_variable] name=ind rand=1..$guardtypetable.length [/set_variable] {VARIABLE_OP ind sub 1} {GENERIC_UNIT 3 "$guardtypetable[$ind].type" $loc.x $loc.y} {CLEAR_VARIABLE ind} [/command] [/random_placement] #enddef #define SPAWN_MAGE [random_placement] num_items=1 variable=loc min_distance=1 [filter_location] x=22,23,21-26 y=18,18,19-20 [not] [filter][/filter] [/not] [/filter_location] [command] [set_variable] name=ind rand=1..$magetypetable.length [/set_variable] {VARIABLE_OP ind sub 1} {GENERIC_UNIT 3 "$magetypetable[$ind].type" $loc.x $loc.y} {CLEAR_VARIABLE ind} [/command] [/random_placement] #enddef [event] name=new turn first_time_only=no [if] [variable] name=turn_number greater_than_equal_to=$spawn2 [/variable] [then] {RANDOM 0..2} [switch] variable=random [case] value=0 {SPAWN_GUARD} #ifdef HARD {SPAWN_GUARD} #endif [/case] [case] value=1 {SPAWN_MAGE} [/case] [case] value=2 {SPAWN_GUARD} {SPAWN_MAGE} [/case] [/switch] [/then] [elseif] [variable] name=turn_number greater_than_equal_to=$spawn1 [/variable] [then] [set_variable] name=turn_mod value=$("($turn_number - $spawn1) % 2") [/set_variable] [if] [variable] name=turn_mod numerical_equals=0 [/variable] [then] {RANDOM 0..3} [switch] variable=random [case] value=0 {SPAWN_GUARD} #ifdef HARD {SPAWN_GUARD} #endif [/case] [case] value=1 {SPAWN_GUARD} [/case] [case] value=2 {SPAWN_MAGE} [/case] [case] value=3 {SPAWN_GUARD} {SPAWN_MAGE} [/case] [/switch] [/then] [/if] {CLEAR_VARIABLE turn_mod} [/then] [/elseif] [elseif] [variable] name=turn_number greater_than_equal_to=$S7_turns [/variable] [then] [set_variable] name=turn_mod value=$("($turn_number - $S7_turns) % 3") [/set_variable] [if] [variable] name=turn_mod numerical_equals=0 [/variable] [then] {RANDOM 0..3} [switch] variable=random [case] value=0 {SPAWN_GUARD} [/case] [case] value=1 {SPAWN_GUARD} [/case] [case] value=2 {SPAWN_MAGE} [/case] [case] value=3 #ifndef EASY {SPAWN_GUARD} #endif {SPAWN_MAGE} [/case] [/switch] [/then] [/if] {CLEAR_VARIABLE turn_mod} [/then] [/elseif] [/if] [fire_event] name=city guard dialogue [/fire_event] [fire_event] name=city guard dialogue2 [/fire_event] [fire_event] name=city guard dialogue3 [/fire_event] [/event] [event] name=city guard dialogue [filter_condition] [variable] name=turn_number equals=$S7_turns [/variable] [/filter_condition] [message] side=3 [filter_location] x=22,23,21-26 y=18,18,19-20 [/filter_location] message= _ "Hunt down the undead! Destroy them all!" [/message] [message] speaker=Darken Volk message= _ "The city guard has entered the manor. We will have to hold them off while we search." [/message] [/event] [event] name=city guard dialogue2 [filter_condition] [variable] name=turn_number equals=$spawn1 [/variable] [/filter_condition] [message] speaker=Darken Volk message= _ "More guards are coming. We must hasten our search!" [/message] [/event] [event] name=city guard dialogue3 [filter_condition] [variable] name=turn_number equals=$spawn2 [/variable] [/filter_condition] [message] speaker=Malin Keshar message= _ "It does not look like we have much time left..." [/message] [/event] # Flavor text [event] name=moveto [filter] x,y=15,13 side=1 [/filter] # from The Alchemist [message] speaker=narrator message= _ "There is only one thing that makes a dream impossible to achieve." [/message] [delay] time=350 [/delay] [sound] name=wail-long.wav [/sound] [delay] time=350 [/delay] [message] speaker=narrator message= _ "... the fear of failure." [/message] [/event] [event] name=moveto [filter] x,y=6,16 side=1 [/filter] [message] speaker=narrator message= _ "<i>There is nothing good or bad, but thinking makes it so.</i>" [/message] [/event] [event] name=moveto [filter] x,y=2,10 side=1 [/filter] [message] speaker=narrator message= _ "<i>Mirrors of shallow blue, cold and opaque, they stare, Piercing, unblinking, a pitiless reflection, Shattering our brittle, fancied reality.</i>" [/message] [/event] [event] name=moveto [filter] x,y=8,2 side=1 [/filter] [message] speaker=narrator message= _ "<i>Emerald, verdant green gives way, Touched by shadow, dark dye of black, An abhorrent stain of pestilence.</i>" [/message] [/event] [event] name=moveto [filter] x,y=25,2 side=1 [/filter] [message] speaker=narrator message= _ "<i>Crimson pool, essence of life, Flesh and blood flow away to rot, Leaving only bones to remain.</i>" [/message] [/event] # someone's marriage had some issues at the last moment... [event] name=moveto [filter] x,y=13,3 side=1 [/filter] [message] speaker=Darken Volk message= _ "This appears to be a wedding ring." [/message] [/event] [event] name=moveto [filter] x=17,18 y=1,1 side=1 [/filter] [message] speaker=Darken Volk message= _ "This vial of holy water is inscribed with a cross and two rings." [/message] [/event] [event] name=moveto [filter] x,y=15,2 side=1 [/filter] [message] speaker=Darken Volk message= _ "There is a torn up dress on this altar." [/message] [/event] # Malin gets some extra cold resistance [event] name=moveto [filter] x,y=3,15 id=Malin Keshar [/filter] [message] speaker=Malin Keshar message= _ "This amulet feels strangely cold." [/message] [object] silent=yes duration=forever [filter] id=Malin Keshar [/filter] [effect] apply_to=resistance [resistance] cold=-10 [/resistance] [/effect] [/object] {REMOVE_IMAGE 3 15} [/event] [event] name=moveto [filter] x=8,9 y=7,9 side=1 [/filter] [message] speaker=Malin Keshar message= _ "The mages have hidden their gold somewhere else." [/message] [/event] # Lady Karae [event] name=sighted [filter] id=Lady Karae [/filter] [filter_second] side=1 [/filter_second] [message] speaker=Lady Karae message= _ "Darken Volk! I should have known it was you! What are you doing here?" [/message] [message] speaker=Darken Volk message= _ "Taking back what is rightfully mine." [/message] [message] speaker=Lady Karae message= _ "As impudent as ever. What lies in that book is not meant for human eyes — yours or mine." [/message] [message] speaker=Darken Volk message= _ "I am not here to argue." [/message] [message] speaker=Lady Karae message= _ "Of course you are not. I assume your arrogance has only grown over the years." [/message] [message] speaker=Darken Volk message= _ "If you wish to continue lecturing me, by all means, do so. It will only make you easier to kill." [/message] [message] speaker=Lady Karae message= _ "I regret that it has come to this." [/message] [/event] [event] name=moveto [filter] x,y=26,5 side=1 [/filter] [message] speaker=Darken Volk message= _ "Someone was... messing... with some potions here." [/message] [/event] [event] name=last breath [filter] id=Lady Karae [/filter] [message] speaker=Lady Karae message= _ "Darken Volk... you... wouldn’t dare..." [/message] [message] speaker=Darken Volk message= _ "Enough with your decrepit prattling." [/message] [kill] id=Lady Karae animate=yes fire_event=yes [/kill] {QUAKE rumble.ogg} [terrain] x=6,7 y=4,4 terrain=Iwr [/terrain] [redraw][/redraw] [message] speaker=Darken Volk # po: a vault is a big underground room, sort of like a gigantic basement message= _ "I feel the breaking of an illusion spell. The book is in the vault in the northwest corner of the manor. We must find the passageway leading there!" [/message] [objectives] side=1 [objective] condition=win description= _ "Move Malin Keshar or Darken Volk through the passageway in the northwest leading to the vault" [/objective] [objective] condition=lose description= _ "Death of Malin Keshar" [/objective] [objective] condition=lose description= _ "Death of Darken Volk" [/objective] {TURNS_RUN_OUT} [/objectives] [/event] [event] name=moveto [filter] x,y=1-3,1-3 id=Malin Keshar,Darken Volk [/filter] [message] speaker=unit message=_ "Here is the passage to the vault!" [/message] [endlevel] result=victory bonus=no linger_mode=no {NEW_GOLD_CARRYOVER 100} carryover_report=no [/endlevel] [/event] # The player may have created new units using the plague ability. They # should carry over to the next scenario. [event] name=victory {SET_GOT_INSIDE_MANOR} {CLEAR_VARIABLE guardtypetable} {CLEAR_VARIABLE magetypetable} {CLEAR_VARIABLE random} {CLEAR_VARIABLE S7_turns} {CLEAR_VARIABLE spawn1} {CLEAR_VARIABLE spawn2} [/event] [event] name=time over [if] [have_unit] id=Lady Karae [/have_unit] [then] [unit] type=Royal Guard side=3 x,y=22,18 id=RGuard canrecruit=yes animate=yes facing=nw [/unit] {GENERIC_UNIT 3 (Pikeman) 23 18} {FACING nw} {GENERIC_UNIT 3 (Longbowman) 22 19} {FACING nw} {GENERIC_UNIT 3 (Swordsman) 21 19} {FACING nw} {GENERIC_UNIT 3 (Mage of Light) 23 19} {FACING nw} [message] speaker=RGuard message= _ "Surround those necromancers! They cannot escape now!" [/message] [message] speaker=Darken Volk message= _ "Fool boy! You took too long to defeat Karae! Now we are at the mercy of the city guards!" [/message] [/then] [else] [remove_shroud] side=1 x=0-3,3,4,5 y=0-3,3-4,1-4,4-5 [/remove_shroud] [unit] type=Royal Guard side=3 x,y=2,3 id=RGuard canrecruit=yes animate=yes facing=se [/unit] {GENERIC_UNIT 3 (Pikeman) 2 2} {FACING se} {GENERIC_UNIT 3 (Longbowman) 3 2} {FACING se} {GENERIC_UNIT 3 (Swordsman) 1 3} {FACING se} {GENERIC_UNIT 3 (Mage of Light) 2 1} {FACING se} [message] speaker=RGuard message= _ "Surround those necromancers! They cannot escape now!" [/message] [message] speaker=Darken Volk message= _ "Fool boy! You took too long to find the path to the vault! Now we are at the mercy of the city guards!" [/message] [/else] [/if] [endlevel] result=defeat [/endlevel] [/event] {HERODEATH_MALIN} {HERODEATH_VOLK_B} [/scenario] #undef SPAWN_GUARD #undef SPAWN_MAGE
#textdomain wesnoth-did [scenario] id=07c_A_Small_Favor3 name= _ "A Small Favor — III" map_file=07c_A_Small_Favor3.map {TURNS 21 18 15} next_scenario=08_Alone_at_Last victory_when_enemies_defeated=no {UNDERGROUND} {SCENARIO_MUSIC the_city_falls.ogg} {EXTRA_SCENARIO_MUSIC the_king_is_dead.ogg} # No story; this occurs immediately after the previous scenario # wmllint: validate-off [side] side=1 controller=human gold=0 team_name=intruders user_team_name= _ "Intruders" {FLAG_VARIANT undead} color=darkblue income=-2 # wmllint: recognize Malin Keshar {CHARACTER_STATS_MALIN_KESHAR} shroud=yes share_vision=shroud facing=nw [/side] # wmllint: validate-on [side] side=2 controller=ai team_name=defenders user_team_name= _ "Defenders" no_leader=yes hidden=yes color=purple # Book guards {NAMED_NOTRAIT_UNIT 2 (Silver Mage) 11 9 ("") ( _ "Guardian")} {GUARDIAN} {NAMED_NOTRAIT_UNIT 2 (Silver Mage) 13 7 ("") ( _ "Guardian")} {GUARDIAN} [ai] village_value=0 aggression=0.8 [/ai] [/side] [side] side=3 controller=ai team_name=intruders user_team_name= _ "Intruders" no_leader=yes color=black hidden=yes shroud=yes share_vision=none [ai] village_value=0 aggression=0.8 [goal] name=protect_unit [criteria] id=Darken Volk [/criteria] value=20 [/goal] [goal] name=protect_unit [criteria] id=Darken Volk [/criteria] protect_radius=6 value=20 [/goal] [/ai] [/side] # City guard [side] side=4 controller=ai team_name=defenders user_team_name= _ "Defenders" no_leader=yes hidden=yes {FLAG_VARIANT loyalist} color=gold [ai] village_value=0 aggression=0.8 [/ai] [/side] # This macro places the doors and adds the door-opening event {MANOR_DOORS 1,3} # scenery {PLACE_IMAGE items/dragonstatue.png 23 16} {PLACE_IMAGE items/dragonstatue.png 24 15} {PLACE_IMAGE items/dragonstatue.png 31 12} {PLACE_IMAGE scenery/monolith4.png 34 11} {PLACE_IMAGE scenery/monolith3.png 29 14} {PLACE_IMAGE scenery/monolith1.png 29 16} {PLACE_IMAGE scenery/monolith3.png 26 15} {PLACE_IMAGE scenery/monolith4.png 26 18} {PLACE_IMAGE scenery/castle-ruins2.png 32 15} {PLACE_IMAGE scenery/castle-ruins3.png 32 14} {PLACE_IMAGE scenery/castle-ruins3.png 25 15} {PLACE_IMAGE scenery/castle-ruins2.png 24 18} {PLACE_IMAGE scenery/castle-ruins.png 33 4} {PLACE_IMAGE scenery/castle-ruins3.png 33 3} {PLACE_IMAGE scenery/castle-ruins2.png 31 5} {PLACE_IMAGE scenery/castle-ruins2.png 9 11} {PLACE_IMAGE scenery/castle-ruins.png 8 7} {PLACE_IMAGE items/ornate2.png 23 11} {PLACE_IMAGE items/ornate2.png 25 12} {PLACE_IMAGE items/ornate1.png 20 13} {PLACE_IMAGE items/coffin-open.png 22 12} {PLACE_IMAGE items/cloak-green.png 11 17} {PLACE_IMAGE items/armor.png 14 16} {PLACE_IMAGE items/armor.png 16 16} {PLACE_IMAGE items/bow.png 30 9} {PLACE_IMAGE items/bow-crystal.png 29 9} {PLACE_IMAGE items/spear-fancy.png 27 10} {PLACE_IMAGE items/axe.png 27 9} {PLACE_IMAGE items/potion-blue.png 18 3} {PLACE_IMAGE items/potion-blue.png 17 6} {PLACE_IMAGE items/potion-grey.png 17 3} {PLACE_IMAGE items/potion-grey.png 19 4} {PLACE_IMAGE items/potion-grey.png 21 5} {PLACE_IMAGE items/potion-green.png 19 5} {PLACE_IMAGE items/potion-green.png 22 3} {PLACE_IMAGE items/potion-red.png 19 3} {PLACE_IMAGE items/potion-red.png 14 3} {PLACE_IMAGE items/potion-yellow.png 17 4} {PLACE_IMAGE items/altar-evil.png 18 4} {PLACE_IMAGE items/altar.png 14 8} {PLACE_IMAGE items/holy-water.png 14 9} {PLACE_IMAGE items/holy-water.png 14 7} {PLACE_IMAGE items/holy-water.png 15 8} {PLACE_IMAGE items/holy-water.png 10 8} {PLACE_IMAGE items/stone-tablet.png 7 11} {PLACE_IMAGE items/stone-tablet.png 15 10} {PLACE_IMAGE items/dragonstatue.png 19 7} {PLACE_IMAGE scenery/monolith3.png 16 11} {PLACE_IMAGE scenery/monolith1.png 21 7} {PLACE_IMAGE scenery/monolith3.png 19 9} {PLACE_IMAGE scenery/monolith1.png 12 4} {PLACE_IMAGE scenery/monolith1.png 9 12} {PLACE_IMAGE scenery/monolith3.png 10 7} {PLACE_IMAGE scenery/monolith4.png 10 11} {PLACE_IMAGE scenery/monolith4.png 4 10} {PLACE_IMAGE items/barrel.png 29 17} {PLACE_IMAGE items/barrel.png 28 17} {PLACE_IMAGE items/barrel.png 28 13} {PLACE_IMAGE items/barrel.png 22 19} {PLACE_IMAGE items/barrel.png 21 19} {PLACE_IMAGE items/barrel.png 29 8} {PLACE_IMAGE items/barrel.png 30 7} {PLACE_IMAGE items/barrel.png 14 17} {PLACE_IMAGE items/barrel.png 34 4} {PLACE_IMAGE items/barrel.png 23 3} {PLACE_IMAGE items/box.png 29 13} {PLACE_IMAGE items/box.png 22 18} {PLACE_IMAGE items/box.png 13 18} {PLACE_IMAGE items/box.png 13 17} {PLACE_IMAGE items/box.png 28 4} {PLACE_IMAGE items/box.png 27 5} {PLACE_IMAGE items/box.png 26 5} [event] name=prestart # yes this value is not as adjusted as the previous scenario, but that's because we're underground {COLOR_ADJUST -10 -10 -10} # place the book's image [item] location_id=book_start image="items/book5.png" [/item] [objectives] side=1 [objective] condition=win description= _ "Retrieve the book and escape" [/objective] [objective] condition=lose description= _ "Death of Malin Keshar" [/objective] [objective] condition=lose description= _ "Death of Darken Volk" [/objective] {TURNS_RUN_OUT} [gold_carryover] bonus=no carryover_percentage=100 [/gold_carryover] [/objectives] [set_variables] name=guardtypetable [value] type=Shock Trooper [/value] #ifndef HARD [value] type=Spearman [/value] #endif [value] type=Duelist [/value] [value] type=Pikeman [/value] [value] type=Swordsman [/value] #ifndef EASY [value] type=Swordsman [/value] [value] type=Pikeman [/value] [value] type=Duelist [/value] #endif [value] type=Heavy Infantryman [/value] [value] type=Spearman [/value] [value] type=Fencer [/value] [/set_variables] [set_variables] name=magetypetable [value] type=Mage [/value] [value] type=White Mage [/value] [value] type=Mage [/value] [value] type=Red Mage [/value] [value] type=Red Mage [/value] #ifdef EASY [value] type=Mage [/value] #endif #ifndef EASY [value] type=White Mage [/value] [value] type=Red Mage [/value] #endif #ifdef HARD [value] type=Red Mage [/value] [value] type=White Mage [/value] #endif [value] type=Mage [/value] [value] type=Mage [/value] [value] type=Mage [/value] [/set_variables] [random_placement] num_items={ON_DIFFICULTY 5 6 7} variable=loc min_distance=3 [filter_location] terrain=Urb,Urb^E*,Ur,Ur^E* [not] x=27-35 y=1-7 [/not] [not] x=20-35,24 y=16-20,15 [/not] [not] x=25-29 y=13-20 [/not] [not] x=30-35 y=11-20 [/not] [not] [filter][/filter] [/not] [/filter_location] [command] {NAMED_NOTRAIT_UNIT 2 "$guardtypetable[$($loc.n % $guardtypetable.length)].type" $loc.x $loc.y () (_ "Guard")} {GUARDIAN} [/command] [/random_placement] [random_placement] num_items={ON_DIFFICULTY 6 6 7} variable=loc min_distance=3 [filter_location] terrain=Urb,Urb^E*,Ur,Ur^E*,Irs,Irs^* [not] x=27-35 y=1-7 [/not] [not] x=20-35,24 y=16-20,15 [/not] [not] x=25-29 y=13-20 [/not] [not] x=30-35 y=11-20 [/not] [not] [filter][/filter] [/not] [/filter_location] [command] {NAMED_NOTRAIT_UNIT 2 "$magetypetable[$($loc.n % $magetypetable.length)].type" $loc.x $loc.y () (_ "Mage")} {GUARDIAN} [/command] [/random_placement] # Who has the book? {VARIABLE hasBook none} # Switch Volk's side [recall] id=Darken Volk x,y=26,16 [/recall] [modify_unit] [filter] id=Darken Volk [/filter] side=3 [/modify_unit] [lock_view][/lock_view] [/event] [event] name=start [store_unit] [filter] [filter_wml] [variables] got_inside_manor=yes [/variables] [/filter_wml] [/filter] variable=units_inside_manor [/store_unit] [foreach] array=units_inside_manor [do] [recall] id=$this_item.id [/recall] [modify_unit] [filter] id=$this_item.id [/filter] [object] duration=scenario [effect] apply_to=loyal [/effect] [/object] [/modify_unit] [redraw] clear_shroud=yes side=1 [/redraw] [/do] [/foreach] {CLEAR_VARIABLE units_inside_manor} # Create DV's units {GENERIC_UNIT 3 (Draug) 26 16} [+unit] animate=yes [/unit] {GENERIC_UNIT 3 (Deathblade) 26 16} [+unit] animate=yes [/unit] {GENERIC_UNIT 3 (Necrophage) 26 16} [+unit] animate=yes [/unit] {GENERIC_UNIT 3 (Banebow) 26 16} [+unit] animate=yes [/unit] [message] speaker=Darken Volk message= _ "The book is very close, somewhere to the northwest." [/message] [unlock_view][/unlock_view] [/event] [event] name=side 3 turn refresh first_time_only=no [store_unit] [filter] id=Darken Volk [/filter] variable=stored_Darken [/store_unit] [if] [variable] name=hasBook equals=none [/variable] [then] [if] [variable] name=turn_number greater_than=4 [/variable] [then] [store_locations] location_id=book_start variable=dest [/store_locations] [/then] [else] {VARIABLE dest.x 16} {VARIABLE dest.y 14} [/else] [/if] [/then] [else] {VARIABLE dest.x 31} {VARIABLE dest.y 1} [/else] [/if] [find_path] [traveler] id=Darken Volk [/traveler] [destination] x=$dest.x y=$dest.y [/destination] variable=darken_goto allow_multiple_turns=yes [/find_path] [if] [variable] name=darken_goto.step.length greater_than=0 [/variable] [then] {VARIABLE index "$(min($stored_Darken.max_moves,$darken_goto.step.length-1))"} {VARIABLE stored_Darken.goto_x $darken_goto.step[$index].x} {VARIABLE stored_Darken.goto_y $darken_goto.step[$index].y} [/then] [else] {VARIABLE stored_Darken.goto_x $dest.x} {VARIABLE stored_Darken.goto_y $dest.y} [/else] [/if] [unstore_unit] variable=stored_Darken [/unstore_unit] {CLEAR_VARIABLE stored_Darken,dest,darken_goto,index} [/event] # If there are no enemies, then DV's troops won't move; this event unblocks the book if necessary. [event] name=side 3 turn refresh first_time_only=no [filter_condition] [variable] name=hasBook equals=none [/variable] [have_unit] # This won't be DV himself, otherwise hasBook is not none. side=3 [filter_location] location_id=book_start [/filter_location] [/have_unit] [not] [have_unit] # Ignore side=4, the city guard is (hopefully for the player) not near the book. side=2 [filter_vision] # There are 3 entrance rooms, one of them might still have all of its doors shut. side=3 [/filter_vision] [/have_unit] [/not] [/filter_condition] [modify_unit] [filter] [filter_location] location_id=book_start [/filter_location] [/filter] # Somewhere inside the tunnel, but out-of-the-way for the hexes that Malin must move to. goto_x=29 goto_y=2 [/modify_unit] [/event] # pursuer spawns #define SPAWN_GUARD [random_placement] num_items=1 variable=loc min_distance=1 [filter_location] x=33-34,35 y=17-18,18-19 [not] [filter][/filter] [/not] [/filter_location] [command] [set_variable] name=ind rand=1..$guardtypetable.length [/set_variable] {VARIABLE_OP ind sub 1} {GENERIC_UNIT 4 "$guardtypetable[$ind].type" $loc.x $loc.y} {CLEAR_VARIABLE ind} [/command] [/random_placement] #enddef #define SPAWN_MAGE [random_placement] num_items=1 variable=loc min_distance=1 [filter_location] x=33-34,35 y=17-18,18-19 [not] [filter][/filter] [/not] [/filter_location] [command] [set_variable] name=ind rand=1..$magetypetable.length [/set_variable] {VARIABLE_OP ind sub 1} {GENERIC_UNIT 4 "$magetypetable[$ind].type" $loc.x $loc.y} {CLEAR_VARIABLE ind} [/command] [/random_placement] #enddef [event] name=new turn first_time_only=no [if] [variable] name=turn_number greater_than_equal_to={ON_DIFFICULTY 14 12 10} [/variable] [then] {RANDOM 0..2} [switch] variable=random [case] value=0 {SPAWN_GUARD} {SPAWN_GUARD} [/case] [case] value=1 {SPAWN_MAGE} #ifdef HARD {SPAWN_MAGE} #else {SPAWN_GUARD} #endif [/case] [case] value=2 {SPAWN_GUARD} {SPAWN_MAGE} [/case] [/switch] [/then] [elseif] [variable] name=turn_number greater_than_equal_to={ON_DIFFICULTY 8 7 6} [/variable] [then] [set_variable] name=turn_mod value=$("($turn_number - {ON_DIFFICULTY 8 7 6}) % 2") [/set_variable] [if] [variable] name=turn_mod numerical_equals=0 [/variable] [then] {RANDOM 0..3} [switch] variable=random [case] value=0 {SPAWN_GUARD} #ifdef HARD {SPAWN_GUARD} #endif [/case] [case] value=1 {SPAWN_GUARD} {SPAWN_GUARD} [/case] [case] value=2 {SPAWN_MAGE} [/case] [case] value=3 {SPAWN_GUARD} {SPAWN_MAGE} [/case] [/switch] [/then] [/if] {CLEAR_VARIABLE turn_mod} [/then] [/elseif] [elseif] [variable] name=turn_number greater_than_equal_to=2 [/variable] [then] [set_variable] name=turn_mod value=$("($turn_number - 2) % 3") [/set_variable] [if] [variable] name=turn_mod numerical_equals=0 [/variable] [then] {RANDOM 0..3} [switch] variable=random [case] value=0 {SPAWN_GUARD} {SPAWN_GUARD} [/case] [case] value=1 {SPAWN_GUARD} #ifdef HARD {SPAWN_GUARD} #endif [/case] [case] value=2 {SPAWN_MAGE} [/case] [case] value=3 {SPAWN_GUARD} {SPAWN_MAGE} [/case] [/switch] [/then] [/if] {CLEAR_VARIABLE turn_mod} [/then] [/elseif] [/if] [fire_event] name=city guard dialogue [/fire_event] [fire_event] name=city guard dialogue2 [/fire_event] [/event] [event] name=city guard dialogue [filter_condition] [variable] name=turn_number equals=2 [/variable] [/filter_condition] [message] speaker=Darken Volk message= _ "The guards continue to pursue us." [/message] [/event] [event] name=city guard dialogue2 [filter_condition] [variable] name=turn_number equals={ON_DIFFICULTY 14 12 10} [/variable] [/filter_condition] [message] speaker=Malin Keshar message= _ "The guards are catching up to us." [/message] [/event] # Flavor text [event] name=moveto [filter] x,y=15,10 side=1 [/filter] [message] speaker=narrator message= _ "<i>Beware that, when fighting monsters, you yourself do not become a monster...</i>" [/message] [/event] [event] name=moveto [filter] x,y=7,11 side=1 [/filter] [message] speaker=narrator message= _ "<i>Death is the twilight that follows the light of day. Life fades with the setting sun into darkness. Existence churns and the soul is reborn into endless night.</i>" [/message] [/event] [event] name=moveto [filter] x,y=18,4 side=1 [/filter] [message] speaker=Malin Keshar message= _ "There are quite a few failed potions around here." [/message] [/event] [event] name=moveto [filter] x,y=22,12 side=1 [/filter] [message] speaker=Malin Keshar message= _ "This coffin is empty." [/message] [/event] [event] name=moveto [filter] x=20,23,25 y=13,11,12 race=undead side=1 [/filter] # throwback to S7 when you knock over the holy water [message] speaker=Malin Keshar message= _ "Be careful around those urns." [/message] [/event] [event] name=moveto [filter] x,y=11,17 id=Malin Keshar [/filter] [message] speaker=Malin Keshar message= _ "Fancy, but I’ve no use for a new cloak right now." [/message] [/event] # the armory # only allow level 3s and your fancy chocobone (if you got it) to take items # also make it silent besides some small sound effects [event] name=moveto [filter] x,y=27,9 side=1 type=Draug [/filter] [sound] name=skeleton-big-hit-1.ogg [/sound] [object] silent=yes duration=forever [filter] x,y=27,9 [/filter] [effect] apply_to=attack range=melee increase_damage=1 [/effect] [/object] {REMOVE_IMAGE 27 9} [/event] [event] name=moveto [filter] x,y=29,9 side=1 type=Banebow [/filter] [sound] name=skeleton-big-hit-2.ogg [/sound] [object] silent=yes duration=forever [filter] x,y=29,9 [/filter] [effect] apply_to=attack range=ranged increase_damage=1 [/effect] [/object] {REMOVE_IMAGE 29 9} [/event] [event] name=moveto [filter] x,y=30,9 side=1 type=Banebow [/filter] [sound] name=skeleton-big-hit-1.ogg [/sound] [object] silent=yes duration=forever [filter] x,y=30,9 [/filter] [effect] apply_to=attack range=ranged increase_damage=1 [/effect] [/object] {REMOVE_IMAGE 30 9} [/event] [event] name=moveto [filter] x,y=27,10 side=1 type=Chocobone [/filter] [sound] name=skeleton-big-hit-3.ogg [/sound] [object] silent=yes duration=forever [filter] x,y=27,10 [/filter] [effect] apply_to=attack range=melee increase_damage=2 [/effect] [/object] {REMOVE_IMAGE 27 10} [/event] [event] # a side 1 unit finds the book name=moveto [filter] side=1 canrecruit=no [filter_location] location_id=book_start [/filter_location] [/filter] [filter_condition] [variable] name=hasBook equals=none [/variable] [/filter_condition] [if] [have_unit] [filter_location] location_id=book_start [/filter_location] race=undead [/have_unit] [then] [message] id=Darken Volk # po: The speaker addresses an undead minion. message=_ "The book! Guard it with your unlife while I come to fetch it." [/message] [/then] [else] [message] id=Darken Volk # po: The speaker addresses a human or a bat. message=_ "The book! Guard it with your life while I come to fetch it." [/message] [/else] [/if] [/event] [event] # Malin gets the book name=moveto [filter] id=Malin Keshar [filter_location] location_id=book_start [/filter_location] [/filter] [filter_condition] [variable] name=hasBook equals=none [/variable] [/filter_condition] [remove_item] location_id=book_start [/remove_item] {VARIABLE hasBook Malin} [message] speaker=Darken Volk message= _ "Hand that over." [/message] [message] speaker=Malin Keshar message= _ "Can’t it wait until we’re away from all these guards?" [/message] [message] speaker=Darken Volk message= _ "... Fine. There is a small tunnel in the cellar to the northeast. It will lead us far enough out of the city that we can escape pursuit." [/message] [objectives] side=1 [objective] condition=win description= _ "Escape via the tunnel in the northeast cellar" [/objective] [objective] condition=lose description= _ "Death of Malin Keshar" [/objective] [objective] condition=lose description= _ "Death of Darken Volk" [/objective] {TURNS_RUN_OUT} [gold_carryover] bonus=no carryover_percentage=100 [/gold_carryover] [/objectives] [event] name=moveto [filter] id=Malin Keshar x,y=29-32,1-3 [/filter] [message] speaker=Malin Keshar message= _ "Let’s get out of here." [/message] [endlevel] result=victory bonus=no {NEW_GOLD_CARRYOVER 100} carryover_report=no [/endlevel] [/event] [/event] [event] # DV gets the book name=moveto [filter] id=Darken Volk [filter_location] location_id=book_start [/filter_location] [/filter] [filter_condition] [variable] name=hasBook equals=none [/variable] [/filter_condition] [remove_item] location_id=book_start [/remove_item] {VARIABLE hasBook Darken} # A second, non-silent, update triggers when DV moves again (next turn, he's still set to go to the book_start hex this turn). [objectives] side=1 silent=yes [objective] condition=win description= _ "Escape via the tunnel in the northeast cellar" [/objective] [objective] condition=lose description= _ "Death of Malin Keshar" [/objective] [objective] condition=lose description= _ "Death of Darken Volk" [/objective] {TURNS_RUN_OUT} [/objectives] [event] name=moveto [filter] id=Darken Volk side=3 [/filter] [message] speaker=Malin Keshar message= _ "We’ve got the book, but how do we get out of here?" [/message] [scroll_to_unit] id=Darken Volk [/scroll_to_unit] [delay] time=500 [/delay] [message] speaker=Malin Keshar message= _ "Wait, you aren’t leaving me behind, are you?" [/message] [objectives] side=1 [objective] condition=win description= _ "Escape the manor (Malin reaches the tunnel in the northeast cellar before Darken Volk)" [/objective] [objective] condition=lose description= _ "Darken Volk reaches the tunnel before Malin does" [/objective] [objective] condition=lose description= _ "Death of Malin Keshar" [/objective] [objective] condition=lose description= _ "Death of Darken Volk" [/objective] {TURNS_RUN_OUT} [/objectives] [/event] [event] name=moveto [filter] id=Darken Volk x,y=30-31,1 [/filter] [message] speaker=Darken Volk message= _ "You have served me well, boy." [/message] [message] speaker=narrator image=wesnoth-icon.png message= _ "As he heads into the tunnel, Darken Volk collapses the entrance, leaving Malin to be captured and executed by the city guards." [/message] [endlevel] result=defeat [/endlevel] [/event] [event] name=moveto [filter] id=Malin Keshar x,y=29-32,1-3 [/filter] [message] speaker=Malin Keshar message= _ "Let’s get out of here." [/message] [endlevel] result=victory bonus=no {NEW_GOLD_CARRYOVER 100} carryover_report=no [/endlevel] [/event] [/event] [event] name=time over [remove_shroud] side=1 x=29-33 y=0-4 [/remove_shroud] [unit] type=Royal Guard side=4 x,y=32,2 id=RGuard canrecruit=yes animate=yes facing=sw [/unit] {GENERIC_UNIT 4 (Pikeman) 30 2} {FACING sw} {GENERIC_UNIT 4 (Longbowman) 30 1} {FACING sw} {GENERIC_UNIT 4 (Swordsman) 31 2} {FACING sw} {GENERIC_UNIT 4 (Mage of Light) 31 1} {FACING sw} [message] speaker=RGuard message= _ "Surround those necromancers! They cannot escape now!" [/message] [endlevel] result=defeat [/endlevel] [/event] [event] name=victory {CLEAR_VARIABLE guardtypetable} {CLEAR_VARIABLE magetypetable} {CLEAR_VARIABLE random} {MODIFY_UNIT (id=Darken Volk) side 1} [/event] {HERODEATH_MALIN} {HERODEATH_VOLK_B} [/scenario] #undef SPAWN_GUARD #undef SPAWN_MAGE
#textdomain wesnoth-did [scenario] id=08_Alone_at_Last name= _ "Alone at Last" map_file=08_Alone_at_Last.map {TURNS 35 32 29} next_scenario=09_Descent_into_Darkness victory_when_enemies_defeated=no {DEFAULT_SCHEDULE_DUSK} {SCENARIO_MUSIC knolls.ogg} {EXTRA_SCENARIO_MUSIC siege_of_laurelmor.ogg} {EXTRA_SCENARIO_MUSIC nunc_dimittis.ogg} [story] [part] story= _ "As he enters the tunnel underneath Lady Karae’s manor, Darken Volk gestures, causing the entrance to collapse. The two necromancers turn and begin walking down the pitch-black tunnel, temporarily safe from pursuit." {STORYTXT_BACKGROUND travel.jpg} [/part] [part] story= _ "Silence permeates the darkness, broken only by the irregular dripping of water from the musty cave walls. Malin looks toward Darken Volk occasionally, expecting something from the elder necromancer, but is met with stone-cold dispassion. There is no acknowledgment... no word of gratitude — only a sense of unease that has as much to do with the book as it does with Darken Volk." {STORYTXT_BACKGROUND travel.jpg} [/part] [part] story= _ "They continue walking through the damp, cold air all through the morning and day, finally emerging as the last rays of sunlight sink below the horizon." {STORYTXT_BACKGROUND travel.jpg} [/part] [/story] {DID_TRACK {JOURNEY_08_NEW}} # wmllint: validate-off [side] side=1 controller=human recruit=Walking Corpse,Vampire Bat,Ghost,Ghoul,Skeleton Archer,Skeleton {GOLD 260 220 180} team_name=good user_team_name= _ "Malin Keshar" {FLAG_VARIANT undead} color=darkblue village_gold=2 village_support=1 # wmllint: recognize Malin Keshar {CHARACTER_STATS_MALIN_KESHAR} facing=ne [/side] # wmllint: validate-on # Darken Volk [side] side=2 controller=ai recruit=Blood Bat,Ghost,Wraith,Necrophage,Skeleton Archer,Bone Shooter,Skeleton,Revenant,Deathblade {GOLD 170 220 270} {INCOME 20 25 30} team_name=bad user_team_name= _ "Darken Volk" no_leader=yes {FLAG_VARIANT undead} color=black [ai] village_value=0.2 villages_per_scout=10 [goal] name=target [criteria] id=Malin Keshar [/criteria] value=2 [/goal] [goal] name=protect_unit [criteria] side=2 canrecruit=yes [/criteria] value=4 [/goal] [/ai] [/side] # Paladins and co [side] side=3 controller=ai recruit=Spearman,Heavy Infantryman,White Mage,Mage,Paladin gold=0 team_name=wesnothians user_team_name= _ "Wesnothians" {FLAG_VARIANT loyalist} color=gold income=-2 no_leader=yes hidden=yes [ai] village_value=0.1 villages_per_scout=10 #recruitment_pattern=fighter,healer [goal] name=target [criteria] side=2 [/criteria] value=3 [/goal] [goal] name=target [criteria] side=1 [/criteria] value=2 [/goal] [/ai] [/side] # Dela Keshar [side] side=4 controller=ai gold=0 recruit=Spearman,Bowman,Swordsman,Longbowman,Thug,Poacher,Footpad team_name=wesnothians user_team_name= _ "Wesnothians" {FLAG_VARIANT loyalist} color=green income=-2 no_leader=yes hidden=yes [ai] passive_leader=yes [goal] name=target [criteria] id=Malin Keshar [/criteria] value=2 [/goal] [/ai] [/side] {PLACE_IMAGE scenery/wreck-2.png 16 4} {PLACE_IMAGE scenery/dark-monolith.png 5 18} {PLACE_IMAGE scenery/lighthouse.png 31 3} [event] name=prestart {CLEAR_CORPSE_HORDE} # leave some room for it to get darker later {COLOR_ADJUST -12 -12 -12} [objectives] side=1 [objective] condition=win description= _ "Take the book back from Darken Volk" [/objective] [objective] condition=lose description= _ "Death of Malin Keshar" [/objective] {TURNS_RUN_OUT} [gold_carryover] bonus=no carryover_percentage=40 [/gold_carryover] [/objectives] # Scenario variables {VARIABLE bookX -1} {VARIABLE bookY -1} {MODIFY_UNIT (id=Malin Keshar) profile (portraits/malin_old-decay.png)} [recall] id=Darken Volk x,y=2,26 [/recall] [remove_trait] id=Darken Volk trait_id="loyal" [/remove_trait] [modify_unit] [filter] id=Darken Volk [/filter] side=2 canrecruit=yes role=book_carrier [/modify_unit] [/event] [event] name=start {MOVE_UNIT (id=Malin Keshar) 6 14} {MOVE_UNIT (id=Darken Volk) 9 15} [message] speaker=Malin Keshar message= _ "Well, we got your precious book and made it out of Tath in one piece. What do we do now?" [/message] [message] speaker=Darken Volk message= _ "‘We’? <i>We</i> do nothing." [/message] [if] [variable] name=hasBook equals=Malin [/variable] [then] # Malin has the book {MOVE_UNIT (id=Darken Volk) 7 14} [message] speaker=Darken Volk message= _ "Now give the book to me." [/message] [message] speaker=narrator image=wesnoth-icon.png message=_ "Darken Volk grabs the mysterious book from Malin’s hands and stalks away." [/message] {MODIFY_UNIT (id=Darken Volk) facing se} [/then] [else] # DV already has book [message] speaker=Darken Volk message= _ "Now go your own way, and I will go mine." [/message] [/else] [/if] {COLOR_ADJUST -13 -13 -13} {CLEAR_VARIABLE hasBook} [unit_overlay] id=Darken Volk image="misc/book-icon.png" object_id="book_icon" [/unit_overlay] {MODIFY_UNIT (id=Darken Volk) facing ne} {MOVE_UNIT (id=Darken Volk) 9 15} {MOVE_UNIT (id=Darken Volk) 11 15} [delay] time=500 [/delay] [message] speaker=Malin Keshar message= _ "You can’t just leave me here!" [/message] {MOVE_UNIT (id=Malin Keshar) 7 15} {COLOR_ADJUST -14 -14 -14} {MOVE_UNIT (id=Malin Keshar) 8 14} {CREATE_ADVISOR} [message] role=advisor message= _ "Master, do you not see? He has merely been using you to get that book!" [/message] [message] speaker=Malin Keshar message= _ "What do you mean?" [/message] [message] role=advisor message= _ "He cares not about your noble quest to push back the orcs. He needed your help to fight the mages!" [/message] [message] speaker=Malin Keshar message= _ "Wait!" [/message] {MOVE_UNIT (id=Darken Volk) 12 15} {COLOR_ADJUST -15 -15 -15} [message] speaker=Malin Keshar message= _ "You used me! You knew the people of Parthyn would cast me out — you knew I had nobody else to turn to! You knew I would do whatever you said..." [/message] {MOVE_UNIT (id=Darken Volk) 13 16} {COLOR_ADJUST -16 -16 -16} [message] speaker=Malin Keshar message= _ "After all this time... I haven’t just been a pawn to you... have I?" [/message] [message] speaker=Malin Keshar message= _ "Why don’t you say anything?! Don’t you care at all?!" [/message] {MOVE_UNIT (id=Darken Volk) 16 17} {COLOR_ADJUST -17 -17 -17} [message] speaker=Malin Keshar message= _ "... you can’t abandon me too, not the way they did... Father, Drogan, Dela..." [/message] {MOVE_UNIT (id=Darken Volk) 17 17} {MOVE_UNIT (id=Darken Volk) 20 18} # darker and darker we go as Malin's mental state degenerates {COLOR_ADJUST -18 -18 -18} [message] role=advisor message= _ "He will not help you, but perhaps the book might. You were the one who helped him retrieve it. It is rightfully yours!" [/message] [message] speaker=Malin Keshar message= _ "Yes, I suppose that is right..." [/message] [message] speaker=Malin Keshar message= _ "Darken Volk! That book is as much mine as it is yours! Give it back, or I will take it by force!" [/message] [delay] time=1000 [/delay] {MODIFY_UNIT (id=Darken Volk) facing nw} [delay] time=1000 [/delay] [message] speaker=Darken Volk message= _ "You are even more of a fool than I thought." [/message] {MOVE_UNIT (id=Darken Volk) 29 14} # Make camp [terrain] x,y=29,14 radius=1 terrain=Cer [/terrain] [terrain] x,y=29,14 terrain=Ker [/terrain] [redraw][/redraw] {MODIFY_UNIT (id=Darken Volk) facing sw} {MOVE_UNIT (id=Malin Keshar) 5 13} [terrain] x,y=5,13 radius=1 terrain=Cer [/terrain] [terrain] x,y=5,13 terrain=Ker [/terrain] [redraw][/redraw] {MODIFY_UNIT (id=Malin Keshar) facing ne} {VARIABLE dela_arrived 0} [/event] # This helps prevent Darken from getting himself killed easily by preventing # him from leaving his castle [event] name=side 2 turn refresh first_time_only=no [object] silent=yes duration=turn end take_only_once=no [filter] id=Darken Volk [/filter] [effect] apply_to=movement_costs replace=yes [movement_costs] flat={UNREACHABLE} [/movement_costs] [/effect] [/object] [/event] [event] name=attack [filter] side=1 [/filter] [filter_second] side=2 [/filter_second] # Let's check for whether he's still alive, just in case the # paladins somehow killed him already [filter_condition] [have_unit] id=Darken Volk [/have_unit] [/filter_condition] [message] speaker=Malin Keshar message= _ "You let me believe Parthyn would accept me back, so when they didn’t, I would be willing to attack my own countrymen!" [/message] [message] speaker=Darken Volk message= _ "What you let yourself believe is no fault of mine. I gave you more power than you could have possibly dreamed. Use it to fight the orcs that annoy you so, not me." [/message] [message] speaker=Malin Keshar message= _ "You took my home away from me. You took Drogan away. You turned my sister against me! You have ruined my life!" [/message] [message] speaker=Darken Volk message= _ "The only thing I have done is given you the power to achieve your own goals. The rest, you have done yourself." [/message] [message] speaker=Malin Keshar message= _ "That’s not true! You can’t abandon me like this!" [/message] [message] speaker=Darken Volk message= _ "Fighting the orcs is your ambition, not mine. You cannot expect me to help you in an endeavor that does not concern me at all." [/message] [message] speaker=Malin Keshar message= _ "The very same to you! I helped you retrieve that book! If you will not help me with my mission, I will at least keep the fruits of my labor." [/message] [message] speaker=Darken Volk message= _ "Hardly. I will crush you easily." [/message] [message] speaker=Malin Keshar message= _ "Perhaps, but I have nothing left to lose..." [/message] [/event] [event] name=attack [filter] side=1 [/filter] [filter_second] id=Darken Volk [/filter_second] [message] speaker=Malin Keshar message= _ "Now you shall pay for what you have done to me." [/message] [message] speaker=Darken Volk message= _ "Done? I have done nothing but give you an opportunity. What you choose to do with your life is not my business. Leave me alone!" [/message] [/event] # easter eggies [event] name=moveto [filter] id=Malin Keshar x,y=5,18 [/filter] [filter_condition] [have_unit] id=Darken Volk [/have_unit] [/filter_condition] [message] speaker=narrator message= _ "A monolith of dark stone, marred by cracks running throughout." [/message] #ifdef EASY {GIVE_MALIN_EXPERIENCE 12} #endif #ifdef NORMAL {GIVE_MALIN_EXPERIENCE 10} #endif #ifdef HARD {GIVE_MALIN_EXPERIENCE 8} #endif [/event] [event] name=moveto [filter] side=1 x,y=31,3 [/filter] # a lighthouse makes light and is a navigational aid [message] speaker=Malin Keshar message= _ "This lighthouse has been dark for quite some time. I wonder if I could relight it?" [/message] [message] speaker=Malin Keshar message= _ "... no, that would be silly..." [/message] [/event] # wmllint checks that every unit referred to in [event], [message] etc is first introduced by [unit], [recall] etc. # It does this to catch errors where a scenario author forgets to recall a unit. # Jaime is spawned by an easter egg in 07a_A_Small_Favor. # Jaime may be on the recall list for this scenario if the egg was triggered and if Jaime survives 07a, 07b and 07c. # I assume that in this case the scenario author intentionally counts on the player manually recalling Jaime instead of using [recall]. # wmllint: recognize Jaime [event] name=moveto [filter] id=Jaime x,y=16,4 [/filter] [sound] name=zombie-attack.wav [/sound] [delay] time=1000 [/delay] [sound] name=zombie-hit-3.ogg [/sound] [delay] time=500 [/delay] [message] speaker=Malin Keshar message= _ "He seems to be drinking the remains of the wine in the cargo hold." [/message] # now Jaime becomes a super zombie... [object] silent=yes duration=forever [filter] id=Jaime [/filter] [effect] apply_to=attack range=melee increase_damage=2 [/effect] [effect] apply_to=hitpoints increase=8 increase_total=8 [/effect] [effect] apply_to=movement increase=2 [/effect] [effect] apply_to=attack range=melee [set_specials] {WEAPON_SPECIAL_DRUNKEN_RAGE} mode=append [/set_specials] [/effect] [/object] [/event] # Paladins! [event] name=turn 6 # Fake move the paladin in, set up a camp, have some # dialog, and give him another paladin and a mage of light {INCIDENTAL_MUSIC loyalists.ogg} [move_unit_fake] type=Paladin x=40,40,39,38,37 y=23,22,22,21,21 side=3 [/move_unit_fake] [unit] type=Paladin side=3 x,y=37,21 id=Sir Cadaeus name= _ "Sir Cadaeus" canrecruit=yes animate=no facing=nw [/unit] {GENERIC_UNIT 3 (Paladin) 38 20} {FACING nw} {GENERIC_UNIT 3 (Mage of Light) 38 21} {FACING nw} # Make camp [terrain] x,y=37,21 radius=1 terrain=Ce [/terrain] [terrain] x,y=37,21 terrain=Ke [/terrain] [redraw][/redraw] [modify_side] side=3 {QUANTITY gold 50 75 100} {QUANTITY income 12 16 20} hidden=no [/modify_side] [message] speaker=Sir Cadaeus message= _ "Your travels in this region have not gone unnoticed, necromancers! The disaster you wreaked upon the good city of Tath and the noble Lady Karae can only be paid back in turn with your blood. Yes, on this day, you shall have to answer for your innumerable crimes." [/message] [message] speaker=Darken Volk message= _ "Pompous words from an arrogant fool. We shall see how well you fare once I have finished this upstart." [/message] [/event] # Dela joins the party [event] name=side 4 turn 13 {INCIDENTAL_MUSIC northern_mountains.ogg} [move_unit_fake] type=Frontier Baroness x=41,40,39,38,37,36 y= 6, 6, 6, 6, 7, 7 side=4 [/move_unit_fake] [unit] side=4 x,y=36,7 animate=no moves=0 facing=sw # wmllint: recognize Dela Keshar {CHARACTER_STATS_DELA_KESHAR} [/unit] # Make camp [terrain] x,y=36,7 radius=1 terrain=Ce [/terrain] [terrain] x,y=36,7 terrain=Ke [/terrain] [redraw][/redraw] [modify_side] side=4 {QUANTITY gold 160 200 240} {QUANTITY income 16 20 24} hidden=no [/modify_side] {MODIFY_UNIT (id=Dela Keshar) profile (portraits/dela-mad.png)} [message] speaker=Dela Keshar message= _ "I finally found you, Malin! At last, you’ll pay fer what you’ve done to my people and my home. I won’t let you live ta see another sunset." [/message] [message] speaker=Malin Keshar message= _ "... I suppose you did vow to kill me..." [/message] [message] speaker=Dela Keshar message= _ "You didn’t think I’d keep my word? You thought I’d forgive you fer killing Drogan and tearing apart our town? You don’t know how badly I want ta kill ya, Malin." [/message] [message] speaker=Malin Keshar message= _ "..." [/message] [message] speaker=Dela Keshar message= _ "Nothing to say this time? No quip ’bout how we don’t understand ya? No comment about yer moral superiority? I can only hope you’ll be so quiet when I kill you." [/message] {VARIABLE dela_arrived 1} [/event] [event] name=last breath [filter] id=Dela Keshar [/filter] [message] speaker=Dela Keshar message= _ "Vile fiend... I regret that I was... not strong enough... to destroy you..." [/message] [message] speaker=Malin Keshar message= _ "You brought this on yourself..." [/message] [if] [not] [have_unit] id=Sir Cadaeus,Darken Volk [/have_unit] [/not] [then] [kill] id=Dela Keshar animate=yes [/kill] [fire_event] name=alternate victory [/fire_event] [/then] [/if] [/event] [event] name=last breath [filter] id=Sir Cadaeus [/filter] [message] speaker=Sir Cadaeus message= _ "For the Light I fall..." [/message] [if] [not] [have_unit] id=Dela Keshar,Darken Volk [/have_unit] [/not] [and] [variable] name=dela_arrived numerical_equals=1 [/variable] [/and] [then] [kill] id=Sir Cadaeus animate=yes [/kill] [fire_event] name=alternate victory [/fire_event] [/then] [/if] [/event] [event] name=last breath [filter] id=Darken Volk [/filter] [message] speaker=Malin Keshar message= _ "See? This is what happens when you abandon me!" [/message] [message] speaker=Darken Volk message= _ "Ungrateful wretch, this is how you repay me? Curse you, Malin the Damned!" [/message] [kill] id=Darken Volk animate=yes [/kill] {PLACE_IMAGE items/book5.png $x1 $y1} {VARIABLE bookX $x1} {VARIABLE bookY $y1} [message] speaker=Malin Keshar message= _ "I have already been cursed many times over. One more time is nothing..." [/message] {COLOR_ADJUST -20 -20 -20} [delay] time=1500 [/delay] [message] speaker=Malin Keshar message= _ "Well, I suppose I should get that book off the battlefield." [/message] [objectives] side=1 [objective] condition=win description= _ "Bring the book back to Malin’s camp" [/objective] [objective] condition=lose description= _ "Death of Malin Keshar" [/objective] {TURNS_RUN_OUT} [gold_carryover] bonus=no carryover_percentage=40 [/gold_carryover] [/objectives] [message] speaker=narrator image=wesnoth-icon.png message= _ "Pick up the book by moving a unit onto it. Bats and ghosts cannot carry the book." [/message] {REMOVE_IMAGE 5 18} {PLACE_IMAGE scenery/black-monolith.png 23 14} [event] name=moveto [filter] id=Malin Keshar x,y=23,14 [/filter] [message] speaker=narrator message= _ "A monolith of black stone, broken shards inexplicably held together by nothingness." [/message] #ifdef EASY {GIVE_MALIN_EXPERIENCE 12} #endif #ifdef NORMAL {GIVE_MALIN_EXPERIENCE 10} #endif #ifdef HARD {GIVE_MALIN_EXPERIENCE 8} #endif [/event] [/event] [event] name=die first_time_only=no [filter] role=book_carrier [/filter] {VARIABLE bookX $x1} {VARIABLE bookY $y1} {PLACE_IMAGE (items/book5.png) ($bookX) ($bookY)} [/event] [event] name=moveto first_time_only=no [filter] x,y=$bookX,$bookY side=1 [not] type_adv_tree=Ghost,Vampire Bat [/not] [not] # this unit does not advance normally so each type has to be listed individually type=Spectral Servant,Phantom,Eidolon [/not] [/filter] [remove_item] x,y=$x1,$y1 image="items/book5.png" [/remove_item] [role] x,y=$x1,$y1 role=book_carrier [/role] [unit_overlay] x,y=$x1,$y1 image="misc/book-icon.png" object_id="book_icon" [/unit_overlay] [if] [have_unit] x,y=$x1,$y1 id=Malin Keshar [/have_unit] [then] [message] speaker=Malin Keshar message= _ "I have the book." [/message] [/then] [else] [message] speaker=Malin Keshar message= _ "My minions have captured the book." [/message] [/else] [/if] {VARIABLE bookX -1} {VARIABLE bookY -1} [/event] # Inform the player if a unit cannot pick up the book [event] name=moveto first_time_only=no [filter] x=$bookX y=$bookY side=1 type=Ghost,Wraith,Spectre,Shadow,Nightgaunt,Spectral Servant,Phantom,Eidolon [/filter] [message] speaker=unit message= _ "I am sorry, master, but this book is too heavy for me." [/message] [/event] [event] name=moveto first_time_only=no [filter] x=$bookX y=$bookY side=1 type=Vampire Bat,Blood Bat,Dread Bat [/filter] [message] speaker=unit # po: this is just a squeaking sound a bat might make message= _ "Neep! Neep!" [/message] [message] speaker=Malin Keshar message= _ "It’s impossible for a bat to carry a book that heavy." [/message] [/event] [event] name=time over [unit] type=Paladin side=3 x,y=37,21 id=Telemon name= _ "Telemon the Slayer" canrecruit=yes animate=yes facing=nw [/unit] {GENERIC_UNIT 3 (Paladin) 36 20} {FACING nw} {GENERIC_UNIT 3 (Paladin) 37 20} {FACING nw} {GENERIC_UNIT 3 (Paladin) 36 21} {FACING nw} {GENERIC_UNIT 3 (Mage of Light) 37 22} {FACING nw} {GENERIC_UNIT 3 (Mage of Light) 38 20} {FACING nw} {GENERIC_UNIT 3 (Mage of Light) 38 21} {FACING nw} [message] speaker=Telemon message= _ "Foul necromancer! Your time has come!" [/message] [message] speaker=Malin Keshar message= _ "Reinforcements! I took too long to retrieve that book and now I have no way to win this battle..." [/message] [/event] # Victory Conditions [event] name=moveto [filter] role=book_carrier side=1 [filter_location] terrain=C*,K* [and] x,y=5,13 radius=1 [/and] [/filter_location] [/filter] {MOVE_UNIT (id=Malin Keshar) 1 8} [message] speaker=Malin Keshar message= _ "The terrain is hazardous in these mountains. Neither the paladins nor Dela will be able to pursue me." [/message] [message] speaker=Malin Keshar message= _ "... then again, is there a point? Even should I escape, then what? All that I have fought for, everyone who I have tried to protect, everything is gone to me." [/message] [message] speaker=Malin Keshar message= _ "Life, death... unlife — at this point, I could accept any of them and nothing would change." [/message] [message] speaker=Malin Keshar message= _ "... but, I suppose giving up now would be a waste..." [/message] [endlevel] result=victory bonus=no {NEW_GOLD_CARRYOVER 40} [/endlevel] [/event] [event] name=alternate victory [message] speaker=Malin Keshar message= _ "So, they are all dead. The paladin, Darken Volk, Dela..." [/message] [message] speaker=Malin Keshar message= _ "All that I have fought for, everyone who I have tried to protect, everything is gone. Everyone is dead. Is this truly all that I am left with?" [/message] [message] speaker=Malin Keshar message= _ "... nothing at all..." [/message] [endlevel] result=victory bonus=yes {NEW_GOLD_CARRYOVER 40} [/endlevel] [/event] [event] name=victory [remove_object] role=book_carrier object_id="book_icon" [/remove_object] {CLEAR_VARIABLE bookX,bookY,dela_arrived} [/event] {HERODEATH_MALIN} [/scenario]
#textdomain wesnoth-did # Attention when tweaking the first map used for this scenario: # Cave (Uu^* & Uh^*) and canyon (Qxu) hexes have a special meaning, # adding more of them can lead to units not being reachable. [scenario] id=09_Descent_into_Darkness name= _ "Descent into Darkness" map_file=09a_Descent_into_Darkness.map turns=unlimited next_scenario=10_Endless_Night victory_when_enemies_defeated=no {UNDERGROUND} {INTRO_AND_SCENARIO_MUSIC heroes_rite.ogg underground.ogg} # This is a 3 part scenario that goes as follows (SPOILERS HERE) # Part 1 - Malin completes the ritual that is his declension into lichdom # Gameplay - fight against ghouls+corpses, skeletons, then ghosts in that order # Stand on runes that will give you buffs that help you beat the ritual # Part 2 - explore the new lair and complete some puzzles # Puzzles give some small dmg bonuses # You can regain health and get some exp from creeps, but be wary of the giant spider lurking somewhere # Part 3 - Boss battle with fire dragon # Fight against respawning fire elementals, step onto runes to gain some free units (differs depending on rune) # You get 3 ghost-type units (from recall list) that will help you # When you defeat the dragon, you will get a special skeletal dragon with feeding [story] [part] story= _ "<i>“To become a lich, one must first die.”</i>" {STORYTXT_BACKGROUND book.jpg} [/part] [part] story= _ "So reads the book that Malin has reclaimed. <i>“The spells of necromancy can free the spirit from the limitations of the flesh, but only once the soul has been unbound from the body. The necromancer must make the necessary incantations with his dying breaths, then conquer his own spirit in much the same way he binds the spirits of others. Because he retains his own will, however, the lich can call upon the awesome powers of the spirit world.”</i>" {STORYTXT_BACKGROUND book.jpg} [/part] [part] story= _ "Malin closes the book. After all this time and all that he has struggled for, could he just surrender to despair and perish? He has never been one to simply give up, but then, is there anything left for him to struggle for? Still, the words, that terrifying idea, stick in the back of his mind. Life has offered him nothing; could death be any worse? Death... and not rebirth, but undeath." {STORYTXT_BACKGROUND book.jpg} [/part] [part] story= _ "With all of Wesnoth forbidden to him, Malin finds refuge in a secluded frontier village where few questions are asked. When word eventually filters to the town that Parthyn has been overrun by orcs, Malin rouses himself from his listless state without really knowing why, and heads northward." {STORYTXT_BACKGROUND travel.jpg} [/part] [part] story= _ "Malin soon finds the track of an enormous orc army and follows them until he reaches their camps. As he sees the number of orcs, he begins to realize the futility of his quest — harassing and harrying one clan of orcs is a far different task than waging a truly meaningful war against them as a whole. Then again, perhaps he is beyond the point of ordinary reason." {STORYTXT_BACKGROUND end.jpg} [/part] [part] story= _ "<i>There is nothing else left for me to do anyway,</i> Malin thinks, and raises his undead to assault the camp. Within mere minutes, nearly his entire army is destroyed and he is badly injured by a poisoned dagger. Malin retreats and finds refuge in a small cave." {STORYTXT_BACKGROUND end.jpg} [/part] [/story] {DID_TRACK {JOURNEY_09_NEW}} # wmllint: validate-off [side] side=1 controller=human recruit= gold=0 team_name=good village_gold=0 village_support=4 user_team_name= _ "Malin Keshar" {FLAG_VARIANT undead} color=darkblue income=-2 # wmllint: recognize Malin Keshar {CHARACTER_STATS_MALIN_KESHAR} facing=ne fog=yes shroud=yes [/side] # wmllint: validate-on [side] side=2 controller=ai no_leader=yes hidden=yes gold=0 income=-2 team_name=monsters user_team_name= _ "teamname^Opposers" color=black [ai] aggression=1.0 caution=0.0 grouping=no simple_targeting=yes village_value=0 [goal] name=target [criteria] side=1 [/criteria] value=100 [/goal] [/ai] [/side] # Monsters [side] side=3 team_name=monsters user_team_name= _ "teamname^Monsters" gold=0 controller=ai no_leader=yes hidden=yes income=-2 color=orange fog=yes shroud=yes [ai] aggression=0.9 caution=0.1 grouping=no simple_targeting=yes village_value=0 [/ai] [/side] [side] side=4 controller=ai no_leader=yes hidden=yes team_name=fake user_team_name= _ "teamname^Illusion" color=darkblue # Using the same flag and color as the next side, one can't spot it in the top bar {FLAG_VARIANT undead} [/side] [event] name=prestart {CLEAR_CORPSE_HORDE} {COLOR_ADJUST -15 -15 -15} [object] duration=scenario [filter] id=Malin Keshar [/filter] [effect] apply_to=movement set=4 [/effect] [/object] [store_unit] [filter] id=Malin Keshar [/filter] variable=malin kill=yes [/store_unit] [unit] id=Malin Keshar name= _ "Malin Keshar" type=Dark Mage side=1 x,y=5,17 profile=portraits/malin_old-decay.png canrecruit=yes unrenamable=yes hitpoints=11 max_moves=4 facing=ne [status] poisoned=yes [/status] [/unit] [disallow_recruit] side=1 [/disallow_recruit] [objectives] side=1 [objective] condition=win description= _ "Complete the ritual" [/objective] [objective] condition=lose description= _ "Death of Malin Keshar" [/objective] [note] description= _ "While Malin is standing on a runestone, he receives additional abilities" [/note] [/objectives] {VARIABLE scenario_stage 1} [/event] #define GENERATE_VOID [store_locations] variable=hex terrain=Uu^*,Uh^* [filter_adjacent_location] terrain=Qxu [/filter_adjacent_location] [not] [filter][/filter] [/not] [/store_locations] [for] array=hex [do] [set_variable] name=change_terrain rand=1..4 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$hex[$i].x,$hex[$i].y terrain=Qxu [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE hex} [redraw][/redraw] [store_locations] variable=hex terrain=Uh^* [not] [filter][/filter] [/not] [/store_locations] [for] array=hex [do] [set_variable] name=change_terrain rand=1..3 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$hex[$i].x,$hex[$i].y terrain=Qxu [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE hex} [redraw][/redraw] #enddef [event] name=start [message] speaker=Malin Keshar message= _ "Cursed beasts!" [/message] {MOVE_UNIT (id=Malin Keshar) 8 14} [redraw] side=1 clear_shroud=yes [/redraw] [message] speaker=Malin Keshar message= _ "I won’t go down like this, felled by an orc’s blade!" [/message] {MOVE_UNIT (id=Malin Keshar) 11 13} [redraw] side=1 clear_shroud=yes [/redraw] [delay] time=300 [/delay] [scroll_to] x,y=11,12 [/scroll_to] {MOVE_UNIT (id=Malin Keshar) 11 12} [delay] time=100 [/delay] [harm_unit] [filter] id=Malin Keshar [/filter] amount=1 animate=no [/harm_unit] [delay] time=400 [/delay] [scroll_to] x,y=11,11 [/scroll_to] {MOVE_UNIT (id=Malin Keshar) 11 11} [delay] time=100 [/delay] [harm_unit] [filter] id=Malin Keshar [/filter] amount=1 animate=no [/harm_unit] [delay] time=700 [/delay] [scroll_to] x,y=12,10 [/scroll_to] {MOVE_UNIT (id=Malin Keshar) 12 10} [delay] time=100 [/delay] [harm_unit] [filter] id=Malin Keshar [/filter] amount=1 animate=no [/harm_unit] [delay] time=1000 [/delay] [scroll_to] x,y=12,9 [/scroll_to] {MOVE_UNIT (id=Malin Keshar) 12 9} [delay] time=100 [/delay] [harm_unit] [filter] id=Malin Keshar [/filter] amount=2 animate=no [/harm_unit] [delay] time=300 [/delay] [harm_unit] [filter] id=Malin Keshar [/filter] amount=2 animate=no [/harm_unit] [redraw] side=1 clear_shroud=yes [/redraw] [delay] time=500 [/delay] {CREATE_ADVISOR} [message] role=advisor message= _ "Master, you are gravely injured!" [/message] [message] speaker=Malin Keshar message= _ "So it seems..." [/message] [message] speaker=Malin Keshar message= _ "Perhaps it would be a suitable end. The orcs were the ones who provoked this journey of mine. Would it not be fitting for them to end my quest as well?" [/message] [message] role=advisor message= _ "There is another way, master. Remember the book!" [/message] [message] speaker=Malin Keshar message= _ "Yes... yes. The book. That half-rotten, tattered tome which I gave my blood and soul for. I forsook my people, my family, my home... to follow that damned necromancer! And in the end, he betrayed me too, just like Drogan, just like Dela..." [/message] [message] speaker=Malin Keshar message= _ "Everyone has betrayed me. I am alone. All that is left..." [/message] [delay] time=700 [/delay] {MOVE_UNIT (id=Malin Keshar) 12 8} [delay] time=300 [/delay] [harm_unit] [filter] id=Malin Keshar [/filter] amount=3 animate=no [/harm_unit] [redraw] side=1 clear_shroud=yes [/redraw] [delay] time=1500 [/delay] [message] speaker=Malin Keshar message= _ "Leave me while I prepare." [/message] [message] role=advisor message= _ "Yes, master." [/message] {PUT_TO_RECALL_LIST (role=advisor)} [scroll_to] x,y=12,7 [/scroll_to] [terrain] x=12 y=7 terrain=Urb [/terrain] [redraw][/redraw] [item] x,y=12,7 image=misc/makeshift-altar.png [/item] [delay] time=500 [/delay] [terrain] x=11,13,11,13,10,14 y= 6, 6, 9, 9, 7, 7 terrain=Urb [/terrain] [redraw][/redraw] [delay] time=1000 [/delay] [message] speaker=Malin Keshar message= _ "... I suppose I have never been one for regrets..." [/message] [delay] time=1000 [/delay] [recall] role=advisor x,y=11,8 [/recall] {MODIFY_UNIT role=advisor facing se} [delay] time=1500 [/delay] [animate_unit] flag=attack hits=yes [filter] role=advisor [/filter] [primary_attack] range=melee [/primary_attack] [facing] [filter] id=Malin Keshar [/filter] [/facing] [animate] flag=defend [filter] id=Malin Keshar [/filter] hits=no [facing] [filter] role=advisor [/filter] [/facing] [/animate] [/animate_unit] [kill] id=Malin Keshar fire_event=no animate=yes [/kill] {PUT_TO_RECALL_LIST (role=advisor)} {REPLACE_SCENARIO_MUSIC silence.ogg} {FADE_TO_BLACK} [place_shroud] side=1 x,y=0-23,0-20 [/place_shroud] [replace_schedule] [time] id=limbo1 name= _ "Limbo" image=misc/time-schedules/after-the-fall/6shortdark.png lawful_bonus=-30 red=-50 green=-50 blue=-15 [/time] [/replace_schedule] [terrain] x=0-8 y=13-20 terrain=Xu [/terrain] [redraw][/redraw] {GENERATE_VOID} [random_placement] num_items=1 variable=loc min_distance=5 [filter_location] terrain=Uu^*,Uh^* # 3 spawn points: # (some hexes are on impassable, but the player gets no into vision in time to find out) # 1st: North-chamber 9/34 = ~26% # 2nd: Northeast-chamber 9/34 = ~26% # 3rd: south-east chamber 16/34 = ~47% x=7-9,3-5,16-19 y=1-3,4-6,11-14 [not] [filter][/filter] [/not] [/filter_location] [command] [unit] id=MKFlesh name= _ "Flesh of Malin Keshar" type=Necrophage moves=0 max_moves=2 side=2 x,y=$loc.x,$loc.y unrenamable=yes [/unit] [/command] [/random_placement] [delay] time=1500 [/delay] [unstore_unit] variable=malin x,y=12,7 [/unstore_unit] {CLEAR_VARIABLE malin} {MODIFY_UNIT (id=Malin Keshar) profile (portraits/malin_young.png)} {MODIFY_UNIT (id=Malin Keshar) moves 4} [redraw] side=1 clear_shroud=yes [/redraw] {PLACE_IMAGE scenery/rune4.png 13 6} {PLACE_IMAGE scenery/rune4.png 11 9} {PLACE_IMAGE scenery/rune3.png 14 7} {PLACE_IMAGE scenery/rune3.png 10 7} {PLACE_IMAGE scenery/rune1.png 11 6} {PLACE_IMAGE scenery/rune1.png 13 9} {FADE_IN} {REPLACE_SCENARIO_MUSIC into_the_shadows.ogg} {APPEND_MUSIC weight_of_revenge.ogg} {APPEND_MUSIC underground.ogg} [delay] time=1000 [/delay] [message] speaker=Malin Keshar message= _ "I feel... different. Where am I?" [/message] [message] speaker=Malin Keshar message= _ "Why is my body still intact? Am I still alive? Or..." [/message] [message] speaker=Malin Keshar message= _ "... something isn’t quite right." [/message] [animate_unit] [filter] id=Malin Keshar [/filter] [primary_attack] range=ranged [/primary_attack] flag=attack [/animate_unit] [delay] time=400 [/delay] [unit] type=Ghoul x,y=15,8 side=2 animate=yes max_moves=4 [/unit] [message] speaker=Malin Keshar message= _ "I see, accepting death was not enough. To become a lich, I must master it." [/message] [message] speaker=Malin Keshar message= _ "First comes the flesh, the physical form of life. Blood is the crux of life for mortal creatures, but if I wish to ascend beyond that..." [/message] [random_placement] num_items={ON_DIFFICULTY 2 3 4} variable=loc min_distance=3 [filter_location] terrain=Uu^*,Uh^* [not] x=18-23 y=1-5 [/not] [not] x,y=12,7 radius=3 [/not] [not] [filter][/filter] [/not] [/filter_location] [command] [unit] type=Ghoul side=2 x,y=$loc.x,$loc.y max_moves=4 ai_special=guardian [/unit] [/command] [/random_placement] [random_placement] num_items={ON_DIFFICULTY 4 5 6} variable=loc min_distance=1 [filter_location] terrain=Uu^*,Uh^* [not] x=18-23 y=1-5 [/not] [not] x,y=12,7 radius=3 [/not] [not] [filter][/filter] [/not] [/filter_location] [command] [unit] type=Walking Corpse side=2 x,y=$loc.x,$loc.y max_moves=3 [/unit] [/command] [/random_placement] [/event] #define RESET_RUNES {REMOVE_IMAGE 13 6} {REMOVE_IMAGE 11 9} {REMOVE_IMAGE 14 7} {REMOVE_IMAGE 10 7} {REMOVE_IMAGE 11 6} {REMOVE_IMAGE 13 9} {PLACE_IMAGE scenery/rune4.png 13 6} {PLACE_IMAGE scenery/rune4.png 11 9} {PLACE_IMAGE scenery/rune3.png 14 7} {PLACE_IMAGE scenery/rune3.png 10 7} {PLACE_IMAGE scenery/rune1.png 11 6} {PLACE_IMAGE scenery/rune1.png 13 9} #enddef # Ritual part 2 [event] name=die first_time_only=no [filter] id=MKFlesh [/filter] [kill] side=2 [/kill] [message] speaker=Malin Keshar message= _ "The flesh dies, and then..." [/message] [delay] time=1000 [/delay] {FADE_TO_BLACK} {RESET_RUNES} [store_unit] [filter] id=Malin Keshar [/filter] variable=malin kill=yes [/store_unit] [place_shroud] side=1 x,y=0-23,0-20 [/place_shroud] [replace_schedule] [time] id=limbo2 name= _ "Limbo" image=misc/time-schedules/after-the-fall/6shortdark.png lawful_bonus=-35 red=-60 green=-60 blue=-20 [/time] [/replace_schedule] {GENERATE_VOID} [delay] time=1500 [/delay] [unstore_unit] variable=malin x,y=12,7 [/unstore_unit] {CLEAR_VARIABLE malin} {FULL_HEAL (id=Malin Keshar)} {MODIFY_UNIT (id=Malin Keshar) attacks_left 1} {MODIFY_UNIT (id=Malin Keshar) moves 4} {MODIFY_UNIT (id=Malin Keshar) profile (portraits/malin_old.png)} [redraw] side=1 clear_shroud=yes [/redraw] {FADE_IN} [message] speaker=Malin Keshar message= _ "Drain the blood, strip away the meat, and all that is left is the bone." [/message] [animate_unit] [filter] id=Malin Keshar [/filter] [primary_attack] range=ranged [/primary_attack] flag=attack [/animate_unit] [delay] time=400 [/delay] [unit] type=Skeleton x,y=11,7 side=2 max_moves=4 animate=yes [/unit] [message] speaker=Malin Keshar message= _ "I remember a time when I thought skeletons were repulsive, sickening things. I suppose it’s only natural for the living to fear the most prominent figure of death. Even if I grew out of such a naive thought... I suppose I couldn’t have expected Drogan and Dela to follow suit so easily. My family and friends, yes, but they were nothing but simpletons. If only they had tried to understand me instead of shunning me outright." [/message] [message] speaker=Malin Keshar message= _ "I do not really regret following my own path that much." [/message] [random_placement] num_items={ON_DIFFICULTY 3 4 5} variable=loc min_distance=3 [filter_location] terrain=Uu^*,Uh^* [not] x=18-23 y=1-5 [/not] [not] x,y=12,7 radius=3 [/not] [not] [filter][/filter] [/not] [/filter_location] [command] [unit] type=Skeleton side=2 x,y=$loc.x,$loc.y max_moves=4 ai_special=guardian [/unit] [/command] [/random_placement] [random_placement] num_items={ON_DIFFICULTY 3 4 4} variable=loc min_distance=1 [filter_location] terrain=Uu^*,Uh^* [not] x=18-23 y=1-5 [/not] [not] x,y=12,7 radius=3 [/not] [not] [filter][/filter] [/not] [/filter_location] [command] [unit] type=Skeleton Archer side=2 x,y=$loc.x,$loc.y max_moves=3 [/unit] [/command] [/random_placement] [random_placement] num_items=1 variable=loc min_distance=3 # Spawn chances: # 1st: 2/12 = ~17% (north) # 2nd: 2/12 = ~17% (west) # 3rd: 2/12 = ~17% (west) # 4th: 2/12 = ~17% (southeast) # 5th: 4/12 = ~33% (south) [filter_location] x=8-9,6,5,5-6,16-17,11-14 y= 4,6,7, 8, 11, 12 [not] [filter][/filter] [/not] [/filter_location] [command] [unit] id=MKBone name= _ "Bones of Malin Keshar" type=Revenant #ifdef EASY hitpoints=60 max_hitpoints=60 #endif #ifdef NORMAL hitpoints=75 max_hitpoints=75 #endif #ifdef HARD hitpoints=90 max_hitpoints=90 #endif moves=0 max_moves=2 side=2 x,y=$loc.x,$loc.y unrenamable=yes [/unit] [/command] [/random_placement] {MODIFY_UNIT (side=2) attacks_left 0} {MODIFY_UNIT (side=2) moves 0} [/event] # Ritual part 3 [event] name=die first_time_only=no [filter] id=MKBone [/filter] [kill] side=2 [/kill] [message] speaker=Malin Keshar message= _ "The physical form collapses altogether. What remains?" [/message] [delay] time=1000 [/delay] {FADE_TO_BLACK} {RESET_RUNES} [store_unit] [filter] id=Malin Keshar [/filter] variable=malin kill=yes [/store_unit] [place_shroud] side=1 x,y=0-23,0-20 [/place_shroud] [replace_schedule] [time] id=limbo3 name= _ "Limbo" image=misc/time-schedules/after-the-fall/6shortdark.png lawful_bonus=-40 red=-70 green=-70 blue=-30 [/time] [/replace_schedule] {GENERATE_VOID} {GENERATE_VOID} {GENERATE_VOID} [delay] time=1500 [/delay] [unstore_unit] variable=malin x,y=12,7 [/unstore_unit] {CLEAR_VARIABLE malin} {FULL_HEAL (id=Malin Keshar)} {MODIFY_UNIT (id=Malin Keshar) attacks_left 1} {MODIFY_UNIT (id=Malin Keshar) moves 4} {MODIFY_UNIT (id=Malin Keshar) profile (portraits/malin_old-decay.png)} [redraw] side=1 clear_shroud=yes [/redraw] {FADE_IN} [animate_unit] [filter] id=Malin Keshar [/filter] [primary_attack] range=ranged [/primary_attack] flag=attack [/animate_unit] [delay] time=400 [/delay] [unit] type=Ghost x,y=14,5 side=2 animate=yes [/unit] [message] speaker=Malin Keshar message= _ "The soul. Dela always said I was a creature without a soul. I suppose she was jesting at the time, but maybe not after I killed Drogan." [/message] [message] speaker=Malin Keshar message= _ "Bah! I don’t deserve this, and I certainly don’t answer to someone like her. I have only ever fought to protect my people and my family, but the only thing I received in return was scorn and exile. My own sister thought I was a monster for using my power to save our town. My people would rather feed themselves to orcs than follow my ‘sorcerous ways’. Drogan, Dela... all of them! They are the ones without souls, not me!" [/message] [message] speaker=Malin Keshar message= _ "I should not really care anymore. I don’t care anymore. According to them, I have forsaken my soul already. So what does it matter?" [/message] [message] speaker=Malin Keshar message= _ "I should not regret anything. I’m not really one for regrets..." [/message] [random_placement] num_items={ON_DIFFICULTY 3 3 4} variable=loc min_distance=3 [filter_location] terrain=Uu^*,Uh^*,Qxu [not] x=18-23 y=1-5 [/not] [not] x,y=12,7 radius=4 [/not] [not] [filter][/filter] [/not] [/filter_location] [command] {NOTRAIT_UNIT 2 "Ghost" $loc.x $loc.y} [/command] [/random_placement] [random_placement] num_items={ON_DIFFICULTY 1 2 2} variable=loc min_distance=3 [filter_location] terrain=Uu^*,Uh^*,Qxu [not] x=18-23 y=1-5 [/not] [not] x,y=12,7 radius=4 [/not] [not] [filter][/filter] [/not] [/filter_location] [command] {NOTRAIT_UNIT 2 "Wraith" $loc.x $loc.y} [/command] [/random_placement] {MODIFY_UNIT (side=2) attacks_left 0} {MODIFY_UNIT (side=2) moves 0} {MODIFY_UNIT (side=2) max_moves 2} [random_placement] num_items=1 variable=loc min_distance=3 # Same spawn points as MKFlesh [filter_location] x=7-9,3-5,16-19 y=1-3,4-6,11-14 [not] [filter][/filter] [/not] [/filter_location] [command] [unit] id=MKSpirit name= _ "Soul of Malin Keshar" type=Spectre #ifdef EASY hitpoints=50 max_hitpoints=50 #endif #ifdef NORMAL hitpoints=60 max_hitpoints=60 #endif #ifdef HARD hitpoints=70 max_hitpoints=70 #endif moves=0 max_moves=2 side=2 x,y=$loc.x,$loc.y unrenamable=yes [/unit] [/command] [/random_placement] [/event] # Malin gets to heal upon killing a unit [event] name=die first_time_only=no [filter] side=2 [not] id=MKFlesh,MKBone,MKSpirit [/not] [/filter] [filter_second] side=1 [/filter_second] [heal_unit] [filter] id=Malin Keshar [/filter] amount=8 restore_statuses=yes animate=yes [/heal_unit] {CLEAR_VARIABLE heal_amount} [fire_event] name=heal_on_kill_dialogue [/fire_event] [/event] [event] name=heal_on_kill_dialogue [message] speaker=Malin Keshar message= _ "These thralls contain only a meager amount of energy, but enough to sustain me." [/message] [/event] # Sighting the bosses [event] name=sighted [filter] id=MKFlesh [/filter] [filter_second] side=1 [/filter_second] [message] speaker=Malin Keshar message= _ "The flesh appears, distorted and warped, but somehow strangely familiar." [/message] [/event] [event] name=sighted [filter] id=MKBone [/filter] [filter_second] side=1 [/filter_second] [message] speaker=Malin Keshar message= _ "I feel an aching in my bones, as if they are crumbling inside me." [/message] [/event] [event] name=sighted [filter] id=MKSpirit [/filter] [filter_second] side=1 [/filter_second] [message] speaker=Malin Keshar message= _ "Cold... it’s so very cold. Not a biting chill, but a numbness, an emptiness that eats at me from within..." [/message] [/event] # Ritual runes [event] name=moveto first_time_only=no [filter] id=Malin Keshar x=13,11 y=6,9 [/filter] {REMOVE_IMAGE $x1 $y1} {PLACE_IMAGE scenery/rune4-glow.png $x1 $y1} [sound] name=magic-dark.ogg [/sound] [object] id=precision_rune take_only_once=no silent=yes duration=scenario [filter] id=Malin Keshar [/filter] [effect] apply_to=new_ability [abilities] [leadership] id=conscience name= _ "conscience" name_inactive= _ "conscience" description= _ "This unit has its damage increased by 50%" description_inactive= _ "This unit has its damage increased by 50%" value=50 affect_self=yes affect_enemies=no affect_allies=no [filter] id=Malin Keshar x=13,11 y=6,9 [/filter] [/leadership] [/abilities] [/effect] [/object] [fire_event] name=rune dialogue [/fire_event] [/event] [event] name=moveto first_time_only=no [filter] id=Malin Keshar x=13,11 y=9,6 [/filter] {REMOVE_IMAGE $x1 $y1} {PLACE_IMAGE scenery/rune1-glow.png $x1 $y1} [sound] name=petrified.ogg [/sound] [object] id=carapace_rune take_only_once=no silent=yes duration=scenario [filter] id=Malin Keshar [/filter] [effect] apply_to=new_ability [abilities] [resistance] id=carapace max_value=90 add=40 name= _ "carapace" name_inactive= _ "carapace" description= _ "This unit gains 40% to all resistances." description_inactive= _ "This unit gains 40% to all resistances." affect_self=yes [filter] id=Malin Keshar x=13,11 y=9,6 [/filter] [/resistance] [/abilities] [/effect] [/object] [fire_event] name=rune dialogue [/fire_event] [/event] [event] name=moveto first_time_only=no [filter] id=Malin Keshar x=14,10 y=7,7 [/filter] {REMOVE_IMAGE $x1 $y1} {PLACE_IMAGE scenery/rune3-glow.png $x1 $y1} [sound] name=magic-missile-1.ogg [/sound] [object] id=lifeblood_rune take_only_once=no silent=yes duration=scenario [filter] id=Malin Keshar [/filter] [effect] apply_to=new_ability [abilities] [regenerate] id=lifeblood value=40 name= _ "lifeblood" name_inactive= _ "lifeblood" description= _ "This unit will heal 40 HP every turn. If it is poisoned, it will remove the poison instead of healing." description_inactive= _ "This unit will heal 40 HP every turn. If it is poisoned, it will remove the poison instead of healing." affect_self=yes poison=cured [filter] id=Malin Keshar x=14,10 y=7,7 [/filter] [/regenerate] [/abilities] [/effect] [/object] [fire_event] name=rune dialogue [/fire_event] [/event] [event] name=moveto first_time_only=no [filter] id=Malin Keshar x,y=1-23,1-20 [/filter] [if] [variable] name=x2 numerical_equals=13 [/variable] [then] [if] [variable] name=y2 numerical_equals=6 [/variable] [then] {REMOVE_IMAGE $x2 $y2} {PLACE_IMAGE scenery/rune4.png $x2 $y2} [/then] [elseif] [variable] name=y2 numerical_equals=9 [/variable] [then] {REMOVE_IMAGE $x2 $y2} {PLACE_IMAGE scenery/rune1.png $x2 $y2} [/then] [/elseif] [/if] [/then] [elseif] [variable] name=x2 numerical_equals=11 [/variable] [then] [if] [variable] name=y2 numerical_equals=6 [/variable] [then] {REMOVE_IMAGE $x2 $y2} {PLACE_IMAGE scenery/rune1.png $x2 $y2} [/then] [elseif] [variable] name=y2 numerical_equals=9 [/variable] [then] {REMOVE_IMAGE $x2 $y2} {PLACE_IMAGE scenery/rune4.png $x2 $y2} [/then] [/elseif] [/if] [/then] [/elseif] [elseif] [variable] name=x2 numerical_equals=10 [/variable] [then] [if] [variable] name=y2 numerical_equals=7 [/variable] [then] {REMOVE_IMAGE $x2 $y2} {PLACE_IMAGE scenery/rune3.png $x2 $y2} [/then] [/if] [/then] [/elseif] [elseif] [variable] name=x2 numerical_equals=14 [/variable] [then] [if] [variable] name=y2 numerical_equals=7 [/variable] [then] {REMOVE_IMAGE $x2 $y2} {PLACE_IMAGE scenery/rune3.png $x2 $y2} [/then] [/if] [/then] [/elseif] [/if] [/event] [event] name=rune dialogue [message] speaker=Malin Keshar message= _ "These runes seem to be useful." [/message] [/event] # Ritual completion [event] name=die [filter] id=MKSpirit [/filter] {REPLACE_SCENARIO_MUSIC silence.ogg} [kill] side=2 [/kill] [delay] time=1000 [/delay] [harm_unit] [filter] id=Malin Keshar [/filter] amount=999 kill=no [/harm_unit] [delay] time=1000 [/delay] [kill] id=Malin Keshar animate=yes [/kill] [delay] time=1000 [/delay] {FADE_TO_BLACK} {REMOVE_IMAGE 13 6} {REMOVE_IMAGE 11 9} {REMOVE_IMAGE 14 7} {REMOVE_IMAGE 10 7} {REMOVE_IMAGE 11 6} {REMOVE_IMAGE 13 9} {REMOVE_IMAGE 12 7} [place_shroud] side=1 x,y=0-23,0-20 [/place_shroud] [message] speaker=narrator message= _ "There is darkness..." [/message] [delay] time=1000 [/delay] [message] speaker=narrator message= _ "and peace..." [/message] [delay] time=1000 [/delay] [message] speaker=narrator message= _ "for a moment." [/message] [delay] time=1000 [/delay] [message] speaker=narrator message= _ "Then, they are replaced by a pulling, a pain too strong to resist, and then..." [/message] [message] speaker=narrator message= _ "... by emptiness." [/message] [replace_map] map_file=09_Descent_into_Darkness.map expand=yes shrink=yes [/replace_map] [place_shroud] side=1 x,y=0-30,0-36 [/place_shroud] {PLACE_IMAGE scenery/signpost.png 13 27} {PLACE_IMAGE items/altar-evil.png 6 15} {PLACE_IMAGE items/potion-clear.png 15 22} {PLACE_IMAGE items/stone-tablet.png 16 17} {PLACE_IMAGE items/coffin-closed.png 3 2} {PLACE_IMAGE items/bones.png 1 3} {PLACE_IMAGE items/key.png 2 1} {PLACE_IMAGE items/stone-tablet.png 2 4} # treasure boxes {PLACE_IMAGE items/chest-plain-closed.png 4 19} {PLACE_IMAGE items/chest-plain-closed.png 28 23} {PLACE_IMAGE items/chest-plain-closed.png 27 6} {PLACE_IMAGE items/chest-plain-closed.png 4 26} [replace_schedule] {UNDERGROUND} [/replace_schedule] [delay] time=1000 [/delay] [remove_shroud] side=1 x,y=3,34 radius=3 [/remove_shroud] [lift_fog] [filter_side] side=1 [/filter_side] x,y=3,34 radius=3 multiturn=yes [/lift_fog] {FADE_IN} {COLOR_ADJUST -15 -15 -15} # And is reborn as a lich [unit] side=1 x,y=3,34 #ifdef EASY hitpoints=33 #else hitpoints=28 #endif facing=se animate=yes # wmllint: recognize Mal Keshar {CHARACTER_STATS_MAL_KESHAR} [/unit] [modify_side] side=1 user_team_name= _ "Mal Keshar" [/modify_side] [redraw] side=1 clear_shroud=yes [/redraw] {INCIDENTAL_MUSIC the_dangerous_symphony.ogg} [music] name=into_the_shadows.ogg append=yes [/music] [music] name=underground.ogg append=yes [/music] [music] name=weight_of_revenge.ogg append=yes [/music] # He's not necessarily totally happy about this [message] speaker=Mal Keshar sound=lich-die.ogg message= _ "<big>AAAaaiiigghh!!</big>" # wmllint: no spellcheck [/message] [message] speaker=Mal Keshar message= _ "The cold, it burns!" [/message] [message] speaker=Mal Keshar message= _ "I need warmth... life..." [/message] [remove_shroud] side=1 x=8-9,10 y=29-31,29-30 [/remove_shroud] [lift_fog] [filter_side] side=1 [/filter_side] x=8-9,10 y=29-31,29-30 multiturn=yes [/lift_fog] [animate_unit] flag=attack hits=yes [filter] id=Mal Keshar [/filter] [primary_attack] name=shadow wave [/primary_attack] [/animate_unit] [scroll_to] x,y=9,30 [/scroll_to] {QUAKE cave-in.ogg} [item] x,y=10,29 image=misc/blank-hex.png # HACK: An item can't be removed after only one cycle, so set the blank hex at the end halo="halo/undead/dark-magic-[1~6].png,misc/blank-hex.png:100000" [/item] [delay] time=1000 [/delay] [terrain] x,y=10-11,29 terrain=Qxu^Bcx/ [/terrain] [remove_item] x,y=10,29 [/remove_item] [message] speaker=Mal Keshar message= _ "I sense some primitive life in that direction. Perhaps I can sustain myself upon them." [/message] [reset_fog] [filter_side] side=1 [/filter_side] [/reset_fog] [random_placement] num_items=5 variable=loc min_distance=3 [filter_location] x,y=1-29,1-24 terrain=Uu^* [not] [filter][/filter] [/not] [/filter_location] [command] {NOTRAIT_UNIT 3 "Vampire Bat" $loc.x $loc.y} {GUARDIAN} [/command] [/random_placement] [random_placement] num_items={ON_DIFFICULTY 1 2 2} variable=loc min_distance=3 [filter_location] x,y=1-29,1-24 terrain=Uu^* [not] [filter][/filter] [/not] [/filter_location] [command] [unit] type=Blood Bat side=3 x,y=$loc.x,$loc.y max_moves=4 [/unit] [/command] [/random_placement] [random_placement] num_items={ON_DIFFICULTY 2 3 3} variable=loc min_distance=3 [filter_location] x,y=1-29,1-24 terrain=Uu^* [not] [filter][/filter] [/not] [/filter_location] [command] {NOTRAIT_UNIT 3 "Giant Rat" $loc.x $loc.y} [/command] [/random_placement] {MODIFY_UNIT (type=Giant Rat) max_moves 3} [random_placement] num_items=3 variable=loc min_distance=3 [filter_location] x,y=1-29,1-24 terrain=Uu^* [not] [filter][/filter] [/not] [/filter_location] [command] {NOTRAIT_UNIT 3 "Giant Rat" $loc.x $loc.y} {GUARDIAN} [/command] [/random_placement] [random_placement] num_items=10 variable=loc min_distance=3 [filter_location] x,y=1-29,1-24 terrain=Uu^* [not] [filter][/filter] [/not] [/filter_location] [command] {NOTRAIT_UNIT 3 "Giant Scorpling" $loc.x $loc.y} {GUARDIAN} [/command] [/random_placement] [random_placement] num_items=1 variable=loc min_distance=11 [filter_location] x,y=1-29,1-24 terrain=Uu^* [not] [filter][/filter] [/not] [/filter_location] [command] {NOTRAIT_UNIT 3 "Giant Spider" $loc.x $loc.y} {GUARDIAN} [/command] [/random_placement] [unit] type=Dread Bat side=3 x,y=2,23 max_hitpoints=60 hitpoints=60 max_moves=5 ai_special=guardian moves=5 level=3 [/unit] {MODIFY_UNIT (type=Giant Spider) max_moves 3} {VARIABLE scenario_stage 2} {VARIABLE puzzle_coffin 0} {VARIABLE puzzle_potion 0} {PLACE_IMAGE scenery/black-monolith.png 7 35} [label] x,y=29,33 text= _ "Reflection pool" [/label] [objectives] side=1 [objective] condition=win description= _ "Regain your strength" [/objective] [objective] condition=lose description= _ "Destruction of Mal Keshar" [/objective] [gold_carryover] bonus=no carryover_percentage=100 [/gold_carryover] [/objectives] [/event] # text at lair entrance [event] name=moveto first_time_only=no [filter] id=Mal Keshar x,y=13,27 [/filter] [filter_condition] [variable] name=scenario_stage numerical_equals=2 [/variable] [/filter_condition] [message] speaker=narrator # wmllint: local spelling Zephryn message= _ "<s><i>Welcome to Zephryn’s laboratory. Please be mindful of ongoing experiments during your visit.</i></s> <big><i><b>This territory is the domain of the mighty Xanthric. All unwelcome intruders shall die.</b></i></big>" image=wesnoth-icon.png [/message] [fire_event] name=lair text [/fire_event] [/event] [event] name=lair text [message] speaker=Mal Keshar message= _ "That mage’s name is suspiciously... familiar." [/message] [/event] # monolith [event] name=moveto [filter] id=Mal Keshar x,y=7,35 [/filter] [filter_condition] [variable] name=scenario_stage numerical_equals=2 [/variable] [/filter_condition] [message] speaker=narrator message= _ "A monolith of black stone, a fractured surface shrouded by darkened shadow." [/message] [/event] # small flavor events [event] name=attack [filter] type=Blood Bat [/filter] [filter_second] side=1 [/filter_second] [filter_condition] [variable] name=scenario_stage numerical_equals=2 [/variable] [/filter_condition] [message] speaker=Mal Keshar message= _ "Why are these bats chasing me?" [/message] [/event] [event] name=attack [filter] type=Giant Rat [/filter] [filter_second] side=1 [/filter_second] [filter_condition] [variable] name=scenario_stage numerical_equals=2 [/variable] [/filter_condition] [message] speaker=Mal Keshar message= _ "Blasted rats!" [/message] [/event] [event] name=sighted [filter] type=Giant Spider [/filter] [filter_second] side=1 [/filter_second] [filter_condition] [variable] name=scenario_stage numerical_equals=2 [/variable] [/filter_condition] [message] speaker=Mal Keshar message= _ "Dela used to be afraid of spiders. Imagine if she saw something like this..." [/message] [/event] [event] name=die [filter] type=Giant Spider [/filter] # a little bit of breaking the fourth wall [message] speaker=Mal Keshar message= _ "For a moment, I was a little worried there. To have come so far and conquered death... only to be slain by an oversized arachnid! What a tale that would be." [/message] [/event] [event] name=sighted [filter] type=Dread Bat [/filter] [filter_second] side=1 [/filter_second] [filter_condition] [variable] name=scenario_stage numerical_equals=2 [/variable] [/filter_condition] [modify_unit] [filter] type=Dread Bat [/filter] [effect] apply_to=status remove=guardian [/effect] [/modify_unit] [message] speaker=Mal Keshar message= _ "What an unusual bat." [/message] [/event] [event] name=attacker_hits id=lich_attacker first_time_only=yes [filter] id=Mal Keshar [/filter] [filter_attack] name=touch [/filter_attack] [filter_condition] [variable] name=scenario_stage numerical_equals=2 [/variable] [/filter_condition] [message] speaker=Mal Keshar message= _ "Yes! I can draw energy from even these insignificant creatures." [/message] [remove_event] id=lich_defender [/remove_event] [/event] [event] name=defender_hits id=lich_defender first_time_only=yes [filter_second] id=Mal Keshar [/filter_second] [filter_second_attack] name=touch [/filter_second_attack] [filter_condition] [variable] name=scenario_stage numerical_equals=2 [/variable] [/filter_condition] [message] speaker=Mal Keshar message= _ "Yes! I can draw energy from even these insignificant creatures." [/message] [remove_event] id=lich_attacker [/remove_event] [/event] # treasure boxes [event] name=moveto [filter] id=Mal Keshar x,y=4,19 [/filter] [filter_condition] [variable] name=scenario_stage numerical_equals=2 [/variable] [/filter_condition] [message] speaker=narrator message= _ "You found some gold!" image=wesnoth-icon.png [/message] [sound] name=gold.ogg [/sound] {PLACE_IMAGE items/chest-plain-open.png 4 19} [gold] side=1 {QUANTITY amount 25 20 15} [/gold] [/event] [event] name=moveto [filter] id=Mal Keshar x,y=28,23 [/filter] [filter_condition] [variable] name=scenario_stage numerical_equals=2 [/variable] [/filter_condition] [message] speaker=narrator message= _ "You found some gold!" image=wesnoth-icon.png [/message] [sound] name=gold.ogg [/sound] {PLACE_IMAGE items/chest-plain-open.png 28 23} [gold] side=1 {QUANTITY amount 25 20 15} [/gold] [/event] [event] name=moveto [filter] id=Mal Keshar x,y=27,6 [/filter] [filter_condition] [variable] name=scenario_stage numerical_equals=2 [/variable] [/filter_condition] [message] speaker=narrator message= _ "You found some gold!" image=wesnoth-icon.png [/message] [sound] name=gold.ogg [/sound] {PLACE_IMAGE items/chest-plain-open.png 27 6} [gold] side=1 {QUANTITY amount 50 40 30} [/gold] [/event] [event] name=moveto [filter] id=Mal Keshar x,y=4,26 [/filter] [filter_condition] [variable] name=scenario_stage numerical_equals=2 [/variable] [/filter_condition] [message] speaker=narrator message= _ "You found some gold!" image=wesnoth-icon.png [/message] [sound] name=gold.ogg [/sound] {PLACE_IMAGE items/chest-plain-open.png 4 26} [gold] side=1 {QUANTITY amount 25 20 15} [/gold] [/event] # potion puzzle # Solution: Pick up the brazier and melt the ice, creating water # pick up the empty flask and move to the water, then pick up the filled flask # go to the altar, which puts the filled flask there and creates a potion [event] name=moveto first_time_only=no [filter] id=Mal Keshar x,y=21,18 [/filter] [filter_condition] [variable] name=scenario_stage numerical_equals=2 [/variable] [and] [variable] name=puzzle_potion numerical_equals=0 [/variable] [/and] [/filter_condition] [message] speaker=narrator message= _ "You picked up a brazier!" image=wesnoth-icon.png [/message] [unit_overlay] id=Mal Keshar image="misc/fire-icon.png" object_id="fire_icon" [/unit_overlay] [terrain] x,y=21,18 terrain=Urb [/terrain] [redraw][/redraw] {VARIABLE puzzle_potion 1} [/event] [event] name=moveto first_time_only=no [filter] id=Mal Keshar x,y=15,22 [/filter] [filter_condition] [variable] name=scenario_stage numerical_equals=2 [/variable] [/filter_condition] [if] [variable] name=puzzle_potion numerical_equals=2 [/variable] [then] [message] speaker=narrator message= _ "You picked up an empty flask." image=wesnoth-icon.png [/message] [unit_overlay] id=Mal Keshar image="misc/potion-icon.png" object_id="potion_icon" [/unit_overlay] {REMOVE_IMAGE 15 22} {VARIABLE puzzle_potion 3} [/then] [elseif] [variable] name=puzzle_potion less_than=2 [/variable] [then] [sound] name=magic-dark-big-miss.ogg [/sound] [message] speaker=narrator message= _ "You should do something else first." image=wesnoth-icon.png [/message] [/then] [/elseif] [/if] [/event] [event] name=moveto first_time_only=no [filter] id=Mal Keshar x,y=15,18 [/filter] [filter_condition] [variable] name=scenario_stage numerical_equals=2 [/variable] [/filter_condition] [if] [variable] name=puzzle_potion numerical_equals=1 [/variable] [then] [sound] name=flame-big.ogg [/sound] [message] speaker=narrator message= _ "You melted the ice." image=wesnoth-icon.png [/message] [remove_object] id=Mal Keshar object_id="fire_icon" [/remove_object] [terrain] x,y=15,18 terrain=Wo [/terrain] [redraw][/redraw] {VARIABLE puzzle_potion 2} [/then] [elseif] [variable] name=puzzle_potion numerical_equals=3 [/variable] [then] [sound] name=water-blast.wav [/sound] [message] speaker=narrator message= _ "You filled the flask." image=wesnoth-icon.png [/message] [remove_object] id=Mal Keshar object_id="potion_icon" [/remove_object] {PLACE_IMAGE items/potion-blue.png 14 18} {VARIABLE puzzle_potion 4} [/then] [/elseif] [/if] [/event] [event] name=moveto first_time_only=no [filter] id=Mal Keshar x,y=14,18 [/filter] [filter_condition] [variable] name=scenario_stage numerical_equals=2 [/variable] [/filter_condition] [if] [variable] name=puzzle_potion numerical_equals=4 [/variable] [then] [message] speaker=narrator message= _ "You picked up the flask of water." image=wesnoth-icon.png [/message] [unit_overlay] id=Mal Keshar image="misc/potion-blue-icon.png" object_id="potion_blue_icon" [/unit_overlay] {REMOVE_IMAGE 14 18} {VARIABLE puzzle_potion 5} [/then] [/if] [/event] [event] name=moveto first_time_only=no [filter] id=Mal Keshar x,y=6,15 [/filter] [filter_condition] [variable] name=scenario_stage numerical_equals=2 [/variable] [/filter_condition] [if] [variable] name=puzzle_potion numerical_equals=5 [/variable] [then] [sound] name=magic-dark-big.ogg [/sound] [message] speaker=narrator message= _ "You created a new potion!" image=wesnoth-icon.png [/message] [message] speaker=narrator message= _ "Mal Keshar drinks the potion and feels energy flow through his skeletal form. The power of death surges in his vacant body, threatening to overflow, to burst free, but at the last moment, he reins it in. The stream of magic trickles down to drops, diminished, tempered, but manageable." [/message] [remove_object] id=Mal Keshar object_id="potion_blue_icon" [/remove_object] # reward: +1 RANGED DMG [object] silent=yes duration=forever [filter] id=Mal Keshar [/filter] [effect] apply_to=attack range=ranged increase_damage=1 [/effect] [/object] {REMOVE_IMAGE 16 17} {REMOVE_IMAGE 6 15} {VARIABLE puzzle_potion 6} [/then] [elseif] [variable] name=puzzle_potion less_than=6 [/variable] [then] [sound] name=magic-dark-big-miss.ogg [/sound] [message] speaker=narrator message= _ "You should do something else first." image=wesnoth-icon.png [/message] [/then] [/elseif] [/if] [/event] [event] name=moveto first_time_only=no [filter] id=Mal Keshar x,y=16,17 [/filter] [filter_condition] [variable] name=scenario_stage numerical_equals=2 [/variable] [and] [variable] name=puzzle_potion less_than=6 [/variable] [/and] [/filter_condition] [message] speaker=narrator message= _ "<i>Dark water beneath crystal ice, Unmasked by a lick of flame, Transmuted by the altar of darkness Into pitch black shadow.</i>" [/message] [fire_event] name=potion text [/fire_event] [/event] [event] name=potion text [message] speaker=Mal Keshar message= _ "Someone left their experiment unfinished here." [/message] [/event] # coffin puzzle # Solution: pick up the key, move to the coffin to open it # then, pick up the bones, put them in the coffin # finally, pick up the brazier and cremate the bones [event] name=moveto first_time_only=no [filter] id=Mal Keshar x,y=2,1 [/filter] [filter_condition] [variable] name=scenario_stage numerical_equals=2 [/variable] [and] [variable] name=puzzle_coffin numerical_equals=0 [/variable] [/and] [/filter_condition] [message] speaker=narrator message= _ "You picked up a key!" image=wesnoth-icon.png [/message] [unit_overlay] id=Mal Keshar image="misc/key-icon.png" object_id="key_icon" [/unit_overlay] {REMOVE_IMAGE 2 1} {VARIABLE puzzle_coffin 1} [/event] [event] name=moveto first_time_only=no [filter] id=Mal Keshar x,y=1,3 [/filter] [filter_condition] [variable] name=scenario_stage numerical_equals=2 [/variable] [/filter_condition] [if] [variable] name=puzzle_coffin numerical_equals=2 [/variable] [then] [message] speaker=narrator message= _ "You found a skeleton." image=wesnoth-icon.png [/message] # TODO: add a bones icon? [message] speaker=Mal Keshar message= _ "There are some robe scraps stuck to this skeleton. This must have once been a mage." [/message] {REMOVE_IMAGE 1 3} {VARIABLE puzzle_coffin 3} [/then] [elseif] [variable] name=puzzle_coffin less_than=2 [/variable] [then] [sound] name=magic-dark-big-miss.ogg [/sound] [message] speaker=narrator message= _ "You should do something else first." image=wesnoth-icon.png [/message] [/then] [/elseif] [/if] [/event] [event] name=moveto first_time_only=no [filter] id=Mal Keshar x,y=5,3 [/filter] [filter_condition] [variable] name=scenario_stage numerical_equals=2 [/variable] [/filter_condition] [if] [variable] name=puzzle_coffin numerical_equals=4 [/variable] [then] [message] speaker=narrator message= _ "You picked up a brazier." image=wesnoth-icon.png [/message] [unit_overlay] id=Mal Keshar image="misc/fire-icon.png" object_id="brazier_icon" [/unit_overlay] [terrain] x,y=5,3 terrain=Irs [/terrain] [redraw][/redraw] {VARIABLE puzzle_coffin 5} [/then] [elseif] [variable] name=puzzle_coffin less_than=4 [/variable] [then] [sound] name=magic-dark-big-miss.ogg [/sound] [message] speaker=narrator message= _ "You should do something else first." image=wesnoth-icon.png [/message] [/then] [/elseif] [/if] [/event] [event] name=moveto first_time_only=no [filter] id=Mal Keshar x,y=3,2 [/filter] [filter_condition] [variable] name=scenario_stage numerical_equals=2 [/variable] [/filter_condition] [if] [variable] name=puzzle_coffin numerical_equals=1 [/variable] [then] [sound] name=open-chest.wav [/sound] [message] speaker=narrator message= _ "You opened the coffin." image=wesnoth-icon.png [/message] [remove_object] id=Mal Keshar object_id="key_icon" [/remove_object] {PLACE_IMAGE items/coffin-open.png 3 2} {VARIABLE puzzle_coffin 2} [/then] [elseif] [variable] name=puzzle_coffin numerical_equals=3 [/variable] [then] [sound] name=skeleton-hit-1.ogg [/sound] [message] speaker=narrator message= _ "You placed the skeleton in the coffin." image=wesnoth-icon.png [/message] {VARIABLE puzzle_coffin 4} [/then] [/elseif] [elseif] [variable] name=puzzle_coffin numerical_equals=5 [/variable] [then] [sound] name=flame-big.ogg [/sound] [message] speaker=narrator message= _ "You cremated the bones!" image=wesnoth-icon.png [/message] [message] speaker=narrator message= _ "Ash swirls upward, charred remnants of the once living. Charcoal from bone, embers from flesh, he consumes the pallid cinders, siphoning away the energy with a draining touch." [/message] [remove_object] id=Mal Keshar object_id="brazier_icon" [/remove_object] # reward: +2 MELEE DMG [object] silent=yes duration=forever [filter] id=Mal Keshar [/filter] [effect] apply_to=attack range=melee increase_damage=2 [/effect] [/object] {REMOVE_IMAGE 3 2} {REMOVE_IMAGE 2 4} [terrain] x,y=3,2 terrain=Irs [/terrain] [redraw][/redraw] {VARIABLE puzzle_coffin 6} [/then] [/elseif] [/if] [/event] [event] name=moveto first_time_only=no [filter] id=Mal Keshar x,y=2,4 [/filter] [filter_condition] [variable] name=scenario_stage numerical_equals=2 [/variable] [and] [variable] name=puzzle_coffin less_than=6 [/variable] [/and] [/filter_condition] [message] speaker=narrator message= _ "<i>Bones, scattered carelessly onto the floor, Remains laid without rest, Reside outside their coffin, locked away, In eternal wakefulness. Then, the key is found and the lid opened, And the tongue of fire begets ashen repose.</i>" [/message] [/event] # reflection pool scene [event] name=moveto [filter] id=Mal Keshar [filter_location] terrain=Wog,Wog^* [/filter_location] [/filter] [filter_condition] [variable] name=scenario_stage numerical_equals=2 [/variable] [/filter_condition] [delay] time=1000 [/delay] [sound] name=wail-long.wav [/sound] [delay] time=1500 [/delay] {FADE_TO_BLACK} [remove_shroud] side=1 x,y=29,32 radius=2 [/remove_shroud] [lift_fog] [filter_side] side=1 [/filter_side] x,y=29,32 radius=2 [/lift_fog] [store_unit] [filter] id=Mal Keshar [/filter] variable=malkeshar kill=yes [/store_unit] [place_shroud] side=1 x,y=17,25 radius=8 [/place_shroud] [delay] time=1500 [/delay] [scroll_to] x,y=29,32 [/scroll_to] [unstore_unit] x,y=29,32 variable=malkeshar [/unstore_unit] {MODIFY_UNIT (id=Mal Keshar) facing nw} {CLEAR_VARIABLE malkeshar} [lock_view][/lock_view] {FADE_IN} [message] speaker=Mal Keshar message= _ "This place seems familiar." [/message] [delay] time=1500 [/delay] [animate_unit] [filter] id=Mal Keshar [/filter] [primary_attack] range=ranged [/primary_attack] flag=attack [/animate_unit] [unit] type=Lich id=Fake Mal Keshar name= _ "Mal Keshar" profile= x,y=28,31 side=4 facing=se animate=yes generate_name=no random_traits=no [/unit] [message] speaker=Mal Keshar message= _ "The blood is drained and the flesh is stripped. The bone remains, waiting to be reanimated. A necromancer’s most basic weapon is that, the puppet body of a skeleton." [/message] [message] speaker=Mal Keshar message= _ "... but that is not what I am looking at, is it? This is... <i>my</i> face. This is what I have become..." [/message] [message] speaker=Fake Mal Keshar message= _ "A skeleton, yourself." [/message] [message] speaker=Mal Keshar message= _ "A skeleton — a puppet for Darken Volk’s manipulation, yes." [/message] [message] speaker=Fake Mal Keshar message= _ "A puppet of your own machinations." [/message] [message] speaker=Mal Keshar message= _ "I..." [/message] [message] speaker=Fake Mal Keshar message= _ "From the outset, deep down, you knew. If you followed this path, they would never accept you. Yet, you manipulated yourself into believing the opposite. You could not face the truth." [/message] [message] speaker=Mal Keshar message= _ "But I was right. My logic was sound. My reasoning was flawless. They should have accepted me..." [/message] [message] speaker=Fake Mal Keshar message= _ "A puppet shackled by the limitations of your own feelings. No matter its faultlessness, logic could not have displaced the reality of your world. A culture of preconception supplanting even the instinct for survival." [/message] [message] speaker=Mal Keshar message= _ "Enough of this." [/message] [animate_unit] [filter] id=Mal Keshar [/filter] [primary_attack] range=ranged [/primary_attack] flag=attack [/animate_unit] [kill] id=Fake Mal Keshar animate=no [/kill] [terrain] x,y=28,31 terrain=Wog [/terrain] [redraw][/redraw] [delay] time=1500 [/delay] {MODIFY_UNIT (id=Mal Keshar) facing se} [delay] time=1000 [/delay] [terrain] x,y=30,32 terrain=Urb [/terrain] [redraw][/redraw] [unit] type=Lich id=Fake Mal Keshar name= _ "Mal Keshar" profile= x,y=30,32 side=4 facing=nw animate=yes generate_name=no random_traits=no [/unit] [message] speaker=Fake Mal Keshar message= _ "This is what you have become. A decaying soul chained within the puppet form of a skeleton." [/message] [message] speaker=Mal Keshar message= _ "A rotten soul? I was never concerned with such things to begin with. When you are slain by orcs and decompose into nothing but a maggot-eaten carcass, no ‘soul’ is going to be of any use." [/message] [message] speaker=Fake Mal Keshar message= _ "Better to sacrifice the spirit and live, than to die with dignity?" [/message] [message] speaker=Mal Keshar message= _ "Dignity in death is a notion contrived of by fools. It is an assertion of lies, told by humans to comfort themselves in the face of an immutable force. But not I. By sacrificing my soul, I have conquered death and will live on past all those who tried to destroy me." [/message] [message] speaker=Fake Mal Keshar message= _ "For what purpose? You will persist on, bitter and alone, until the end of time?" [/message] [message] speaker=Mal Keshar message= _ "..." [/message] [delay] time=1000 [/delay] [animate_unit] [filter] id=Mal Keshar [/filter] [primary_attack] range=ranged [/primary_attack] flag=attack [/animate_unit] [kill] id=Fake Mal Keshar animate=no [/kill] [terrain] x,y=30,32 terrain=Wog [/terrain] [redraw][/redraw] [delay] time=1500 [/delay] {FADE_TO_BLACK} [terrain] [and] terrain=Wog,Wog^* [/and] terrain=Qxu [/terrain] [terrain] x=21,22 y=28,28 terrain=Qxu^Bcx\ [/terrain] [redraw][/redraw] [store_unit] [filter] id=Mal Keshar [/filter] variable=malkeshar kill=yes [/store_unit] [place_shroud] side=1 x,y=29,32 radius=3 [/place_shroud] [delay] time=1500 [/delay] [remove_shroud] side=1 x,y=22,28 radius=2 [/remove_shroud] [scroll_to] x,y=22,28 [/scroll_to] {FADE_IN} [unstore_unit] x,y=22,28 find_vacant=yes variable=malkeshar [/unstore_unit] {CLEAR_VARIABLE malkeshar} [redraw] side=1 clear_shroud=yes [/redraw] [delay] time=1500 [/delay] [message] speaker=Mal Keshar message= _ "I regret nothing." [/message] [unlock_view][/unlock_view] [/event] # Sighting the enemy lair [event] name=moveto [filter] side=1 [/filter] [filter_condition] [variable] name=scenario_stage numerical_equals=2 [/variable] [and] [have_location] terrain=Ql [filter_vision] side=1 [/filter_vision] [/have_location] [/and] [/filter_condition] [remove_shroud] side=1 x,y=17,7 radius=3 [/remove_shroud] [redraw] side=1 [/redraw] [scroll_to] x,y=17,7 [/scroll_to] [delay] time=1500 [/delay] [message] speaker=Mal Keshar message= _ "I sense the lair of something powerful nearby. Capturing that castle may be a worthwhile endeavor, but I shall have to approach carefully." [/message] [cancel_action][/cancel_action] [/event] # Initiate boss battle [event] name=enter hex [filter] side=1 # just to make it not trigger with debug mode vision too early: x=7-27 y=1-18 [/filter] [filter_condition] [variable] name=scenario_stage numerical_equals=2 [/variable] [and] [have_location] x,y=17,7 radius=2 [filter_vision] side=1 [/filter_vision] [/have_location] [/and] [/filter_condition] [remove_shroud] side=1 x,y=17,7 radius=6 [/remove_shroud] [lift_fog] [filter_side] side=1 [/filter_side] x,y=17,7 radius=6 multiturn=yes [/lift_fog] {MODIFY_UNIT (id=Mal Keshar) moves 6} {MODIFY_UNIT (id=Mal Keshar) attacks_left 1} [redraw] side=1 clear_shroud=yes [/redraw] [remove_object] id=Mal Keshar object_id="fire_icon" [/remove_object] [remove_object] id=Mal Keshar object_id="potion_icon" [/remove_object] [remove_object] id=Mal Keshar object_id="potion_blue_icon" [/remove_object] [remove_object] id=Mal Keshar object_id="brazier_icon" [/remove_object] [remove_object] id=Mal Keshar object_id="key_icon" [/remove_object] {REPLACE_SCENARIO_MUSIC silence.ogg} [scroll_to] x,y=17,7 [/scroll_to] [delay] time=2000 [/delay] {QUAKE cave-in.ogg} [delay] time=500 [/delay] [sound] name=flame-big.ogg [/sound] [delay] time=500 [/delay] {QUAKE cave-in.ogg} [delay] time=500 [/delay] [sound] name=flame-big.ogg [/sound] [delay] time=250 [/delay] [sound] name=flame-big.ogg [/sound] [scroll_to] x,y=17,7 [/scroll_to] [unit] id=Xanthric name= _ "Xanthric" type=Fire Dragon side=2 x,y=17,7 #ifdef EASY hitpoints=150 max_hitpoints=150 #endif #ifdef NORMAL hitpoints=190 max_hitpoints=190 #endif #ifdef HARD hitpoints=230 max_hitpoints=230 #endif unrenamable=yes canrecruit=yes [modifications] #ifdef EASY [object] [effect] apply_to=movement increase=-1 [/effect] [effect] apply_to=attack range=melee increase_damage=-3 [/effect] [effect] apply_to=attack range=ranged increase_damage=-2 [/effect] [/object] #endif #ifdef NORMAL [object] [effect] apply_to=movement increase=-1 [/effect] [effect] apply_to=attack range=melee increase_damage=-2 [/effect] [effect] apply_to=attack range=ranged increase_damage=-1 [/effect] [/object] #endif [/modifications] [/unit] [capture_village] [not] owner_side=1 [/not] side=2 [/capture_village] {REPLACE_SCENARIO_MUSIC frantic.ogg} {APPEND_MUSIC vengeful.ogg} [message] speaker=Xanthric message= _ "<i><big>What manner of vile creature intrudes upon my domain?!</big></i>" [/message] [message] speaker=Mal Keshar message= _ "<i>I suppose there is some irony in this.</i>" [/message] [message] speaker=Mal Keshar message= _ "I was not aware that dragons still existed. This was most unexpected. Nevertheless, this shall be a worthwhile test of my new powers." [/message] [message] speaker=Xanthric message= _ "<i><big>A derelict corpse like you has no business challenging a dragon! Even my lowly elementals will be more than a match for you. Rise, my thralls!</big></i>" [/message] [random_placement] num_items={ON_DIFFICULTY 2 3 5} variable=loc min_distance=1 [filter_location] terrain=Ql [not] [filter][/filter] [/not] [/filter_location] [command] [unit] side=2 type=Fire Guardian x,y=$loc.x,$loc.y animate=yes [/unit] [/command] [/random_placement] [message] speaker=Mal Keshar message= _ "Fire magic. Annoying, but you are not the only one who can summon minions to your aid." [/message] {CREATE_ADVISOR} [if] [have_unit] side=1 type=Spectre,Nightgaunt,Wraith,Shadow search_recall_list=yes x,y=recall,recall [/have_unit] [then] [recall] type=Spectre,Nightgaunt,Wraith,Shadow [/recall] [/then] [else] [unit] type=Wraith side=1 animate=yes placement=leader [/unit] [/else] [/if] [if] [have_unit] side=1 type=Spectre,Nightgaunt,Wraith,Shadow,Ghost search_recall_list=yes x,y=recall,recall [/have_unit] [then] [recall] type=Spectre,Nightgaunt,Wraith,Shadow,Ghost [/recall] [/then] [else] [unit] type=Ghost side=1 animate=yes placement=leader [/unit] [/else] [/if] #ifdef NORMAL [if] [have_unit] side=1 type=Spectre,Nightgaunt,Wraith,Shadow,Ghost search_recall_list=yes x,y=recall,recall [/have_unit] [then] [recall] type=Spectre,Nightgaunt,Wraith,Shadow,Ghost [/recall] [/then] [else] [unit] type=Ghost side=1 animate=yes placement=leader [/unit] [/else] [/if] #endif #ifdef EASY [if] [have_unit] side=1 type=Spectre,Nightgaunt,Wraith,Shadow,Ghost search_recall_list=yes x,y=recall,recall [/have_unit] [then] [recall] type=Spectre,Nightgaunt,Wraith,Shadow,Ghost [/recall] [/then] [else] [unit] type=Ghost side=1 animate=yes placement=leader [/unit] [/else] [/if] [if] [have_unit] side=1 type=Spectre,Nightgaunt,Wraith,Shadow,Ghost search_recall_list=yes x,y=recall,recall [/have_unit] [then] [recall] type=Spectre,Nightgaunt,Wraith,Shadow,Ghost [/recall] [/then] [else] [unit] type=Ghost side=1 animate=yes placement=leader [/unit] [/else] [/if] #endif [message] speaker=Xanthric message= _ "<i><big>A few decrepit souls will do you no good, necromancer. Your bones shall soon join my garden of carcasses!</big></i>" [/message] [reset_fog] [filter_side] side=1 [/filter_side] [/reset_fog] {VARIABLE scenario_stage 3} {VARIABLE runes_activated 0} {PLACE_IMAGE scenery/summoning-circle1.png 18 3} {PLACE_IMAGE scenery/summoning-circle5.png 23 7} {PLACE_IMAGE scenery/summoning-circle3.png 10 6} {PLACE_IMAGE scenery/summoning-circle6.png 13 3} [objectives] side=1 [objective] condition=win description= _ "Defeat Xanthric" [/objective] [objective] condition=lose description= _ "Destruction of Mal Keshar" [/objective] [gold_carryover] bonus=no carryover_percentage=100 [/gold_carryover] [note] description= _ "At most one rune may be activated each turn" [/note] [/objectives] [cancel_action][/cancel_action] [/event] # flavor text if you capture the dragon's keep [event] name=moveto [filter] x,y=17,7 side=1 [/filter] [filter_condition] [variable] name=scenario_stage numerical_equals=3 [/variable] [/filter_condition] [message] speaker=Xanthric message= _ "<i><big>How dare you?! That stone is <b>my</b> throne! I am the king of this domain!</big></i>" [/message] [message] speaker=Mal Keshar message= _ "Peasant, warrior, king, and emperor, all living things are the subjects of death. Eternity will claim your soul as its own if I do not." [/message] [/event] # spawns [event] name=new turn first_time_only=no [filter_condition] [variable] name=scenario_stage numerical_equals=3 [/variable] [/filter_condition] [if] [have_unit] side=2 type=Fire Guardian count="0-5" [/have_unit] [then] [random_placement] num_items={ON_DIFFICULTY 1 2 2} variable=loc min_distance=1 [filter_location] terrain=Ql [not] [filter][/filter] [/not] [/filter_location] [command] {NOTRAIT_UNIT 2 "Fire Guardian" $loc.x $loc.y} [/command] [/random_placement] [/then] [/if] {VARIABLE runes_activated 0} [/event] [event] name=moveto first_time_only=no [filter] id=Mal Keshar [/filter] [filter_condition] [variable] name=scenario_stage numerical_equals=3 [/variable] [and] [variable] name=runes_activated numerical_equals=0 [/variable] [/and] [/filter_condition] [if] [have_unit] id=Mal Keshar x,y=10,6 [/have_unit] [then] [sound] name=skeleton-big-hit-1.wav [/sound] [fire_event] name=raise undead [/fire_event] [animate_unit] [filter] id=Mal Keshar [/filter] [primary_attack] range=ranged [/primary_attack] flag=attack [/animate_unit] [unit] side=1 type=Ghoul x,y=10,7 animate=yes passable=yes overwrite=no [/unit] [unit] side=1 #ifdef HARD type=Walking Corpse #else type=Soulless #endif x,y=11,7 animate=yes passable=yes overwrite=no [/unit] [unit] side=1 #ifdef EASY type=Soulless #else type=Walking Corpse #endif x,y=10,5 animate=yes passable=yes overwrite=no [/unit] {VARIABLE runes_activated 1} [/then] [elseif] [have_unit] id=Mal Keshar x,y=18,3 [/have_unit] [then] [sound] name=skeleton-big-hit-1.ogg [/sound] [fire_event] name=raise undead [/fire_event] [animate_unit] [filter] id=Mal Keshar [/filter] [primary_attack] range=ranged [/primary_attack] flag=attack [/animate_unit] [unit] side=1 type=Skeleton x,y=19,4 animate=yes passable=yes overwrite=no [/unit] [unit] side=1 #ifdef HARD type=Walking Corpse #else type=Soulless #endif x,y=19,3 animate=yes passable=yes overwrite=no [/unit] [unit] side=1 #ifdef EASY type=Soulless #else type=Walking Corpse #endif x,y=17,4 animate=yes passable=yes overwrite=no [/unit] {VARIABLE runes_activated 1} [/then] [/elseif] [elseif] [have_unit] id=Mal Keshar x,y=23,7 [/have_unit] [then] [sound] name=skeleton-big-hit-1.ogg [/sound] [fire_event] name=raise undead [/fire_event] [animate_unit] [filter] id=Mal Keshar [/filter] [primary_attack] range=ranged [/primary_attack] flag=attack [/animate_unit] [unit] side=1 type=Ghost x,y=23,8 animate=yes passable=yes overwrite=no [/unit] [unit] side=1 #ifdef HARD type=Walking Corpse #else type=Soulless #endif x,y=22,7 animate=yes passable=yes overwrite=no [/unit] [unit] side=1 #ifdef EASY type=Soulless #else type=Walking Corpse #endif x,y=22,6 animate=yes passable=yes overwrite=no [/unit] {VARIABLE runes_activated 1} [/then] [/elseif] [elseif] [have_unit] id=Mal Keshar x,y=13,3 [/have_unit] [then] [sound] name=skeleton-big-hit-1.ogg [/sound] [fire_event] name=raise undead [/fire_event] [animate_unit] [filter] id=Mal Keshar [/filter] [primary_attack] range=ranged [/primary_attack] flag=attack [/animate_unit] [unit] side=1 type=Skeleton Archer x,y=14,2 animate=yes passable=yes overwrite=no [/unit] [unit] side=1 #ifdef HARD type=Walking Corpse #else type=Soulless #endif x,y=14,3 animate=yes passable=yes overwrite=no [/unit] [unit] side=1 #ifdef EASY type=Soulless #else type=Walking Corpse #endif x,y=12,3 animate=yes passable=yes overwrite=no [/unit] {VARIABLE runes_activated 1} [/then] [/elseif] [/if] [/event] [event] name=raise undead [message] speaker=Mal Keshar message= _ "There are many corpses around here. I can put them to use." [/message] [/event] # Victory [event] name=last breath [filter] id=Xanthric [/filter] [delay] time=500 [/delay] [kill] side=2 [not] id=Xanthric [/not] [/kill] [delay] time=500 [/delay] [message] speaker=Xanthric message= _ "How could this happen..." [/message] [message] speaker=Mal Keshar message= _ "You were not as powerful as you thought." [/message] [animate_unit] [filter] id=Mal Keshar [/filter] [primary_attack] range=ranged [/primary_attack] flag=attack [/animate_unit] [message] speaker=Xanthric message= _ "<i>It’s... so... cold...</i>" [/message] [kill] id=Xanthric animate=yes [/kill] [message] speaker=Mal Keshar message= _ "So, the beast dies. I will have to make a few modifications to this lair later. First, I shall have to test the extent to which I can push these new powers." [/message] [animate_unit] [filter] id=Mal Keshar [/filter] [primary_attack] range=ranged [/primary_attack] flag=attack [/animate_unit] [delay] time=1000 [/delay] [sound] name=magic-dark.ogg [/sound] [delay] time=250 [/delay] {QUAKE cave-in.ogg} [delay] time=1000 [/delay] [sound] name=magic-dark.ogg [/sound] [delay] time=250 [/delay] {QUAKE cave-in.ogg} [delay] time=1000 [/delay] [sound] name=magic-dark.ogg [/sound] [delay] time=250 [/delay] [sound] name=magic-dark.ogg [/sound] [delay] time=250 [/delay] [sound] name=magic-dark-big.ogg [/sound] [delay] time=250 [/delay] [unit] id=Xanthric name= _ "Xanthric" type=Skeletal Dragon side=1 x,y=$x1,$y1 #ifdef EASY max_experience=80 #endif #ifdef NORMAL max_experience=90 #endif #ifdef HARD max_experience=100 #endif max_hitpoints=73 unrenamable=yes [modifications] {TRAIT_LOYAL} [object] take_only_once=yes silent=yes duration=forever [filter] id=Xanthric [/filter] [effect] apply_to=new_ability [abilities] {ABILITY_FEEDING} [/abilities] [/effect] [/object] [/modifications] [/unit] [object] take_only_once=yes silent=yes duration=forever [filter] id=Xanthric [/filter] [effect] apply_to=attack name=jaw defense_weight=0.8 [/effect] [effect] apply_to=attack name=claws defense_weight=0.2 [/effect] [effect] apply_to=new_advancement replace=no {AMLA_OPTION_DRAGON_MELEE} {AMLA_OPTION_DRAGON_CARAPACE} {AMLA_OPTION_DRAGON_FLIGHT} {AMLA_OPTION_DRAGON_SOUL_EATER1} {AMLA_OPTION_DRAGON_SOUL_EATER2} {AMLA_OPTION_DRAGON_SOUL_EATER3} [/effect] [/object] [delay] time=500 [/delay] [message] speaker=Mal Keshar message= _ "Excellent! My will is even strong enough to conquer a dragon. None can stand against me any longer! To those who cursed me prior, I spit at thee! For I am Mal Keshar the Damned, he who is spurned by all who live and draw breath! I laugh, for now, you are all naught but remains and dust, and I live on, alone..." [/message] [endlevel] result=victory bonus=no {NEW_GOLD_CARRYOVER 100} [/endlevel] [/event] [event] name=last breath [filter] id=Malin Keshar [/filter] [message] speaker=unit message= _ "So this is how it ends..." [/message] [endlevel] result=defeat [/endlevel] [/event] [event] name=victory {CLEAR_VARIABLE scenario_stage} {CLEAR_VARIABLE puzzle_coffin} {CLEAR_VARIABLE puzzle_potion} {CLEAR_VARIABLE runes_activated} {VARIABLE timesForever 0} {VARIABLE metInky 0} {VARIABLE reflectionPool 0} [/event] {HERODEATH_MALIN_LICH} [/scenario]
#textdomain wesnoth-did [scenario] id=10_Endless_Night name= _ "Endless Night" map_file=10_Endless_Night.map turns=unlimited next_scenario=10_Endless_Night victory_when_enemies_defeated=yes {UNDERGROUND} [time_area] x=27-31,26,21-25 y=0-5,2-4,0-2 {DEFAULT_SCHEDULE} [/time_area] [story] # a bit of extra text for the first round [if] {VARIABLE_CONDITIONAL timesForever numerical_equals 0} [then] [part] music=transience.ogg story= _ "Years pass. Every summer, by the time the mountainous paths and high passes shed their wintry gowns of snow, the lich sends his soldiers to attack the orcs, removing all human, elven, and dwarven patrols that impede them. Every year, the undead inflict some damage before being repelled." {STORYTXT_BACKGROUND end.jpg} [/part] [part] story= _ "The lich sometimes wonders if his endeavors are naught but a fruitless crusade, but then again, so what? Life, unlife, death... nothing has ever given his existence meaning. And yet, he still persists? For what?" {STORYTXT_BACKGROUND end.jpg} [/part] [part] story= _ "<i>Reason and purpose...</i>" {STORYTXT_BACKGROUND end.jpg} [/part] [part] story= _ "He needs none. Philosophy only begets misery. Violence and savagery have always been the essence of his existence, a conviction that he has only embraced more wholly in undeath. Better to simply kill without deliberation, without consideration. He has never been one for regrets." {STORYTXT_BACKGROUND end.jpg} [/part] [part] story= _ "Rumors circulate of a lich who preys on scouting patrols. A hero, gathering his loyal troops to him, decides to put an end to the evil." {STORYTXT_BACKGROUND end.jpg} [/part] [/then] [/if] # These if statements are before the prestart event, so are off-by-one compared to the other checks of timesForever [if] {VARIABLE_CONDITIONAL timesForever numerical_equals 1} [then] [part] music=transience.ogg story= _ "Mal Keshar continues to study the book and re-reads the final entry." {STORYTXT_BACKGROUND end.jpg} [/part] [part] # po: This text comes from the epilogue of Secrets of the Ancients, edited to avoid revealing the name of the campaign or the names of the protagonists story = _"<i>“We prevailed today on the field, but our victory did not please me. I realize now... the world is not ready for our knowledge. They cannot understand that we have conquered that primordial fear: death. Instead, as they look upon us, judgment of our appearance drives them to ignorant terror. I give up on all of them. [...] In some future time, less conservative attitudes may dominate, and our knowledge can be put to good use. I can certainly afford to wait. In the meantime, we are doing what we can to hasten that day.”</i>" {STORYTXT_BACKGROUND book.jpg} [/part] [part] # po: More text from the epilogue of Secrets of the Ancients story= _ "<i>“As for me, I will make my journal conspicuous on this battlefield. I suspect that most will fear it enough to try to destroy it, but I have placed several wards on my journal to protect it. This way, it should survive long enough to make its way into the hands of someone more open-minded. Tath, in particular, is home to many mages. It only takes one who is willing to learn...”</i>" {STORYTXT_BACKGROUND book.jpg} [/part] [/then] [/if] [if] {VARIABLE_CONDITIONAL timesForever numerical_equals 2} [then] [part] # po: This text comes from the epilogue of Secrets of the Ancients, edited to avoid revealing the name of the campaign or the names of the protagonists music=transience.ogg story = _"<i>“We prevailed today on the field, but our victory did not please me. I realize now... the world is not ready for our knowledge. They cannot understand that we have conquered that primordial fear: death. Instead, as they look upon us, judgment of our appearance drives them to ignorant terror. I give up on all of them. [...] In some future time, less conservative attitudes may dominate, and our knowledge can be put to good use. I can certainly afford to wait. In the meantime, we are doing what we can to hasten that day.”</i>" {STORYTXT_BACKGROUND book.jpg} [/part] [part] # po: More text from the epilogue of Secrets of the Ancients story= _ "<i>“As for me, I will make my journal conspicuous on this battlefield. I suspect that most will fear it enough to try to destroy it, but I have placed several wards on my journal to protect it. This way, it should survive long enough to make its way into the hands of someone more open-minded. Tath, in particular, is home to many mages. It only takes one who is willing to learn...”</i>" {STORYTXT_BACKGROUND book.jpg} [/part] [part] story= _ "The final entry gnaws at Mal Keshar. While he had been Darken Volk’s pawn, both of them were being used as pawns by the author of the book. Has his whole existence been nothing more than that of a puppet?" {STORYTXT_BACKGROUND end.jpg} [/part] [part] story= _ "Still, despite his misgivings about being manipulated, he feels that he can learn something from the book. Orcs had only ever been half of the story — the other had been his own people being unable to accept his use of dark magic. But, if he allowed a foolish hero to take a copy of the book, would others eventually follow in his footsteps? If enough people began to view necromancy as merely another magical art, could it eventually be accepted in society?" {STORYTXT_BACKGROUND end.jpg} [/part] [/then] [/if] [if] {VARIABLE_CONDITIONAL timesForever greater_than 2} [then] [part] music=transience.ogg story= _ "The book still sits on a dusty shelf in Mal Keshar’s keep, untended and untouched, but constantly plaguing his mind." {STORYTXT_BACKGROUND end.jpg} [/part] [part] story= _ "If he allowed a foolish hero to take a copy of the book, would others eventually follow in his footsteps? Would the author’s plan actually work, or would people continue to view necromancy as only a corrupting power? One voice tells him that being accepted by society should not be of any concern to him. Another says that it would not hurt to try. He does not come to any conclusions, but a slightly embellished copy of the tome sits there in his lair, waiting to be taken." {STORYTXT_BACKGROUND end.jpg} [/part] [/then] [/if] [/story] {DID_TRACK {JOURNEY_10_NEW}} # wmllint: validate-off [side] side=1 controller=human save_id=Malin Keshar recruit=Walking Corpse,Vampire Bat,Ghost,Ghoul,Skeleton Archer,Skeleton {GOLD 220 200 180} team_name=good village_gold=1 user_team_name= _ "Mal Keshar" {FLAG_VARIANT undead} color=darkblue # wmllint: recognize Mal Keshar {CHARACTER_STATS_MAL_KESHAR} facing=ne [/side] # wmllint: validate-on # Foolish Hero [side] side=2 controller=ai team_name=enemies # Place leader, grant gold, income and recruits later no_leader=yes gold=0 {NO_INCOME} color=brown # Set ai values later [/side] # Too Foolish Hero [side] side=3 controller=ai team_name=enemies # po: not yet decided who the enemy will be, or if there will be any user_team_name= _ "teamname^Void" # Place leader, grant gold, income and recruits later no_leader=yes hidden=yes gold=0 {NO_INCOME} color=brown # Set ai values later [/side] # Monster [side] side=4 team_name=monster user_team_name= _ "teamname^Inky" gold=0 controller=ai no_leader=yes hidden=yes {NO_INCOME} color=orange [ai] aggression=0.9 caution=0.1 grouping=no simple_targeting=yes village_value=0 {MODIFY_AI_DELETE_CANDIDATE_ACTION 4 main_loop villages} {MODIFY_AI_DELETE_CANDIDATE_ACTION 4 main_loop retreat_injured} [/ai] [/side] [side] side=5 controller=null no_leader=yes hidden=yes team_name=fake # po: fake side for a single unit during a cutscene user_team_name= _ "teamname^Illusion" gold=0 {NO_INCOME} color=darkblue # Using the same flag icon and color as the next side, one can't spot it in the top bar flag_icon=flags/undead-flag-icon.png [/side] {STARTING_VILLAGES 1 15} # ability macros {DID_SOUL_EATER1} {DID_SOUL_EATER2} {DID_SOUL_EATER3} [event] name=prestart {CLEAR_CORPSE_HORDE} # not as dark as the previous scenario, since that one is more RPG-like and lonelier {COLOR_ADJUST -10 -10 -10} {VARIABLE_OP timesForever add 1} {VARIABLE second_hero_arrived no} [objectives] side=1 delayed_variable_substitution=yes #so timesForever note works correctly when using debug [objective] condition=win description= _ "Defeat the foolish hero" [show_if] {VARIABLE_CONDITIONAL timesForever less_than_equal_to 1} [/show_if] [/objective] [objective] condition=win description= _ "Defeat another foolish hero" [show_if] {VARIABLE_CONDITIONAL timesForever numerical_equals 2} [/show_if] [/objective] [objective] condition=win description= _ "Defeat yet another foolish hero" [show_if] {VARIABLE_CONDITIONAL timesForever greater_than_equal_to 3} [and] {VARIABLE_CONDITIONAL second_hero_arrived boolean_equals no} [/and] [/show_if] [/objective] [objective] condition=win description= _ "Defeat both foolish heroes" [show_if] {VARIABLE_CONDITIONAL second_hero_arrived boolean_equals yes} [/show_if] [/objective] [objective] condition=lose description= _ "Destruction of Mal Keshar" [show_if] {VARIABLE_CONDITIONAL timesForever less_than_equal_to 2} [/show_if] [/objective] [objective] {ALTERNATIVE_OBJECTIVE_CAPTION} condition=win description= _ "Allow an enemy unit to take the book" [show_if] {VARIABLE_CONDITIONAL timesForever greater_than_equal_to 3} [/show_if] [/objective] [objective] {ALTERNATIVE_OBJECTIVE_CAPTION} condition=win description= _ "Destruction of Mal Keshar" [show_if] {VARIABLE_CONDITIONAL timesForever greater_than_equal_to 3} [/show_if] [/objective] [gold_carryover] carryover_percentage=40 [/gold_carryover] [note] description="<b>" + _ "Endless Night $timesForever" + "</b>" [/note] {HAS_NO_TURN_LIMIT} # No {IS_LAST_SCENARIO}, because the player can win and keep on playing [/objectives] {MODIFY_UNIT (id=Mal Keshar) profile (portraits/malin_lich-ancient.png)} [if] {VARIABLE_CONDITIONAL timesForever greater_than 1} [then] {VARIABLE previous_previous_randomHero $previous_randomHero} {VARIABLE previous_randomHero $randomHero} [/then] [else] {VARIABLE previous_previous_randomHero -1} {VARIABLE previous_randomHero -1} [/else] [/if] # let's pick a random hero type... {VARIABLE_OP randomHero rand (human,bandit,elf,dwarf,orc)} # and make sure it's not the same as last time [while] {VARIABLE_CONDITIONAL randomHero equals $previous_randomHero} [or] {VARIABLE_CONDITIONAL randomHero equals $previous_previous_randomHero} [/or] [do] {VARIABLE_OP randomHero rand (human,bandit,elf,dwarf,orc)} [/do] [/while] [if] {VARIABLE_CONDITIONAL timesForever greater_than 4} [then] [replace_map] map_file=10a_Endless_Night.map expand=yes shrink=yes [/replace_map] [time_area] x=2 y=49 radius=3 [filter_radius] [not] terrain=X*^* [/not] [not] x,y=5,50 [/not] [/filter_radius] {DEFAULT_SCHEDULE} [/time_area] # now it's truly endless night {COLOR_ADJUST -15 -15 -15} # don't let the two foolish heroes be from the same faction {VARIABLE_OP randomHero2 rand (human,bandit,elf,dwarf,orc)} [while] {VARIABLE_CONDITIONAL randomHero2 equals $randomHero} [do] {VARIABLE_OP randomHero2 rand (human,bandit,elf,dwarf,orc)} [/do] [/while] {VARIABLE_OP flankturn rand 5..10} [event] name=new turn [filter_condition] [variable] name=turn_number numerical_equals=$flankturn [/variable] [/filter_condition] # the text here is duplicated from below [switch] variable=randomHero2 [case] value=human [modify_side] side=3 user_team_name= _ "Humans" {FLAG_VARIANT loyalist} color=gold recruit=Spearman,Swordsman,Pikeman,Bowman,Longbowman,Heavy Infantryman,Shock Trooper,Mage,Red Mage,White Mage,Horseman,Knight,Lancer [/modify_side] [scroll_to] x,y=2,50 [/scroll_to] [move_unit_fake] type="Royal Guard" side=3 x= 2, 6, 8 y=50,49,46 [/move_unit_fake] [unit] side=3 type=Royal Guard id=Too Foolish Hero name= _ "Too Foolish Hero" x,y=8,46 canrecruit=yes animate=no facing=ne [/unit] [terrain] x,y=8,46 terrain=Ke [/terrain] [terrain] x= 7,8-9,10 y=46-47,47,45-47 terrain=Ce [/terrain] [terrain] x= 9, 5,12, 5 y=49,45,46,48 terrain=Uu^Vct [/terrain] [redraw][/redraw] [capture_village] side=3 x= 9, 5,12, 5 y=49,45,46,48 [/capture_village] [message] speaker=Too Foolish Hero # po: the text that the "Too Foolish Hero" speaks is identical to that in the start event and can probably be copied over message= _ "Your doom is at hand, lich! It is nigh time you answered for your evil crimes!" [/message] {INCIDENTAL_MUSIC loyalists.ogg} [/case] [case] value=bandit [modify_side] side=3 user_team_name= _ "Bandits" # default flag flag= flag_icon= color=brown recruit=Thug,Bandit,Footpad,Outlaw,Poacher,Trapper,Thief,Rogue [/modify_side] [scroll_to] x,y=2,50 [/scroll_to] [move_unit_fake] type=Highwayman side=3 x= 2, 6, 8 y=50,49,46 [/move_unit_fake] [unit] side=3 type=Highwayman id=Too Foolish Hero name= _ "Too Foolish Hero" x,y=8,46 canrecruit=yes animate=no facing=ne [/unit] [terrain] x,y=8,46 terrain=Ke [/terrain] [terrain] x= 7,8-9,10 y=46-47,47,45-47 terrain=Ce [/terrain] [terrain] x= 9, 5,12, 5 y=49,45,46,48 terrain=Uu^Vct [/terrain] [redraw][/redraw] [capture_village] side=3 x= 9, 5,12, 5 y=49,45,46,48 [/capture_village] [message] speaker=Too Foolish Hero message= _ "You have preyed on too many of my men. Our territory will be much more secure without your undead pestering us." [/message] {INCIDENTAL_MUSIC knolls.ogg} [/case] [case] value=elf [modify_side] side=3 user_team_name= _ "Elves" {FLAG_VARIANT wood-elvish} color=brown recruit=Elvish Fighter,Elvish Hero,Elvish Captain,Elvish Archer,Elvish Ranger,Elvish Marksman,Elvish Shaman,Elvish Sorceress,Elvish Druid,Elvish Scout,Elvish Rider,Wose [/modify_side] [scroll_to] x,y=2,50 [/scroll_to] [move_unit_fake] type="Elvish Marshal" side=3 x= 2, 6, 8 y=50,49,46 [/move_unit_fake] [unit] side=3 type=Elvish Marshal id=Too Foolish Hero name= _ "Too Foolish Hero" x,y=8,46 canrecruit=yes animate=no facing=ne [/unit] [terrain] x,y=8,46 terrain=Ke [/terrain] [terrain] x= 7,8-9,10 y=46-47,47,45-47 terrain=Ce [/terrain] [terrain] x= 9, 5,12, 5 y=49,45,46,48 terrain=Uu^Vct [/terrain] [redraw][/redraw] [capture_village] side=3 x= 9, 5,12, 5 y=49,45,46,48 [/capture_village] [message] speaker=Too Foolish Hero message= _ "We have finally found you, lich! Long have we heard of your abominable deeds, ensnaring the living with your dark sorceries and molding them into your slaves. Your wretched unlife ends here!" [/message] {INCIDENTAL_MUSIC elvish-theme.ogg} [/case] [case] value=dwarf [modify_side] side=3 user_team_name= _ "Dwarves" {FLAG_VARIANT knalgan} color=brown recruit=Dwarvish Fighter,Dwarvish Steelclad,Dwarvish Thunderer,Dwarvish Thunderguard,Dwarvish Stalwart,Dwarvish Guardsman,Dwarvish Ulfserker,Dwarvish Berserker,Dwarvish Scout,Dwarvish Pathfinder,Gryphon Rider,Gryphon Master [/modify_side] [scroll_to] x,y=2,50 [/scroll_to] [move_unit_fake] type="Dwarvish Lord" side=3 x= 2, 6, 8 y=50,49,46 [/move_unit_fake] [unit] side=3 type=Dwarvish Lord id=Too Foolish Hero name= _ "Too Foolish Hero" x,y=8,46 canrecruit=yes animate=no facing=ne [/unit] [terrain] x,y=8,46 terrain=Ke [/terrain] [terrain] x= 7,8-9,10 y=46-47,47,45-47 terrain=Ce [/terrain] [terrain] x= 9, 5,12, 5 y=49,45,46,48 terrain=Uu^Vct [/terrain] [redraw][/redraw] [capture_village] side=3 x= 9, 5,12, 5 y=49,45,46,48 [/capture_village] [message] speaker=Too Foolish Hero # po: written with a dwarvish accent - regular english would be "it's been along time since I've smashed some undead. You've got plenty of bones for my hammer to break" message= _ "Been a long time since I’ve smashed me some undead. Ye gots ye plenty o’ bones for me hammer ta break." [/message] {INCIDENTAL_MUSIC knalgan_theme.ogg} [/case] [case] value=orc [modify_side] side=3 user_team_name= _ "Orcs" {FLAG_VARIANT6 ragged} color=white recruit=Orcish Warrior,Orcish Slayer,Orcish Crossbowman,Troll,Troll Rocklobber [/modify_side] [scroll_to] x,y=2,50 [/scroll_to] [move_unit_fake] type="Orcish Warlord" side=3 x= 2, 6, 8 y=50,49,46 [/move_unit_fake] [unit] side=3 type=Orcish Warlord id=Too Foolish Hero name= _ "Too Foolish Hero" x,y=8,46 canrecruit=yes animate=no facing=ne [/unit] [terrain] x,y=8,46 terrain=Ke [/terrain] [terrain] x= 7,8-9,10 y=46-47,47,45-47 terrain=Ce [/terrain] [terrain] x= 9, 5,12, 5 y=49,45,46,48 terrain=Uu^Vct [/terrain] [redraw][/redraw] [capture_village] side=3 x= 9, 5,12, 5 y=49,45,46,48 [/capture_village] {PLACE_IMAGE scenery/whitefang-flag.png 9 46} [message] speaker=Too Foolish Hero message= _ "I’ve finally found your lair, lich! You have attacked my tribe and wreaked havoc on our homes for many years. You slew my father and turned his body into one of your nasty creations. With your death, your annoying minions will pester us no longer!" [/message] {INCIDENTAL_MUSIC northerners.ogg} [/case] [/switch] [message] speaker=Mal Keshar message= _ "I almost feel as if the universe is mocking me by sending me this many imbeciles..." [/message] [modify_side] side=3 hidden=no #ifdef EASY income="$(5 + 1 * $timesForever)" #endif #ifdef NORMAL income="$(6 + 2 * $timesForever)" #endif #ifdef HARD income="$(7 + 3 * $timesForever)" #endif # see comments on lines 886 and 887 regarding aggression [ai] aggression="$(min( [1.0, (0.3 + 0.1 * $timesForever) ] ) )" villages_per_scout=10 village_value=0.5 [/ai] [/modify_side] {VARIABLE second_hero_arrived yes} [show_objectives] side=1 [/show_objectives] [/event] # Initial gold is given here at prestart, so that it will # be accounted as starting gold in the statistics [modify_side] side=3 #ifdef EASY gold="$(140 + 40 * $timesForever)" #endif #ifdef NORMAL gold="$(170 + 50 * $timesForever)" #endif #ifdef HARD gold="$(200 + 60 * $timesForever)" #endif [/modify_side] [/then] [/if] [switch] variable=randomHero [case] value=human [unit] side=2 type=Royal Guard id=Foolish Hero name= _ "Foolish Hero" x,y=22,4 canrecruit=yes facing=sw [/unit] [modify_side] side=2 user_team_name= _ "Humans" {FLAG_VARIANT loyalist} color=gold recruit=Spearman,Swordsman,Pikeman,Bowman,Longbowman,Heavy Infantryman,Shock Trooper,Mage,Red Mage,White Mage,Horseman,Knight,Lancer [/modify_side] # Hiding the existence of a second side by making flag and colors, # which can be seen in the top bar seen in the top bar, # look the same for both sides. [modify_side] side=3 {FLAG_VARIANT loyalist} color=gold [/modify_side] {REPLACE_SCENARIO_MUSIC loyalists.ogg} [/case] [case] value=bandit [unit] side=2 type=Highwayman id=Foolish Hero name= _ "Foolish Hero" x,y=22,4 canrecruit=yes facing=sw [/unit] [modify_side] side=2 user_team_name= _ "Bandits" # default flag recruit=Thug,Bandit,Footpad,Outlaw,Poacher,Trapper,Thief,Rogue [/modify_side] {REPLACE_SCENARIO_MUSIC knolls.ogg} [/case] [case] value=elf [unit] side=2 type=Elvish Marshal id=Foolish Hero name= _ "Foolish Hero" x,y=22,4 canrecruit=yes facing=sw [/unit] [modify_side] side=2 user_team_name= _ "Elves" {FLAG_VARIANT wood-elvish} recruit=Elvish Fighter,Elvish Hero,Elvish Captain,Elvish Archer,Elvish Ranger,Elvish Marksman,Elvish Shaman,Elvish Sorceress,Elvish Druid,Elvish Scout,Elvish Rider,Wose [/modify_side] [modify_side] side=3 {FLAG_VARIANT wood-elvish} [/modify_side] {REPLACE_SCENARIO_MUSIC elvish-theme.ogg} [/case] [case] value=dwarf [unit] side=2 type=Dwarvish Lord id=Foolish Hero name= _ "Foolish Hero" x,y=22,4 canrecruit=yes facing=sw [/unit] [modify_side] side=2 user_team_name= _ "Dwarves" {FLAG_VARIANT knalgan} recruit=Dwarvish Fighter,Dwarvish Steelclad,Dwarvish Thunderer,Dwarvish Thunderguard,Dwarvish Stalwart,Dwarvish Guardsman,Dwarvish Ulfserker,Dwarvish Berserker,Dwarvish Scout,Dwarvish Pathfinder,Gryphon Rider,Gryphon Master [/modify_side] [modify_side] side=3 {FLAG_VARIANT knalgan} [/modify_side] {REPLACE_SCENARIO_MUSIC knalgan_theme.ogg} [/case] [case] value=orc [unit] side=2 type=Orcish Warlord id=Foolish Hero name= _ "Foolish Hero" x,y=22,4 canrecruit=yes facing=sw [/unit] [modify_side] side=2 user_team_name= _ "Orcs" {FLAG_VARIANT6 ragged} color=white recruit=Orcish Warrior,Orcish Slayer,Orcish Crossbowman,Troll,Troll Rocklobber [/modify_side] [modify_side] side=3 {FLAG_VARIANT6 ragged} color=white [/modify_side] {REPLACE_SCENARIO_MUSIC northerners.ogg} [/case] [/switch] [capture_village] side=2 x=21,19,25,24 y= 2, 5, 4, 6 [/capture_village] # Give the foolish hero gold & income based on timesForever # Set ai aggression, it hits 1.0 at 7 timesForever, ensuring the enemy will attack. [modify_side] side=2 #ifdef EASY gold="$(200 + 40 * $timesForever)" income="$(5 + 5 * $timesForever)" #endif #ifdef NORMAL gold="$(230 + 50 * $timesForever)" income="$(6 + 6 * $timesForever)" #endif #ifdef HARD gold="$(260 + 60 * $timesForever)" income="$(7 + 7 * $timesForever)" #endif [ai] aggression="$(min( [1.0, (0.3 + 0.1 * $timesForever) ] ) )" villages_per_scout=10 village_value=0.5 [/ai] [/modify_side] # play only sad music after a few repetitions [if] {VARIABLE_CONDITIONAL timesForever greater_than_equal_to 3} [then] [music] name=the_king_is_dead.ogg append=yes [/music] [music] name=weight_of_revenge.ogg append=yes [/music] [music] name=nunc_dimittis.ogg append=yes [/music] # also give the reflection pool version 3 easter egg {PLACE_IMAGE items/ball-dark.png 20 43} [/then] [else] [music] name=battle.ogg append=yes [/music] [music] name=casualties_of_war.ogg append=yes [/music] [/else] [/if] [recall] type=Skeletal Dragon x,y=28,19 [/recall] {PLACE_IMAGE scenery/black-monolith.png 21 27} {PLACE_IMAGE scenery/whirlpool.png 5 5} [/event] [event] name=start # Additional dialog depending on how many times the scenario has been played [switch] variable=timesForever [case] value=1 # no additional dialog [/case] [case] value=2 [message] speaker=Mal Keshar message= _ "I will destroy you like the last foolish hero who challenged me." [/message] [/case] [case] value=3 [message] speaker=Mal Keshar message= _ "Another foolish hero? Seriously?" [/message] [/case] [case] value=4 [message] speaker=Mal Keshar message= _ "Is there an endless supply of foolish heroes with death wishes? Honestly, where do you all come from?" [/message] [/case] [else] # 5 and up {RANDOM 1..4} [switch] variable=random [case] value=1 [message] speaker=Mal Keshar message= _ "Am I doomed to fight foolish heroes forever?" [/message] [/case] [case] value=2 [message] speaker=Mal Keshar message= _ "How long is this going to keep happening?" [/message] [/case] [case] value=3 [message] speaker=Mal Keshar message= _ "..." [/message] [/case] [else] [message] speaker=Mal Keshar message= _ "At this point, I would be more surprised if these foolish heroes stopped showing up." [/message] [/else] [/switch] {CLEAR_VARIABLE random} [/else] [/switch] [switch] variable=randomHero [case] value=human [message] speaker=Foolish Hero message= _ "Your doom is at hand, lich! It is nigh time you answered for your crimes against humanity!" [/message] [message] speaker=Mal Keshar # po: cityfolk - just a person from the city, e.g. Weldyn message= _ "Narrow-minded and obtuse, as one would expect of cityfolk. Go back to your manors and taverns before I decide to kill you." [/message] [/case] [case] value=bandit [message] speaker=Foolish Hero message= _ "You have preyed on too many of my men. Our territory will be much more secure without your undead pestering us." [/message] [message] speaker=Mal Keshar message= _ "Not even real soldiers. How meaningless." [/message] [/case] [case] value=elf [message] speaker=Foolish Hero message= _ "We have finally found you, lich! Long have we heard of your abominable deeds, ensnaring the living with your dark sorceries and molding them into your slaves. Your wretched unlife ends here!" [/message] [message] speaker=Mal Keshar message= _ "Life or death, it is all the same. There are always those who try to kill me. Ever do they fail." [/message] [/case] [case] value=dwarf [message] speaker=Foolish Hero # po: written with a dwarvish accent - regular english would be "it's been along time since I've smashed some undead. You've got plenty of bones for my hammer to break" message= _ "Been a long time since I’ve smashed me some undead. Ye gots ye plenty o’ bones for me hammer ta break." [/message] [message] speaker=Mal Keshar message= _ "And it has been some time since I’ve had a supply of dwarven corpses to work with. I suppose I can put your hammers to good use in the mines." [/message] [/case] [case] value=orc {PLACE_IMAGE scenery/whitefang-flag.png 20 4} [message] speaker=Foolish Hero message= _ "I’ve finally found your lair, lich! You have attacked my tribe and wreaked havoc on our homes for many years. You slew my father and turned his body into one of your nasty creations. With your death, your annoying minions will pester us no longer!" [/message] [message] speaker=Mal Keshar message= _ "The Whitefang Orcs! It is you who despoiled my motherland and razed my home. It is you who forced me to resort to necromancy to protect myself. It is you who ended my mortal life and forced me to become a lich. And you desire vengeance? Hah! The irony of this would be hysterical if I could still feel such an emotion." [/message] [/case] [/switch] # Place the book, and add a victory event if the foolish hero's army # takes it. Should the unit have to make its way back to the enemy # keep? Probably not, Mal Keshar is going to let it go anyway; maybe # he should have to kill the first unit that picks it up and let a # second enemy pick it up, to make it more convincing for the foolish # hero. # # The dialog would be wrong if the hero picked up the book themselves, # but that's unlikely to happen, the hero is likely to stay on the keep # to recruit. [if] {VARIABLE_CONDITIONAL timesForever greater_than_equal_to 3} [then] {PLACE_IMAGE (items/book5.png) 17 27} [event] name=moveto first_time_only=yes [filter] x,y=17,27 side=2,3 [/filter] [remove_item] x,y=$x1,$y1 image="items/book5.png" [/remove_item] [if] [have_unit] x,y=$x1,$y1 side=2 [/have_unit] [then] [role] id=Foolish Hero role=speakinghero [/role] {VARIABLE hero_type $randomHero} [/then] [else] [role] id=Too Foolish Hero role=speakinghero [/role] {VARIABLE hero_type $randomHero2} [/else] [/if] [switch] variable=hero_type [case] value=human [message] speaker=unit message= _ "That’s an evil grimoire!" [/message] [message] role=speakinghero message= _ "It might be linked to the lich’s power! Try burning it." [/message] [message] speaker=Mal Keshar message= _ "<small>(faking pain)</small> Aaargh!" [/message] [message] role=unit message= _ "It’s not catching fire!" [/message] [message] role=speakinghero message= _ "Still, it seems to be hurting the lich. Let us retreat and bring it with us. The mages may be able to destroy this and put an end to this lich." [/message] [/case] [case] value=bandit [message] speaker=unit message= _ "That’s an evil grimoire!" [/message] [message] role=speakinghero message= _ "It might be linked to the lich’s power! Try burning it." [/message] [message] speaker=Mal Keshar message= _ "<small>(faking pain)</small> Aaargh!" [/message] [message] role=unit message= _ "It’s not catching fire!" [/message] [message] role=speakinghero message= _ "Still, it seems to be hurting the lich. Let us retreat and bring it with us. We may yet find another way to destroy it and put an end to this lich." [/message] [/case] [case] value=elf [message] speaker=unit message= _ "That’s an evil grimoire!" [/message] [message] role=speakinghero # po: "faerie fire" as in the elvish sylph's attack message= _ "It must be connected to the lich’s power. Perhaps if we burn it with faerie fire, the lich will be destroyed. Let us take it and retreat." [/message] [/case] [case] value=dwarf [message] speaker=unit # po: regular english: That's an evil grimoire! message= _ "That be an evil grimoire!" [/message] [message] role=speakinghero # po: regular english: Try destroying the darned thing. message= _ "Try destroyin’ the blasted thing." [/message] [message] speaker=Mal Keshar message= _ "<small>(faking pain)</small> Aaargh!" [/message] [message] speaker=unit # po: regular english: My axe can't cut the paper. It's protected by magic! message= _ "Me axe kinna cut tha paper. It be protected by magic!" [/message] [message] role=speakinghero # po: regular english: Yes, but the lich still seems to be hurt. Let's take it and retreat. Maybe the forge can destroy it. message= _ "Aye, but the lich still seems ta be hurtin’. Let’s take it ’n retreat. Maybe tha forge ken destroy it." [/message] [/case] [case] value=orc [message] speaker=unit # po: this orc has bad grammar on purpose message= _ "Me like skull on book. It look good." [/message] [message] role=speakinghero message= _ "Idiot." [/message] [message] speaker=Mal Keshar message= _ "<small>(faking pain)</small> Aaargh!" [/message] [message] speaker=unit # po: still the same orc, still has bad grammar. Uuuuuh is a whine-like sound, indicating disappointment. message= _ "Uuuuuh, I can’t pull skull off book, but lich scream." [/message] [message] speaker=Mal Keshar message= _ "Defend the book, my minions! Aaargh!" [/message] [message] role=speakinghero message= _ "The book must be connected to the lich’s power! Take it and retreat. Once we smash that book, the lich should be destroyed." [/message] [/case] [/switch] [story] title= _ "Epilogue" [part] story= _ "The foolish hero was tricked, and left believing both that the book could be destroyed, and that the lich might be weakened by doing so." {STORYTXT_BACKGROUND end.jpg} [/part] [part] story= _ "Retreating outside the cave, the foolish hero tried to destroy the book. None of the attempts left so much as a single dent or char, yet each one caused another scream to echo from the cave mouth. Eventually, the cave entrance collapsed, and everything was still. Satisfied, the foolish hero left the ruined lair behind, book stowed away safely — and secretly — in his pack." {STORYTXT_BACKGROUND end.jpg} [/part] [part] story= _ "Years pass. Every summer, by the time the mountainous paths and high passes shed their wintry gowns of snow, humans, elves and dwarves patrol to resist orcish raiders. Undead no longer trouble the watches and memories of the lich fade to mere legend." {STORYTXT_BACKGROUND end.jpg} [/part] [part] story= _ "Rumors circulate about a spirit of good fortune that protects these guards. It is said that when attacked by orcs at night, the darkness itself descends to repel the assailants." {STORYTXT_BACKGROUND end.jpg} [/part] [/story] [endlevel] next_scenario=null carryover_report=no save=no linger_mode=no [/endlevel] [/event] [/then] [/if] [/event] # monolith [event] name=moveto [filter] x,y=21,27 id=Mal Keshar [/filter] [if] {VARIABLE_CONDITIONAL timesForever greater_than_equal_to 3} [then] [message] speaker=narrator message= _ "A monolith of black stone, a dark surface reflecting deep shadow infinitely into the night." [/message] [/then] [else] [message] speaker=narrator message= _ "A monolith of black stone, cold and brittle to the touch." [/message] [/else] [/if] [/event] # whirlpool # let's give Mal Keshar at least a bit of character # he's not allllll doom and gloom, is he? [event] name=moveto [filter] x,y=5,5 [/filter] [unit] x,y=5,5 type=Cuttle Fish id=Inky name= _ "female^Inky" gender=female side=4 animate=yes [status] # Will escape upon defeat, won't be eaten unplagueable=yes [/status] [/unit] [message] speaker=Inky # po: this is just some kind of squishy sound that a squid might make message= _ "Gllllbbbg!" [/message] [if] {VARIABLE_CONDITIONAL metInky numerical_equals 0} [then] [message] speaker=Mal Keshar message= _ "A cuttlefish! Perhaps I shall make it my pet." [/message] {VARIABLE metInky 1} [/then] [else] # po: squiddy means "squid-like" in this sentence [message] speaker=Mal Keshar message= _ "We meet again, squiddy one." [/message] [/else] [/if] [/event] [event] name=die [filter] id=Inky [/filter] [if] [not] {VARIABLE_CONDITIONAL second_unit.side numerical_equals 1} [/not] [then] [message] # wmllint: deathcheck off speaker=Inky # wmllint: deathcheck on message= _ "Bloub°°°" [/message] [/then] [elseif] {VARIABLE_CONDITIONAL metInky numerical_equals 1} [then] # yes, Inky is a she [message] speaker=Mal Keshar message= _ "Curses. She got away." [/message] {VARIABLE metInky 2} [/then] [/elseif] [else] # This scenario (Endless_Night) repeats itself. To trigger this branch the player has to kill Inky two times. [message] speaker=Mal Keshar message= _ "It appears that she has evaded me once again." [/message] [/else] [/if] [/event] # reflection pool 3 [event] name=moveto [filter] x,y=20,43 id=Mal Keshar [/filter] [filter_condition] {VARIABLE_CONDITIONAL timesForever greater_than_equal_to 3} [/filter_condition] [switch] variable=reflectionPool [case] value=0 [message] speaker=Mal Keshar message= _ "I remember this place. It swirls with strange energy, like a pool of memories." [/message] [unit] id=Drogan name= _ "Drogan" type=Lieutenant side=5 x,y=21,44 profile=portraits/drogan.png canrecruit=yes unrenamable=yes facing=nw animate=yes [/unit] [message] speaker=Drogan #wmllint: local spelling ol' # po: the first sentence in plain english is: Do you still remember the good old days? In the rest of the text, ’n means "and" message= _ "D’ya still ’member tha good ol’ days? When you were little, ’n yer father had no time fer ya, we used ta train together in tha fields. Just you ’n me fer hours on end, practicin’ with our swords ’n havin’ fun." [/message] [message] speaker=Drogan message= _ "It were so much simpler back then, without yer complicated magic ’n yer crazy education ta mess things up. Don’t ya think so, Malin?" [/message] [delay] time=1500 [/delay] [message] speaker=Mal Keshar message= _ "That name is no longer mine." [/message] [kill] id=Drogan [/kill] {VARIABLE_OP reflectionPool add 1} [/case] [case] value=1 [message] speaker=Mal Keshar message= _ "What does the darkness have in store for me this time?" [/message] [unit] type=Frontier Baroness id=Dela Keshar name= _ "Dela Keshar" profile=portraits/dela.png canrecruit=yes unrenamable=yes side=5 x,y=21,44 animate=yes facing=nw [/unit] [message] speaker=Dela Keshar message= _ "I guess we were never that close, but you were still my brother. When you went to Alduin fer those eight years, I was so lonely, ya know? Bein’ the daughter of a baron, it was real hard to make any real friends. It was always just people tryin’ to be nice and friendly just to get something out of me. People didn’t care about me. They only cared about my title." [/message] [message] speaker=Dela Keshar message= _ "When you first came back from Alduin, I was so, so happy to see ya. I thought you and me and pa could finally be a family again and I’d finally have someone I could talk to as just, you know, a friend. And then ya went and screwed it all up by turnin’ to that dark magic of yours. You don’t know how much that hurt me. You really don’t, Malin." [/message] [delay] time=1500 [/delay] [message] speaker=Mal Keshar message= _ "That is not my name." [/message] [kill] id=Dela Keshar [/kill] {VARIABLE_OP reflectionPool add 1} [/case] [case] value=2 [unit] type=Necromancer id=Darken Volk name= _ "Darken Volk" profile=portraits/darken_volk.png canrecruit=yes unrenamable=yes side=5 x,y=21,44 animate=yes facing=nw [/unit] [message] speaker=Darken Volk message= _ "A necromancer’s existence is a solitary one. Though we may be surrounded by hordes of the undead, it is a scarce occasion that we interact with another truly sentient being. In all my years of travels, you were my first and only apprentice." [/message] [message] speaker=Darken Volk message= _ "I taught you everything I knew. I imparted you with all the power you needed to accomplish your goals. I thought that in return, you would afford me a single, small favor, and that I would not ask more of you. How did you repay me? By betraying me using the very skills I taught you! You are a cursed soul, Mal Keshar the Damned!" [/message] [kill] id=Darken Volk [/kill] [delay] time=1500 [/delay] # he's losing it... [message] speaker=Mal Keshar message= _ "Hah." [/message] [message] speaker=Mal Keshar message= _ "Hahahahaha." [/message] [message] speaker=Mal Keshar message= _ "<i>HAHAHAHAHAHAHAHAHA.</i>" [/message] [delay] time=1500 [/delay] [message] speaker=Mal Keshar message= _ "That is indeed my name." [/message] {VARIABLE_OP reflectionPool add 1} [/case] [else] [message] speaker=narrator message= _ "Mal Keshar stares into the abyss, oddly at ease alone amongst the darkness." [/message] [/else] [/switch] [/event] [event] name=last breath [filter] id=Mal Keshar [/filter] [if] {VARIABLE_CONDITIONAL timesForever greater_than_equal_to 3} # after a few repetitions, we'll let the campaign really end # when Malin dies [then] [if] [have_unit] x,y=$x2,$y2 side=2 [/have_unit] [then] [role] id=Foolish Hero role=speakinghero [/role] [role] side=2 [not] canrecruit=yes [/not] role=second [/role] {VARIABLE hero_type $randomHero} [/then] [else] [role] id=Too Foolish Hero role=speakinghero [/role] [role] side=3 [not] canrecruit=yes [/not] role=second [/role] {VARIABLE hero_type $randomHero2} [/else] [/if] [music] name=journeys_end.ogg immediate=yes append=no [/music] [switch] variable=hero_type [case] value=human [message] speaker=Mal Keshar message= _ "Slain by those who were once my countrymen..." [/message] [kill] id=Mal Keshar animate=yes [/kill] [message] role=speakinghero message= _ "His evil deeds have come to an end." [/message] [message] role=second message= _ "Who do you think he was before he was corrupted by the darkness?" [/message] [message] role=speakinghero message= _ "It matters not. He embraced death over life, and thus relinquished his right to mercy. Let us return home; the town will need us to defend against the orcish raids." [/message] [message] role=second message= _ "Yes, sir." [/message] [/case] [case] value=bandit [message] speaker=Mal Keshar message= _ "Darkness descends... and I..." [/message] [kill] id=Mal Keshar animate=yes [/kill] [message] role=speakinghero message= _ "It’s done. He’ll trouble us no more." [/message] [message] role=second message= _ "Who do you think he was before becoming a lich?" [/message] [message] role=speakinghero message= _ "Likely one of those arrogant mages who think themselves superior to everyone else. He probably learned necromancy just to subjugate people like us." [/message] [message] role=second message= _ "So he was an evil tyrant. How dreadful." [/message] [message] role=speakinghero message= _ "Probably. Anyway, there’s no use in dwelling upon one so wicked. Let’s go." [/message] [/case] [case] value=elf [message] speaker=Mal Keshar message= _ "Darkness descends... and I..." [/message] [kill] id=Mal Keshar animate=yes [/kill] [message] role=speakinghero message= _ "Well, that is the end of his evil ways." [/message] [message] role=second message= _ "I wonder who this lich was in life before he turned to the evil that is undeath." [/message] [message] role=speakinghero message= _ "A selfish human, only greedy for power while utterly indifferent to anything but himself. A necromancer’s only purpose is to work for their own gain, nothing else." [/message] [message] role=second message= _ "Pure evil, that is what they are." [/message] [message] role=speakinghero message= _ "Indeed. We need not afford this one any compassion. Let us leave this miserable place." [/message] [/case] [case] value=dwarf [message] speaker=Mal Keshar message= _ "Darkness descends... and I..." [/message] [kill] id=Mal Keshar animate=yes [/kill] [message] role=speakinghero # po: regular english - the lich is nothing but a pile of bones now message= _ "Tha lich be nae but a pile o’ bones now." [/message] [message] role=second # po: regular english - I wonder what kind of human he was in life message= _ "I wonder what kind o’ human he did be in life." [/message] [message] role=speakinghero # po: regular english - I guess he was some crazy mage who wanted to make other humans his slaves. Why else do you think he would turn to dark magic? message= _ "Me guess be that he be some loonie mage who wanted ta make other humans inta ’is slaves. Why else d’ye think tha lad woul’ turn ta dark magic?" [/message] [message] role=second # po: regular english - I don't know. You think the lich's castle can be useful message= _ "I dinna know. Ye think tha lich’s castle ken be useful?" [/message] [message] role=speakinghero # po: regular english - Yes. Let's get to work. message= _ "Aye. Let’s git to workin’." [/message] [/case] [case] value=orc [message] speaker=Mal Keshar message= _ "Felled by an orc... so it ends... like this..." [/message] [kill] id=Mal Keshar animate=yes [/kill] [message] role=speakinghero message= _ "The lich is dead! I have finally avenged my father." [/message] [message] role=second message= _ "Who you think he was, boss?" [/message] [message] role=speakinghero message= _ "Just some angst-ridden mage who turned to dark magic when he swore some stupid quest for revenge upon us. Amusing that he was more bothersome in death than in life. Annoying that it took so long to kill him." [/message] # easter egg text [if] [variable] name=x1 numerical_equals=17 [/variable] [and] [variable] name=y1 numerical_equals=27 [/variable] [/and] [and] [variable] name=timesForever greater_than=5 [/variable] [/and] [then] [message] role=second message= _ "Boss, look! The lich dropped a shiny book!" [/message] [message] role=speakinghero message= _ "Well, what is it?" [/message] [message] role=second message= _ "I don’t know, but it looks like someone wrote something inside! It says:" [/message] [message] speaker=narrator image=items/book2.png # po: hahaha is Zephrin laughing # po: this line sounds very "modern-day" but that's intentional because it's an easter egg, not meant to be taken strictly at face value message= _ "<i>That stupid memory came back to bother me again today. It was that time at the Academy when Zephrin and I were arguing about orcs. I still remember that hoarse voice of his telling me, ‘Fun story, Malin, but you really should put a disclaimer. You know, to make sure everyone understands no orcs were harmed in the making of this story, hahaha.’ I can still hear his infernal cackling ringing in my head. Sure thing, Zephrin, right... like my whole life was some sort of work of fiction!</i>" [/message] [message] role=speakinghero # po: Bah is an exclamation of disgust or irritation message= _ "Bah! Do these people believe that we are fools? They must think we are all actors in a poorly written drama! I’ve had enough of this. I’m going home." [/message] [/then] [else] [message] role=speakinghero message= _ "Anyway, round up the wolves. I’m going home." [/message] [/else] [/if] [/case] [/switch] [endlevel] next_scenario=null carryover_report=no save=no linger_mode=no [/endlevel] [/then] # Normal defeat condition before sufficient repetitions # putting the HERODEATH_MALIN_LICH macro here doesn't seem to work [else] [message] speaker=unit message= _ "... Then my battle against the orcs is lost!" [/message] [endlevel] result=defeat [/endlevel] [/else] [/if] [/event] [event] name=enemies defeated [endlevel] result=victory bonus=no {NEW_GOLD_CARRYOVER 40} [/endlevel] [/event] [/scenario]
#textdomain wesnoth-did [unit_type] id=Apprentice Mage name=_ "Apprentice Mage" race=human gender=male image="units/apprentice-mage.png" hitpoints=38 movement_type=smallfoot movement=6 experience=60 level=1 alignment=neutral advances_to=Apprentice Necromancer cost=15 usage=mixed fighter description=_ "Trained in swordsmanship as a boy and the magical arts as a young man, Malin Keshar is talented at both but an expert in neither. Although not as powerful as other fighters in direct combat, Malin’s sharp wit often allows him to outsmart his foes without putting himself in much danger." {DEFENSE_ANIM "units/apprentice-mage-defend.png" "units/apprentice-mage-sword.png" {SOUND_LIST:HUMAN_HIT} } die_sound={SOUND_LIST:HUMAN_DIE} [attack] name=short sword #textdomain wesnoth-units description=_ "short sword" #textdomain wesnoth-did icon=attacks/sword-human-short.png type=blade range=melee damage=4 number=3 [/attack] [attack] name=magic blast description=_ "magic blast" icon="attacks/mud-glob.png" # dark missile is next level up type=impact range=ranged [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] damage=6 number=2 [/attack] [attack_anim] [filter_attack] name=magic blast [/filter_attack] start_time=-350 missile_start_time=-100 halo_start_time=-250 [missile_frame] duration=200 image="projectiles/darkmissile-n.png" image_diagonal="projectiles/darkmissile-ne.png" [/missile_frame] [frame] image="units/apprentice-mage-magic-[1~2].png:[75,300]" [/frame] [halo_frame] halo="halo/undead/dark-magic-[1~6].png~O(35%):50" halo_y=10 halo_x=5 auto_vflip=no [/halo_frame] {SOUND:HIT_AND_MISS magic-dark.ogg magic-dark-miss.ogg -100} [/attack_anim] [attack_anim] [filter_attack] name=short sword [/filter_attack] start_time=-175 [frame] image="units/apprentice-mage-sword.png:25" [/frame] [frame] image="units/apprentice-mage-sword-[1~3].png:[75,150,75]" [/frame] [frame] image="units/apprentice-mage.png:50" [/frame] {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -75} [/attack_anim] [recruiting_anim] [filter_second] race=undead [/filter_second] start_time=-375 sound_start_time=-40 [frame] image="units/apprentice-mage-magic-1.png:75" [/frame] [frame] image="units/apprentice-mage-magic-2.png" halo=halo/undead/dark-magic-[1~6].png:50 halo_x,halo_y=12,-6 [/frame] [frame] image="units/apprentice-mage-magic-2.png:50" [/frame] [frame] image="units/apprentice-mage.png:10" [/frame] [sound_frame] sound=magic-dark.ogg [/sound_frame] [/recruiting_anim] [/unit_type]
#textdomain wesnoth-did [unit_type] id=Apprentice Necromancer name=_ "Apprentice Necromancer" race=human image="units/apprentice-necromancer.png" hitpoints=52 movement_type=smallfoot movement=6 experience=90 level=2 alignment=neutral advances_to=Dark Mage gender=male usage=mixed fighter description=_ "Under Darken Volk’s tutelage, Malin has become adept at wielding necromancy both as a tool to raise an army of undead, and as a means to increase his own, personal power. Malin’s focus on improving his magical prowess has left little time for him to improve his swordsmanship, but he still holds on to his short sword as his melee weapon of choice." {DEFENSE_ANIM "units/apprentice-necromancer-defend.png" "units/apprentice-necromancer.png" {SOUND_LIST:HUMAN_HIT} } die_sound={SOUND_LIST:HUMAN_DIE} [attack] name=short sword #textdomain wesnoth-units description=_ "short sword" icon=attacks/sword-human-short.png type=blade range=melee damage=6 number=3 [/attack] [attack] name=chill wave description=_"chill wave" type=cold [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] range=ranged damage=13 number=2 icon=attacks/iceball.png [/attack] [attack] name=shadow wave description=_"shadow wave" #textdomain wesnoth-did type=arcane [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] range=ranged damage=9 number=2 icon=attacks/dark-missile.png [/attack] [attack_anim] [filter_attack] name=chill wave [/filter_attack] {MISSILE_FRAME_CHILL_WAVE 0 -5} start_time=-355 [frame] image="units/apprentice-necromancer-magic-[1~2].png:75" [/frame] [frame] image="units/apprentice-necromancer-magic-3.png" halo=halo/undead/black-magic-[1~5].png:[75*4,50] [/frame] {SOUND:HIT_AND_MISS magic-dark.ogg magic-dark-miss.ogg -120} [frame] image="units/apprentice-necromancer-magic-[2~1].png:50" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=shadow wave [/filter_attack] {MISSILE_FRAME_SHADOW_WAVE} start_time=-675 [frame] image="units/apprentice-necromancer-magic-[1~2].png:75" [/frame] [frame] image="units/apprentice-necromancer-magic-3.png" halo=halo/undead/black-magic-[1~5].png:[75*4,50] [/frame] [frame] image="units/apprentice-necromancer-magic-3.png:200" [/frame] {SOUND:HIT_AND_MISS magic-dark.ogg magic-dark-miss.ogg -120} [frame] image="units/apprentice-necromancer-magic-[2~1].png:50" [/frame] [frame] image="units/apprentice-necromancer.png:50" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=corpse launch [/filter_attack] {MISSILE_FRAME_SHADOW_WAVE} start_time=-675 [frame] image="units/apprentice-necromancer-magic-[1~2].png:75" [/frame] [frame] image="units/apprentice-necromancer-magic-3.png" halo=halo/undead/black-magic-[1~5].png:[75*4,50] [/frame] [frame] image="units/apprentice-necromancer-magic-3.png:200" [/frame] {SOUND:HIT_AND_MISS magic-dark.ogg magic-dark-miss.ogg -120} [frame] image="units/apprentice-necromancer-magic-[2~1].png:50" [/frame] [frame] image="units/apprentice-necromancer.png:50" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=short sword [/filter_attack] start_time=-225 [frame] image="units/apprentice-necromancer-magic-1.png:50" [/frame] [frame] image="units/apprentice-necromancer-sword-[1~2].png:[100,275]" [/frame] [frame] image="units/apprentice-necromancer.png:75" [/frame] {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -75} [/attack_anim] [recruiting_anim] [filter_second] race=undead [/filter_second] start_time=-300 sound_start_time=-75 [frame] image="units/apprentice-necromancer-magic-[1,2].png:75" [/frame] [frame] image="units/apprentice-necromancer-magic-3.png" halo=halo/undead/black-magic-[1~5].png:[75*4,50] [/frame] [frame] image="units/apprentice-necromancer-magic-[2,1].png:50" [/frame] [frame] image="units/apprentice-necromancer.png:1" [/frame] [sound_frame] sound=magic-dark.ogg [/sound_frame] [/recruiting_anim] [/unit_type]
#textdomain wesnoth-did [unit_type] id=Dark Mage name= _ "Dark Mage" race=human image="units/dark-mage.png" hitpoints=67 movement_type=smallfoot movement=6 experience=150 level=3 alignment=chaotic advances_to=null {AMLA_DEFAULT} cost=50 usage=mixed fighter description= _ "Although Malin’s sword has grown rusty from lack of proper care, he continues to use it for melee combat, perhaps more as a keepsake than an effective weapon. His increasing skill with magic, however, is more than enough to compensate." die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/dark-mage-defend.png" "units/dark-mage.png" {SOUND_LIST:HUMAN_HIT} } [attack] name=short sword #textdomain wesnoth-units description=_ "short sword" icon=attacks/sword-human-short.png type=blade range=melee damage=5 number=3 [/attack] [attack] name=chill wave description=_"chill wave" type=cold [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] range=ranged damage=15 number=2 icon=attacks/iceball.png [/attack] [attack] name=shadow wave description=_"shadow wave" #textdomain wesnoth-did type=arcane [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] range=ranged damage=10 number=2 icon=attacks/dark-missile.png [/attack] [attack_anim] [filter_attack] name=chill wave [/filter_attack] {MISSILE_FRAME_CHILL_WAVE 0 -5} start_time=-355 [frame] image="units/dark-mage-magic-[1~2].png:75" [/frame] [frame] image="units/dark-mage-magic-3.png" halo=halo/undead/black-magic-[1~5].png:[75*4,50] [/frame] {SOUND:HIT_AND_MISS magic-dark.ogg magic-dark-miss.ogg -120} [frame] image="units/dark-mage-magic-[2~1].png:50" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=shadow wave [/filter_attack] {MISSILE_FRAME_SHADOW_WAVE} start_time=-675 [frame] image="units/dark-mage-magic-[1~2].png:75" [/frame] [frame] image="units/dark-mage-magic-3.png" halo=halo/undead/black-magic-[1~5].png:[75*4,50] [/frame] [frame] image="units/dark-mage-magic-3.png:250" [/frame] {SOUND:HIT_AND_MISS magic-dark.ogg magic-dark-miss.ogg -50} [frame] image="units/dark-mage-magic-[2~1].png:50" [/frame] [frame] image="units/dark-mage.png:50" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=corpse launch [/filter_attack] {MISSILE_FRAME_SHADOW_WAVE} start_time=-675 [frame] image="units/dark-mage-magic-[1~2].png:75" [/frame] [frame] image="units/dark-mage-magic-3.png" halo=halo/undead/black-magic-[1~5].png:[75*4,50] [/frame] [frame] image="units/dark-mage-magic-3.png:250" [/frame] {SOUND:HIT_AND_MISS magic-dark.ogg magic-dark-miss.ogg -50} [frame] image="units/dark-mage-magic-[2~1].png:50" [/frame] [frame] image="units/dark-mage.png:50" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=short sword [/filter_attack] start_time=-225 [frame] image="units/dark-mage-magic-1.png:50" [/frame] [frame] image="units/dark-mage-sword-[1~2].png:[100,275]" [/frame] [frame] image="units/dark-mage.png:75" [/frame] {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -75} [/attack_anim] [recruiting_anim] [filter_second] race=undead [/filter_second] start_time=-300 sound_start_time=-75 [frame] image="units/dark-mage-magic-[1,2].png:75" [/frame] [frame] image="units/dark-mage-magic-3.png" halo=halo/undead/black-magic-[1~5].png:[75*4,50] [/frame] [frame] image="units/dark-mage-magic-[2,1].png:50" [/frame] [frame] image="units/dark-mage.png:1" [/frame] [sound_frame] sound=magic-dark.ogg [/sound_frame] [/recruiting_anim] [/unit_type]
#textdomain wesnoth-did [unit_type] # Malin’s older sister, an Outlaw Princess with altered description. # Pictures taken from The Rise of Wesnoth. id=Frontier Baroness name= _ "female^Frontier Baroness" race=human gender=female image="units/neutral-outlaw-princess.png" hitpoints=46 movement_type=elusivefoot movement=7 experience=100 level=2 alignment=neutral advances_to=null {AMLA_DEFAULT} cost=50 [abilities] {ABILITY_SKIRMISHER} [/abilities] usage=mixed fighter description= _ "At Wesnoth’s frontiers, all able-bodied men and women must be able to defend their homes in times of need. Men are most often trained in the use of sword or bow and are used as soldiers who withstand the brunt of orcish assaults to hold the raiders at bay. Women, instead, learn to use the staff and sling and are most effective as scouts and ambushers. The most proficient are powerful skirmishers and are highly adept at reconnaissance, allowing them to often outmaneuver and entrap orcish raiders." die_sound={SOUND_LIST:HUMAN_FEMALE_DIE} [defend] hits=miss [frame] image="units/neutral-outlaw-princess.png:1" [/frame] [frame] image="units/neutral-outlaw-princess-defend-1-[1,2,1].png:[83*2,84]" [/frame] [frame] image="units/neutral-outlaw-princess.png:100" [/frame] [/defend] [defend] hits=hit start_time=-126 sound_start_time=-25 [frame] image="units/neutral-outlaw-princess.png:1,units/neutral-outlaw-princess-defend.png:250,units/neutral-outlaw-princess.png:1" [/frame] [sound_frame] sound={SOUND_LIST:HUMAN_FEMALE_HIT} [/sound_frame] [/defend] [defend] hits=kill start_time=-126 [frame] image="units/neutral-outlaw-princess.png:1,units/neutral-outlaw-princess-defend.png:250,units/neutral-outlaw-princess.png:1" [/frame] [/defend] [attack] name=staff #textdomain wesnoth-units description= _"staff" type=impact range=melee damage=7 number=2 icon=attacks/quarterstaff.png [/attack] [attack] name=sling description= _"sling" #textdomain wesnoth-did type=impact range=ranged damage=6 number=3 icon=attacks/sling.png [/attack] [attack_anim] [filter_attack] name=sling [/filter_attack] start_time=-400 sound_start_time=-400 offset=0.0 [if] hits=yes {MISSILE_FRAME_STONE_HIT 8 -8} [sound_frame] sound=sling.ogg [/sound_frame] [/if] [else] hits=no {MISSILE_FRAME_STONE_MISS 8 -8} [sound_frame] sound=sling-miss.ogg [/sound_frame] [/else] [frame] image="units/neutral-outlaw-princess-attack-sling[1~2].png:[250,200]" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=staff [/filter_attack] start_time=-225 [frame] image="units/neutral-outlaw-princess.png:75" [/frame] [frame] image="units/neutral-outlaw-princess-attack-staff[1~2].png:[75,175]" [/frame] [frame] image="units/neutral-outlaw-princess-defend-1-2.png:50" [/frame] [frame] image="units/neutral-outlaw-princess.png:25" [/frame] {SOUND:HIT_AND_MISS staff.ogg staff-miss.ogg -125} [/attack_anim] [/unit_type]
#textdomain wesnoth-did [unit_type] id=Ghast DiD [base_unit] id=Ghast [/base_unit] advances_to=null experience=90 hide_help=yes do_not_list=yes {AMLA_OPTION_GHOUL_MELEE} {AMLA_OPTION_GHOUL_RESIST} {AMLA_OPTION_CANNIBALIZE1} {AMLA_OPTION_CANNIBALIZE2} {AMLA_OPTION_DEATH_CLOUD} {AMLA_DEFAULT} {DID_DEATH_CLOUD} [/unit_type]
#textdomain wesnoth-did # Same as normal, except advances to Necrophage DiD [unit_type] id=Ghoul DiD [base_unit] id=Ghoul [/base_unit] advances_to=Necrophage DiD hide_help=yes do_not_list=yes [/unit_type]
#textdomain wesnoth-did #define MALIN_ADVANCEMENT HP_INCREMENT XP_INCREMENT_E XP_INCREMENT_N XP_INCREMENT_H EFFECT_WML VARIATION_NAME [advancement] max_times=-1 always_display=yes [effect] apply_to=hitpoints increase_total={HP_INCREMENT} increase={HP_INCREMENT} heal_full=no [/effect] [effect] apply_to=max_experience increase={ON_DIFFICULTY {XP_INCREMENT_E} {XP_INCREMENT_N} {XP_INCREMENT_H}} [/effect] [effect] apply_to=variation name={VARIATION_NAME} [/effect] {EFFECT_WML} [/advancement] #enddef #define MALIN_ADVANCE HP_INCREMENT XP_INCREMENT_E XP_INCREMENT_N XP_INCREMENT_H EFFECT_WML TYPE_NAME [advancement] max_times=-1 always_display=yes [effect] apply_to=hitpoints increase_total={HP_INCREMENT} increase={HP_INCREMENT} heal_full=no [/effect] [effect] apply_to=max_experience increase={ON_DIFFICULTY {XP_INCREMENT_E} {XP_INCREMENT_N} {XP_INCREMENT_H}} [/effect] [effect] apply_to=type name={TYPE_NAME} [/effect] {EFFECT_WML} [/advancement] #enddef #define AUTO_ADVANCE HP_INCREMENT EXP_E EXP_N EXP_H VARIATION_NAME [advancement] max_times=-1 always_display=yes description= _ "Increased hitpoints" image=icons/potion_red_medium.png [effect] apply_to=hitpoints increase_total={HP_INCREMENT} increase={HP_INCREMENT} heal_full=no [/effect] [effect] apply_to=variation name={VARIATION_NAME} [/effect] [effect] apply_to=max_experience increase={ON_DIFFICULTY {EXP_E} {EXP_N} {EXP_H}} [/effect] [/advancement] #enddef ############## LEVEL 1 ADVANCEMENTS ############## #define AM_MELEE VARIANT_NAME {MALIN_ADVANCEMENT 2 11 13 15 ( id=am_melee description= _ "+1 melee damage" image=attacks/sword-human-short.png [effect] apply_to=attack range=melee increase_damage=1 [/effect] ) {VARIANT_NAME}} #enddef #define AM_RANGED VARIANT_NAME {MALIN_ADVANCEMENT 2 8 10 12 ( id=am_ranged description= _ "+1 ranged damage" image=attacks/mud-glob.png [effect] apply_to=attack range=ranged increase_damage=1 [/effect] ) {VARIANT_NAME}} #enddef #define MALIN_MELEE_MAGICAL VARIANT_NAME {MALIN_ADVANCEMENT 0 16 19 22 ( id=malin_melee_magical description= _ "Malin’s sword gains the magical special" exclude_amla=malin_melee_magical image=attacks/magic-missile.png [effect] apply_to=attack range=melee [set_specials] {WEAPON_SPECIAL_MAGICAL} mode=append [/set_specials] [/effect] ) {VARIANT_NAME}} #enddef #define AM_MELEE_ADVANCE {MALIN_ADVANCE 2 10 12 14 ( id=am_melee_advance description= _ "+1 melee damage" image=attacks/sword-human-short.png [effect] apply_to=attack range=melee increase_damage=1 [/effect] [effect] apply_to=max_experience set=15 [/effect] ) MalinNecromancer} #enddef #define AM_RANGED_ADVANCE {MALIN_ADVANCE 2 8 10 12 ( id=am_ranged_advance description= _ "+1 ranged damage" image=attacks/mud-glob.png [effect] apply_to=attack range=ranged increase_damage=1 [/effect] [effect] apply_to=max_experience increase=-100% [/effect] [effect] apply_to=max_experience set=15 [/effect] ) MalinNecromancer} #enddef ############## LEVEL 2 ADVANCEMENTS ############## #define MALIN_MELEE_PLAGUE VARIANT_NAME {MALIN_ADVANCEMENT 4 32 35 38 ( id=malin_melee_plague description= _ "Malin’s sword gains the plague special" exclude_amla=malin_melee_plague image=attacks/staff-necromantic.png [effect] apply_to=attack range=melee [set_specials] {WEAPON_SPECIAL_PLAGUE} mode=append [/set_specials] [/effect] [effect] apply_to=attack range=melee increase_damage=1 [/effect] ) {VARIANT_NAME}} #enddef #define MALIN_RANGED VARIANT_NAME {MALIN_ADVANCEMENT -3 45 50 55 ( id=malin_ranged description= _ "+2 ranged damage, but -10% arcane resistance" image=attacks/iceball.png [effect] apply_to=attack range=ranged increase_damage=2 [/effect] [effect] apply_to=resistance [resistance] arcane=10 [/resistance] [/effect] ) {VARIANT_NAME}} #enddef #define MALIN_MELEE_VITALIZE VARIANT_NAME {MALIN_ADVANCEMENT 2 39 43 47 ( id=malin_melee_vitalize description= _ "Malin’s melee attack heals him every hit" exclude_amla=malin_melee_vitalize image=attacks/baneblade.png [effect] apply_to=attack range=melee [set_specials] {WEAPON_SPECIAL_VITALIZE1} mode=append [/set_specials] [/effect] ) {VARIANT_NAME}} #enddef #define MALIN_RANGED_IMPETUITY VARIANT_NAME {MALIN_ADVANCEMENT 2 36 40 44 ( id=malin_ranged_impetuity description= _ "Chill tempest gains the impetuity special" exclude_amla=malin_ranged_impetuity image=attacks/lightning.png [effect] apply_to=attack name=chill wave [set_specials] {WEAPON_SPECIAL_IMPETUITY} mode=append [/set_specials] [/effect] ) {VARIANT_NAME}} #enddef #define MALIN_CORPSE_LAUNCHER VARIANT_NAME {MALIN_ADVANCEMENT 0 36 40 44 ( id=malin_corpse_launcher description= _ "Malin gains a special corpse launching attack" require_amla=malin_melee_plague exclude_amla=malin_corpse_launcher image=attacks/dragonstaff.png [effect] apply_to=new_attack name=corpse launch description= _"corpse launch" type=impact range=ranged damage=0 number=1 [specials] {WEAPON_SPECIAL_CORPSE_LAUNCHER} {WEAPON_SPECIAL_MAGICAL} [/specials] icon=attacks/dragonstaff.png [/effect] ) {VARIANT_NAME}} #enddef #define MALIN_MELEE_ADVANCE {MALIN_ADVANCE 3 28 32 36 ( id=malin_melee_advance description= _ "+2 melee damage" image=attacks/sword-human-short.png [effect] apply_to=attack range=melee increase_damage=2 [/effect] [effect] apply_to=max_experience increase=-100% [/effect] [effect] apply_to=max_experience increase=19 [/effect] ) MalinDarkMage} #enddef #define MALIN_RANGED_ADVANCE {MALIN_ADVANCE -2 30 33 36 ( id=malin_ranged_advance description= _ "+2 ranged damage, but -10% arcane resistance" image=attacks/iceball.png [effect] apply_to=attack range=ranged increase_damage=2 [/effect] [effect] apply_to=resistance [resistance] arcane=10 [/resistance] [/effect] [effect] apply_to=max_experience set=20 [/effect] ) MalinDarkMage} #enddef #define MALIN_RESIST_ADVANCE {MALIN_ADVANCE 5 40 44 48 ( id=malin_resist_advance description= _ "Malin gains +10% resistance to blade and pierce, but loses -10% resistance to arcane" image=icons/rusty_targ.png [effect] apply_to=resistance [resistance] blade=-10 pierce=-10 arcane=10 [/resistance] [/effect] [effect] apply_to=max_experience set=20 [/effect] ) MalinDarkMage} #enddef ############## LEVEL 3 ADVANCEMENTS ############## #define MALIN_RESIST VARIANT_NAME {MALIN_ADVANCEMENT 3 40 44 48 ( id=malin_resist description= _ "Malin gains +10% resistance to blade and pierce, but loses -10% resistance to arcane" image=icons/rusty_targ.png [effect] apply_to=resistance [resistance] blade=-10 pierce=-10 arcane=10 [/resistance] [/effect] ) {VARIANT_NAME}} #enddef #define MALIN_MELEE_VITALIZE2 VARIANT_NAME {MALIN_ADVANCEMENT 2 46 50 54 ( id=malin_melee_vitalize2 description= _ "Improves the vitalize special" exclude_amla=malin_melee_vitalize2 require_amla=malin_melee_vitalize image=attacks/baneblade.png [effect] apply_to=attack range=melee remove_specials=did_vitalize1 [/effect] [effect] apply_to=attack range=melee [set_specials] {WEAPON_SPECIAL_VITALIZE2} mode=append [/set_specials] [/effect] ) {VARIANT_NAME}} #enddef #define MALIN_CORPSE_MASTER VARIANT_NAME {MALIN_ADVANCEMENT 4 38 42 46 ( id=malin_corpse_master description= _ "Gains the corpse master ability" image=attacks/touch-zombie.png require_amla=malin_melee_plague exclude_amla=malin_corpse_master [effect] apply_to=new_ability [abilities] {ABILITY_CORPSE_MASTER} [/abilities] [/effect] ) {VARIANT_NAME}} #enddef #define MALIN_RANGED_STRIKES VARIANT_NAME {MALIN_ADVANCEMENT -12 0 0 0 ( id=malin_ranged_strikes description= _ "+1 ranged strikes, but -20% arcane resistance and -12 hp" image=attacks/wail.png [effect] apply_to=attack range=ranged increase_attacks=1 [/effect] [effect] apply_to=resistance [resistance] arcane=20 [/resistance] [/effect] [effect] apply_to=max_experience set=90 [/effect] ) {VARIANT_NAME}} #enddef #define MALIN_RANGED_FERVOR VARIANT_NAME {MALIN_ADVANCEMENT 4 0 0 0 ( id=malin_ranged_fervor description= _ "Shadow wave gains the fervor special and -10% arcane resistance" image=attacks/dark-missile.png [effect] apply_to=attack name=shadow wave [set_specials] {WEAPON_SPECIAL_FERVOR} mode=append [/set_specials] [/effect] [effect] apply_to=resistance [resistance] arcane=10 [/resistance] [/effect] [effect] apply_to=max_experience set=90 [/effect] ) {VARIANT_NAME}} #enddef #define MALIN_CONSUMPTION VARIANT_NAME {MALIN_ADVANCEMENT 3 0 0 0 ( id=malin_consumption description= _ "Gains the consumption ability" image=attacks/curse.png [effect] apply_to=new_ability [abilities] {ABILITY_CONSUMPTION} [/abilities] [/effect] [effect] apply_to=resistance [resistance] arcane=10 [/resistance] [/effect] [effect] apply_to=max_experience set=90 [/effect] ) {VARIANT_NAME}} #enddef ################################################## #define APPRENTICE_MAGE_BASE #ifdef EASY experience=17 #endif #ifdef NORMAL experience=20 #endif #ifdef HARD experience=23 #endif hitpoints=35 advances_to=null [attack] name=short sword #textdomain wesnoth-units description=_ "short sword" #textdomain wesnoth-did icon=attacks/sword-human-short.png type=blade range=melee damage=4 number=3 [/attack] [attack] name=magic blast description=_ "magic blast" icon="attacks/mud-glob.png" # dark missile is next level up type=impact range=ranged [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] damage=5 number=2 [/attack] #enddef #define APPRENTICE_NECROMANCER_BASE hitpoints=40 advances_to=null [attack] name=short sword #textdomain wesnoth-units description=_ "short sword" icon=attacks/sword-human-short.png type=blade range=melee damage=5 number=3 [/attack] [attack] name=chill wave description=_"chill wave" type=cold [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] range=ranged damage=11 number=2 icon=attacks/iceball.png [/attack] [attack] name=shadow wave description=_"shadow wave" #textdomain wesnoth-did type=arcane [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] range=ranged damage=8 number=2 icon=attacks/dark-missile.png [/attack] {DID_CORPSE_LAUNCH} #enddef #define DARK_MAGE_BASE hitpoints=45 advances_to=null [attack] name=short sword #textdomain wesnoth-units description=_ "short sword" icon=attacks/sword-human-short.png type=blade range=melee damage=4 number=3 [/attack] [attack] name=chill wave description=_"chill wave" type=cold [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] range=ranged damage=13 number=2 icon=attacks/iceball.png [/attack] [attack] name=shadow wave description=_"shadow wave" #textdomain wesnoth-did type=arcane [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] range=ranged damage=10 number=2 icon=attacks/dark-missile.png [/attack] {DID_CONSUMPTION} {DID_CORPSE_LAUNCH} #enddef [unit_type] id=Malin Keshar {APPRENTICE_MAGE_BASE} [base_unit] id=Apprentice Mage [/base_unit] [variation] {APPRENTICE_MAGE_BASE} hide_help=yes variation_id=AM1 inherit=yes {AM_MELEE AM2} {AM_RANGED AM2} [/variation] [variation] {APPRENTICE_MAGE_BASE} hide_help=yes variation_id=AM2 inherit=yes {AM_MELEE AM3} {AM_RANGED AM3} {MALIN_MELEE_MAGICAL AM3} [/variation] [variation] {APPRENTICE_MAGE_BASE} hide_help=yes variation_id=AM3 inherit=yes {AM_MELEE_ADVANCE} {AM_RANGED_ADVANCE} [/variation] [/unit_type] [unit_type] id=MalinNecromancer {APPRENTICE_NECROMANCER_BASE} [base_unit] id=Apprentice Necromancer [/base_unit] experience=0 {AUTO_ADVANCE 2 26 29 32 AN1} [variation] {APPRENTICE_NECROMANCER_BASE} hide_help=yes variation_id=AN1 inherit=yes {AM_MELEE AN2} {MALIN_RANGED AN2} {MALIN_RANGED_IMPETUITY AN2} {MALIN_MELEE_MAGICAL AN2} {MALIN_MELEE_PLAGUE AN2} [/variation] [variation] {APPRENTICE_NECROMANCER_BASE} hide_help=yes variation_id=AN2 inherit=yes {MALIN_RANGED_IMPETUITY AN3} {MALIN_CORPSE_LAUNCHER AN3} {MALIN_MELEE_MAGICAL AN3} {MALIN_MELEE_PLAGUE AN3} {MALIN_MELEE_VITALIZE AN3} [/variation] [variation] {APPRENTICE_NECROMANCER_BASE} hide_help=yes variation_id=AN3 inherit=yes {MALIN_MELEE_ADVANCE} {MALIN_RANGED_ADVANCE} {MALIN_RESIST_ADVANCE} [/variation] [/unit_type] [unit_type] id=MalinDarkMage {DARK_MAGE_BASE} [base_unit] id=Dark Mage [/base_unit] experience=0 {AUTO_ADVANCE 3 41 45 49 DM1} [variation] {DARK_MAGE_BASE} hide_help=yes variation_id=DM1 inherit=yes {MALIN_RANGED DM2} {MALIN_RESIST DM2} {MALIN_RANGED_IMPETUITY DM2} {MALIN_CORPSE_LAUNCHER DM2} {MALIN_CORPSE_MASTER DM2} {MALIN_MELEE_VITALIZE DM2} {MALIN_MELEE_VITALIZE2 DM2} [/variation] [variation] {DARK_MAGE_BASE} hide_help=yes variation_id=DM2 inherit=yes {MALIN_RANGED_STRIKES DM3} {MALIN_RANGED_FERVOR DM3} {MALIN_CONSUMPTION DM3} [/variation] [variation] {DARK_MAGE_BASE} hide_help=yes variation_id=DM3 inherit=yes {AMLA_MALIN_KESHAR} [/variation] [/unit_type] #undef MALIN_ADVANCEMENT #undef MALIN_ADVANCE #undef AUTO_ADVANCE #undef AM_MELEE #undef AM_RANGED #undef MALIN_MELEE_MAGICAL #undef AM_MELEE_ADVANCE #undef AM_RANGED_ADVANCE #undef MALIN_RANGED #undef MALIN_MELEE_VITALIZE #undef MALIN_MELEE_PLAGUE #undef MALIN_RANGED_FERVOR #undef MALIN_RANGED_IMPETUITY #undef MALIN_MELEE_ADVANCE #undef MALIN_RANGED_ADVANCE #undef MALIN_RESIST_ADVANCE #undef MALIN_RESIST #undef MALIN_MELEE_VITALIZE2 #undef MALIN_CORPSE_MASTER #undef MALIN_CORPSE_LAUNCHER #undef MALIN_RANGED_STRIKES #undef MALIN_CONSUMPTION #undef APPRENTICE_MAGE_BASE #undef APPRENTICE_NECROMANCER_BASE #undef DARK_MAGE_BASE
#textdomain wesnoth-did #define MAL_KESHAR_ADVANCEMENT HP_INCREMENT XP_INCREMENT_E XP_INCREMENT_N XP_INCREMENT_H EFFECT_WML VARIATION_NAME [advancement] max_times=-1 always_display=yes [effect] apply_to=hitpoints increase_total={HP_INCREMENT} increase={HP_INCREMENT} heal_full=no [/effect] #ifdef EASY [effect] apply_to=max_experience increase={XP_INCREMENT_E} [/effect] #endif #ifdef NORMAL [effect] apply_to=max_experience increase={XP_INCREMENT_N} [/effect] #endif #ifdef HARD [effect] apply_to=max_experience increase={XP_INCREMENT_H} [/effect] #endif [effect] apply_to=variation name={VARIATION_NAME} [/effect] {EFFECT_WML} [/advancement] #enddef ############## LICH ADVANCEMENTS ############## #define LICH_MELEE VARIANT_NAME {MAL_KESHAR_ADVANCEMENT 4 14 17 20 ( id=lich_melee description= _ "+1 melee damage" image=attacks/touch-undead.png [effect] apply_to=attack name=touch increase_damage=1 [/effect] ) {VARIANT_NAME}} #enddef #define LICH_RANGED VARIANT_NAME {MAL_KESHAR_ADVANCEMENT 2 22 26 30 ( id=lich_ranged description= _ "+1 ranged damage" image=attacks/dark-missile.png [effect] apply_to=attack range=ranged increase_damage=1 [/effect] ) {VARIANT_NAME}} #enddef #define LICH_MOVEMENT VARIANT_NAME {MAL_KESHAR_ADVANCEMENT 3 17 21 25 ( id=lich_movement_melee description= _ "+1 movement" image=icons/sandals.png [effect] apply_to=movement increase=1 [/effect] ) {VARIANT_NAME}} #enddef ############## ANCIENT LICH ABILITIES ############## #define ANCIENT_LICH_MALICE VARIANT_NAME {MAL_KESHAR_ADVANCEMENT 0 50 55 60 ( id=ancient_lich_malice description= _ "Nearby undead units gain 20% damage" image=attacks/wail.png [effect] apply_to=new_ability [abilities] {ABILITY_MALICE1} [/abilities] [/effect] ) {VARIANT_NAME}} #enddef #define ANCIENT_LICH_RESIST VARIANT_NAME {MAL_KESHAR_ADVANCEMENT 0 70 75 80 ( id=ancient_lich_resist description= _ "Gains +10% resistance to blade, impact, and pierce" image=icons/potion_red_medium.png [effect] apply_to=resistance [resistance] blade=-10 impact=-10 pierce=-10 [/resistance] [/effect] ) {VARIANT_NAME}} #enddef #define ANCIENT_LICH_NOVA VARIANT_NAME {MAL_KESHAR_ADVANCEMENT 2 0 0 0 ( id=ancient_lich_nova description= _ "Chill tempest gains area of effect damage" image=attacks/iceball.png [effect] apply_to=attack name=chill tempest [set_specials] {WEAPON_SPECIAL_FROST_NOVA} mode=append [/set_specials] [/effect] [effect] apply_to=max_experience set=90 [/effect] ) {VARIANT_NAME}} #enddef #define ANCIENT_LICH_SPELLBIND VARIANT_NAME {MAL_KESHAR_ADVANCEMENT 4 0 0 0 ( id=ancient_lich_spellbind description= _ "Shadow wave reduces incoming magic damage" image=attacks/dark-missile.png [effect] apply_to=attack name=shadow wave [set_specials] {WEAPON_SPECIAL_SPELLBIND} mode=append [/set_specials] [/effect] [effect] apply_to=attack name=shadow wave increase_damage=1 [/effect] [effect] apply_to=max_experience set=90 [/effect] ) {VARIANT_NAME}} #enddef #define ANCIENT_LICH_REND VARIANT_NAME {MAL_KESHAR_ADVANCEMENT 5 0 0 0 ( id=ancient_lich_blood description= _ "Drain HP from nearby enemies, but lose HP every turn" image=attacks/curse.png [effect] apply_to=new_ability [abilities] {ABILITY_SOUL_REND} [/abilities] [/effect] [effect] apply_to=attack name=touch remove_specials=drains [/effect] [effect] apply_to=attack name=touch [set_specials] {WEAPON_SPECIAL_REAP} mode=append [/set_specials] [/effect] [effect] apply_to=attack name=touch increase_damage=1 [/effect] [effect] apply_to=max_experience set=90 [/effect] ) {VARIANT_NAME}} #enddef #define MAL_KESHAR_LICH_BASE hitpoints=55 movement=5 #ifdef EASY experience=25 #endif #ifdef NORMAL experience=31 #endif #ifdef HARD experience=37 #endif advances_to=null [movement_costs] cave=1 fungus=1 [/movement_costs] [attack] name=touch description=_"touch" icon=attacks/touch-undead.png type=arcane range=melee damage=7 number=3 [specials] {WEAPON_SPECIAL_DRAIN} [/specials] [/attack] [attack] name=chill tempest description=_"chill tempest" type=cold [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] range=ranged damage=11 number=3 icon=attacks/iceball.png [/attack] [attack] name=shadow wave description=_"shadow wave" type=arcane [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] range=ranged damage=9 number=3 icon=attacks/dark-missile.png [/attack] {DID_FROST_NOVA} {DID_SOUL_REND} {DID_SHADOW_VEIL_HANDLER} #enddef #define MAL_KESHAR_ANCIENT_LICH_BASE name= _ "Ancient Lich" image="units/undead-necromancers/ancient-lich.png" hitpoints=70 movement=5 #ifdef EASY experience=90 #endif #ifdef NORMAL experience=95 #endif #ifdef HARD experience=100 #endif level=4 cost=100 usage=mixed fighter description= _ "A lich that accrues enough power over its newfound immortal lifespan becomes one who can stain souls with despair and sow ruin across the world. Invariably in command of a nigh-limitless horde of risen warriors and undead monsters, a lich of this order has a mastery of dark sorcery that can bring dread to the most storied magi of human and elven kind. Such a figure usually marks a dark and bloody chapter in history, and in those times of need, it is only through the tireless efforts of the most valiant heroes that the rise of an Ancient Lich has not led to the shadows ruling the world for the rest of time." {DEFENSE_ANIM "units/undead-necromancers/ancient-lich-defend.png" "units/undead-necromancers/ancient-lich.png" {SOUND_LIST:LICH_HIT} } [movement_costs] cave=1 fungus=1 [/movement_costs] [attack] name=touch description=_"touch" icon=attacks/touch-undead.png type=arcane range=melee damage=7 number=4 [specials] {WEAPON_SPECIAL_DRAIN} [/specials] [/attack] [attack] name=chill tempest description=_"chill tempest" type=cold [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] range=ranged damage=11 number=5 icon=attacks/iceball.png [/attack] [attack] name=shadow wave description=_"shadow wave" type=arcane [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] range=ranged damage=8 number=5 icon=attacks/dark-missile.png [/attack] [idle_anim] {STANDARD_IDLE_FILTER} start_time=0 [frame] duration=2310 image="units/undead-necromancers/ancient-lich.png" halo=halo/undead/idle-flash-[1~21].png halo_x=6~0,0 halo_y=-6~0,0 [/frame] [/idle_anim] [recruiting_anim] [filter_second] race=undead [/filter_second] start_time=-300 [frame] image="units/undead-necromancers/ancient-lich-magic-[1,2].png:75" [/frame] [frame] image="units/undead-necromancers/ancient-lich-magic-3.png" halo=halo/undead/black-magic-[1~5].png:[75*4,50] [/frame] sound_start_time=-75 [sound_frame] sound=magic-dark-big.ogg [/sound_frame] [frame] image="units/undead-necromancers/ancient-lich-magic-[2,1].png:50" [/frame] [frame] image="units/undead-necromancers/ancient-lich.png:1" [/frame] [/recruiting_anim] [attack_anim] [filter_attack] name=chill tempest [/filter_attack] offset=0 {MISSILE_FRAME_CHILL_TEMPEST 0 -15} start_time=-355 [frame] image="units/undead-necromancers/ancient-lich-magic-[1,2].png:75" [/frame] [frame] image="units/undead-necromancers/ancient-lich-magic-3.png" halo=halo/undead/black-magic-[1~5].png:[75*4,50] [/frame] {SOUND:HIT_AND_MISS magic-dark-big.ogg magic-dark-big-miss.ogg -150} [frame] image="units/undead-necromancers/ancient-lich-magic-[2,1].png:50" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=shadow wave [/filter_attack] {MISSILE_FRAME_SHADOW_WAVE} start_time=-675 [frame] image="units/undead-necromancers/ancient-lich-magic-[1,2].png:75" [/frame] [frame] image="units/undead-necromancers/ancient-lich-magic-3.png" halo=halo/undead/black-magic-[1~5].png:[75*4,50] [/frame] [frame] image="units/undead-necromancers/ancient-lich-magic-3.png:200" [/frame] {SOUND:HIT_AND_MISS magic-dark-big.ogg magic-dark-big-miss.ogg -50} [frame] image="units/undead-necromancers/ancient-lich-magic-[2,1].png:50" [/frame] [frame] image="units/undead-necromancers/ancient-lich.png:50" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=touch [/filter_attack] start_time=-250 [frame] image="units/undead-necromancers/ancient-lich.png:50" [/frame] [frame] image="units/undead-necromancers/ancient-lich-melee-[1~2].png:[100,200]" [/frame] {SOUND:HIT_AND_MISS wail-sml.wav {SOUND_LIST:MISS} -100} [frame] image="units/undead-necromancers/ancient-lich-magic-1.png:75" [/frame] [frame] image="units/undead-necromancers/ancient-lich.png:75" [/frame] [/attack_anim] #enddef [unit_type] id=Mal Keshar [base_unit] id=Lich [/base_unit] {MAL_KESHAR_LICH_BASE} ########## LEVEL 3 ########## [variation] {MAL_KESHAR_LICH_BASE} hide_help=yes variation_id=MKL1 inherit=yes {LICH_MELEE MKL2} {LICH_RANGED MKL2} [/variation] [variation] {MAL_KESHAR_LICH_BASE} hide_help=yes variation_id=MKL2 inherit=yes {LICH_MELEE MKL3MELEE} {LICH_RANGED MKL3RANGED} [/variation] [variation] {MAL_KESHAR_LICH_BASE} hide_help=yes variation_id=MKL3MELEE inherit=yes {LICH_RANGED MKL4} {LICH_MOVEMENT MKL4} [/variation] [variation] {MAL_KESHAR_LICH_BASE} hide_help=yes variation_id=MKL3RANGED inherit=yes {LICH_MELEE MKL4} {LICH_MOVEMENT MKL4} [/variation] ########## LEVEL 4 ########## [variation] {MAL_KESHAR_ANCIENT_LICH_BASE} hide_help=yes variation_id=MKL4 inherit=yes {ANCIENT_LICH_MALICE MKL4MAL} {LICH_MELEE MKL4DMG} {LICH_RANGED MKL4DMG} {LICH_MOVEMENT MKL4MVT} [/variation] [variation] {MAL_KESHAR_ANCIENT_LICH_BASE} hide_help=yes variation_id=MKL4MAL inherit=yes {LICH_MELEE MKL5} {LICH_RANGED MKL5} {LICH_MOVEMENT MKL5} {ANCIENT_LICH_RESIST MKL5} [/variation] [variation] {MAL_KESHAR_ANCIENT_LICH_BASE} hide_help=yes variation_id=MKL4DMG inherit=yes {ANCIENT_LICH_MALICE MKL5} {LICH_MELEE MKL5} {LICH_RANGED MKL5} {LICH_MOVEMENT MKL5} {ANCIENT_LICH_RESIST MKL5} [/variation] [variation] {MAL_KESHAR_ANCIENT_LICH_BASE} hide_help=yes variation_id=MKL4MVT inherit=yes {ANCIENT_LICH_MALICE MKL5} {LICH_MELEE MKL5} {LICH_RANGED MKL5} {ANCIENT_LICH_RESIST MKL5} [/variation] [variation] {MAL_KESHAR_ANCIENT_LICH_BASE} hide_help=yes variation_id=MKL5 inherit=yes {ANCIENT_LICH_NOVA MKL6} {ANCIENT_LICH_SPELLBIND MKL6} {ANCIENT_LICH_REND MKL6} [/variation] [variation] {MAL_KESHAR_ANCIENT_LICH_BASE} hide_help=yes variation_id=MKL6 inherit=yes {AMLA_MAL_KESHAR} [/variation] [/unit_type] #undef MAL_KESHAR_ADVANCEMENT #undef LICH_MELEE #undef LICH_RANGED #undef LICH_MOVEMENT #undef ANCIENT_LICH_MALICE #undef ANCIENT_LICH_RESIST #undef ANCIENT_LICH_NOVA #undef ANCIENT_LICH_SPELLBIND #undef ANCIENT_LICH_REND #undef MAL_KESHAR_LICH_BASE #undef MAL_KESHAR_ANCIENT_LICH_BASE
#textdomain wesnoth-did # Same as normal, except advances to Ghast DiD [unit_type] id=Necrophage DiD [base_unit] id=Necrophage [/base_unit] advances_to=Ghast DiD hide_help=yes do_not_list=yes [/unit_type]
#textdomain wesnoth-did #define GHOST_ADVANCEMENT HP_INCREMENT XP_INCREMENT_E XP_INCREMENT_N XP_INCREMENT_H EFFECT_WML VARIATION_NAME [advancement] max_times=-1 always_display=yes [effect] apply_to=hitpoints increase_total={HP_INCREMENT} increase={HP_INCREMENT} heal_full=no [/effect] #ifdef EASY [effect] apply_to=max_experience increase={XP_INCREMENT_E} [/effect] #endif #ifdef NORMAL [effect] apply_to=max_experience increase={XP_INCREMENT_N} [/effect] #endif #ifdef HARD [effect] apply_to=max_experience increase={XP_INCREMENT_H} [/effect] #endif [effect] apply_to=variation name={VARIATION_NAME} [/effect] {EFFECT_WML} [/advancement] #enddef #define GHOST_ADVANCE HP_INCREMENT XP_INCREMENT_E XP_INCREMENT_N XP_INCREMENT_H EFFECT_WML TYPE_NAME [advancement] max_times=-1 always_display=yes [effect] apply_to=hitpoints increase_total={HP_INCREMENT} increase={HP_INCREMENT} heal_full=no [/effect] #ifdef EASY [effect] apply_to=max_experience increase={XP_INCREMENT_E} [/effect] #endif #ifdef NORMAL [effect] apply_to=max_experience increase={XP_INCREMENT_N} [/effect] #endif #ifdef HARD [effect] apply_to=max_experience increase={XP_INCREMENT_H} [/effect] #endif [effect] apply_to=type name={TYPE_NAME} [/effect] {EFFECT_WML} [/advancement] #enddef #define AUTO_ADVANCE VARIATION_NAME [advancement] max_times=-1 always_display=yes description= _ "+2 HP" image=icons/potion_green_small.png [effect] apply_to=variation name={VARIATION_NAME} [/effect] [effect] apply_to=hitpoints increase_total=2 increase=2 heal_full=no [/effect] #ifdef EASY [effect] apply_to=max_experience increase=44 [/effect] #endif #ifdef NORMAL [effect] apply_to=max_experience increase=49 [/effect] #endif #ifdef HARD [effect] apply_to=max_experience increase=54 [/effect] #endif [/advancement] #enddef ############## GHOST ADVANCEMENTS ############## #define GHOST_MELEE VARIANT_NAME {GHOST_ADVANCEMENT 2 10 12 14 ( id=ghost_melee description= _ "+1 melee damage" image=attacks/touch-undead.png [effect] apply_to=attack name=touch increase_damage=1 [/effect] ) {VARIANT_NAME}} #enddef #define GHOST_RANGED VARIANT_NAME {GHOST_ADVANCEMENT 2 10 12 14 ( id=ghost_ranged description= _ "+1 ranged damage" image=attacks/wail.png [effect] apply_to=attack range=ranged increase_damage=1 [/effect] ) {VARIANT_NAME}} #enddef #define GHOST_MOVEMENT VARIANT_NAME {GHOST_ADVANCEMENT 0 12 14 16 ( id=ghost_movement description= _ "+1 movement" image=icons/sandals.png [effect] apply_to=movement increase=1 [/effect] ) {VARIANT_NAME}} #enddef #define GHOST_MELEE_ADVANCE {GHOST_ADVANCE 1 10 12 14 ( id=ghost_melee_advance description= _ "+1 melee damage" image=attacks/touch-undead.png [effect] apply_to=attack name=touch increase_damage=1 [/effect] [effect] apply_to=max_experience set=15 [/effect] ) Phantom} #enddef #define GHOST_RANGED_ADVANCE {GHOST_ADVANCE 1 10 12 14 ( id=ghost_ranged_advance description= _ "+1 ranged damage" image=attacks/wail.png [effect] apply_to=attack range=ranged increase_damage=1 [/effect] [effect] apply_to=max_experience set=15 [/effect] ) Phantom} #enddef #define GHOST_MOVE_ADVANCE {GHOST_ADVANCE 0 12 14 16 ( id=ghost_move_advance description= _ "+1 movement" image=icons/sandals.png [effect] apply_to=movement increase=1 [/effect] [effect] apply_to=max_experience set=15 [/effect] ) Phantom} #enddef ############## WRAITH ADVANCEMENTS ############## #define WRAITH_MELEE VARIANT_NAME {GHOST_ADVANCEMENT 2 10 12 14 ( id=wraith_melee description= _ "+1 melee damage" image=attacks/baneblade.png [effect] apply_to=attack name=baneblade increase_damage=1 [/effect] ) {VARIANT_NAME}} #enddef #define WRAITH_MALEVOLENCE VARIANT_NAME {GHOST_ADVANCEMENT 1 40 45 50 ( id=wraith_malevolence description= _ "Wail gains the malevolence special" image=attacks/wail.png [effect] apply_to=attack name=wail [set_specials] {WEAPON_SPECIAL_MALEVOLENCE} mode=append [/set_specials] [/effect] ) {VARIANT_NAME}} #enddef #define WRAITH_HYSTERIA VARIANT_NAME {GHOST_ADVANCEMENT 4 50 55 60 ( id=wraith_hysteria description= _ "Wail gains the hysteria special" image=attacks/wail.png [effect] apply_to=attack name=wail [set_specials] {WEAPON_SPECIAL_HYSTERIA} mode=append [/set_specials] [/effect] ) {VARIANT_NAME}} #enddef #define WRAITH_MELEE_ADVANCE {GHOST_ADVANCE 2 10 12 14 ( id=wraith_melee_advance description= _ "+1 melee damage" image=attacks/baneblade.png [effect] apply_to=attack name=baneblade increase_damage=1 [/effect] [effect] apply_to=max_experience set=90 [/effect] ) Eidolon} #enddef #define WRAITH_RANGED_ADVANCE {GHOST_ADVANCE 2 10 12 14 ( id=wraith_ranged_advance description= _ "+1 ranged damage" image=attacks/wail.png [effect] apply_to=attack range=ranged increase_damage=1 [/effect] [effect] apply_to=max_experience set=90 [/effect] ) Eidolon} #enddef #define WRAITH_MALEVOLENCE_ADVANCE {GHOST_ADVANCE 1 40 45 50 ( id=wraith_malevolence_advance description= _ "Wail gains the malevolence special" image=attacks/wail.png [effect] apply_to=attack name=wail [set_specials] {WEAPON_SPECIAL_MALEVOLENCE} mode=append [/set_specials] [/effect] [effect] apply_to=max_experience set=90 [/effect] ) Eidolon} #enddef #define WRAITH_HYSTERIA_ADVANCE {GHOST_ADVANCE 4 50 55 60 ( id=wraith_hysteria_advance description= _ "Wail gains the hysteria special" image=attacks/wail.png [effect] apply_to=attack name=wail [set_specials] {WEAPON_SPECIAL_HYSTERIA} mode=append [/set_specials] [/effect] [effect] apply_to=max_experience set=90 [/effect] ) Eidolon} #enddef #define WRAITH_RESIST_ADVANCE {GHOST_ADVANCE 6 40 45 50 ( id=wraith_resist_advance description= _ "Gains +20% resistance to fire" image=attacks/fire-blast.png [effect] apply_to=resistance [resistance] fire=-20 [/resistance] [/effect] [effect] apply_to=max_experience set=90 [/effect] ) Eidolon} #enddef #define GHOST_BASE name= _ "Spectral Servant" hitpoints=17 movement=6 #ifdef EASY experience=14 #endif #ifdef NORMAL experience=16 #endif #ifdef HARD experience=18 #endif advances_to=null [attack] name=touch description=_"touch" icon=attacks/touch-undead.png type=arcane range=melee damage=5 number=3 [specials] {WEAPON_SPECIAL_DRAIN} [/specials] [/attack] [attack] name=wail description=_"wail" type=cold range=ranged damage=4 number=3 [/attack] #enddef #define WRAITH_BASE name= _ "Phantom" hitpoints=22 movement=6 advances_to=null [attack] name=baneblade description=_"baneblade" # wmllint: no spellcheck (until name->id) type=arcane range=melee damage=6 number=4 [specials] {WEAPON_SPECIAL_DRAIN} [/specials] [/attack] [attack] name=wail description=_"wail" type=cold range=ranged damage=4 number=4 [/attack] #enddef #define SPECTRE_BASE name= _ "Eidolon" hitpoints=27 movement=6 experience=90 advances_to=null [attack] name=baneblade description=_"baneblade" # wmllint: no spellcheck (until name->id) type=arcane range=melee damage=8 number=4 [specials] {WEAPON_SPECIAL_DRAIN} [/specials] [/attack] [attack] name=wail description=_"wail" type=cold range=ranged damage=6 number=4 [/attack] #enddef [unit_type] id=Spectral Servant {GHOST_BASE} [base_unit] id=Ghost [/base_unit] [variation] {GHOST_BASE} hide_help=yes variation_id=SS1 inherit=yes {GHOST_MELEE SS2MELEE} {GHOST_RANGED SS2RANGED} [/variation] [variation] {GHOST_BASE} hide_help=yes variation_id=SS2MELEE inherit=yes {GHOST_RANGED_ADVANCE} {GHOST_MOVE_ADVANCE} [/variation] [variation] {GHOST_BASE} hide_help=yes variation_id=SS2RANGED inherit=yes {GHOST_MELEE_ADVANCE} {GHOST_MOVE_ADVANCE} [/variation] [/unit_type] [unit_type] id=Phantom {WRAITH_BASE} [base_unit] id=Wraith [/base_unit] experience=0 {AUTO_ADVANCE W0} [variation] {WRAITH_BASE} hide_help=yes variation_id=W0 inherit=yes {WRAITH_MALEVOLENCE W1} {WRAITH_HYSTERIA W1} {WRAITH_MELEE W1NOABILITY} {GHOST_RANGED W1NOABILITY} [/variation] [variation] {WRAITH_BASE} hide_help=yes variation_id=W1 inherit=yes {WRAITH_MELEE W2} {GHOST_RANGED W2} {GHOST_MOVEMENT W2} [/variation] [variation] {WRAITH_BASE} hide_help=yes variation_id=W1NOABILITY inherit=yes {WRAITH_MALEVOLENCE W2} {WRAITH_HYSTERIA W2} {WRAITH_MELEE W2NOABILITY} {GHOST_RANGED W2NOABILITY} {GHOST_MOVEMENT W2NOABILITY} [/variation] [variation] {WRAITH_BASE} hide_help=yes variation_id=W2 inherit=yes {WRAITH_MELEE_ADVANCE} {WRAITH_RANGED_ADVANCE} {WRAITH_RESIST_ADVANCE} [/variation] [variation] {WRAITH_BASE} hide_help=yes variation_id=W2NOABILITY inherit=yes {WRAITH_MELEE_ADVANCE} {WRAITH_RANGED_ADVANCE} {WRAITH_MALEVOLENCE_ADVANCE} {WRAITH_HYSTERIA_ADVANCE} [/variation] [/unit_type] [unit_type] id=Eidolon {SPECTRE_BASE} [base_unit] id=Spectre [/base_unit] {AMLA_EIDOLON} [/unit_type] #undef GHOST_ADVANCEMENT #undef GHOST_ADVANCE #undef AUTO_ADVANCE #undef GHOST_MELEE #undef GHOST_RANGED #undef GHOST_MOVEMENT #undef GHOST_MELEE_ADVANCE #undef GHOST_RANGED_ADVANCE #undef GHOST_MOVE_ADVANCE #undef WRAITH_MELEE #undef WRAITH_MALEVOLENCE #undef WRAITH_HYSTERIA #undef WRAITH_MELEE_ADVANCE #undef WRAITH_RANGED_ADVANCE #undef WRAITH_MALEVOLENCE_ADVANCE #undef WRAITH_HYSTERIA_ADVANCE #undef WRAITH_RESIST_ADVANCE #undef GHOST_BASE #undef WRAITH_BASE #undef SPECTRE_BASE
#textdomain wesnoth-did ############## DRAGON ABILITIES ############## #define ABILITY_SOUL_EATER1 [dummy] id=did_soul_eater1 name= _ "soul eater" name_inactive= _ "soul eater" description= _ "This unit heals 4 HP whenever it kills an enemy unit." description_inactive= _ "This unit heals 4 HP whenever it kills an enemy unit." [/dummy] #enddef #define DID_SOUL_EATER1 [event] id=did_soul_eater_die1 name=die first_time_only=no [filter_second] ability=did_soul_eater1 [/filter_second] [heal_unit] [filter] x,y=$x2,$y2 [/filter] amount=4 animate=yes [/heal_unit] [/event] #enddef #define ABILITY_SOUL_EATER2 [dummy] id=did_soul_eater2 name= _ "soul eater" name_inactive= _ "soul eater" description= _ "This unit heals 8 HP whenever it kills an enemy unit." description_inactive= _ "This unit heals 8 HP whenever it kills an enemy unit." [/dummy] #enddef #define DID_SOUL_EATER2 [event] id=did_soul_eater_die2 name=die first_time_only=no [filter_second] ability=did_soul_eater2 [/filter_second] [heal_unit] [filter] x,y=$x2,$y2 [/filter] amount=8 animate=yes [/heal_unit] [/event] #enddef #define ABILITY_SOUL_EATER3 [damage] id=did_soul_eater3 name= _ "soul eater" name_inactive= _ "soul eater" description= _ "This unit gains 15% damage on offense and heals 12 HP whenever it kills an enemy unit." description_inactive= _ "This unit gains 15% damage on offense and heals 12 HP whenever it kills an enemy unit." multiply=1.15 active_on=offense [/damage] #enddef #define DID_SOUL_EATER3 [event] id=did_soul_eater_die3 name=die first_time_only=no [filter_second] ability=did_soul_eater3 [/filter_second] [heal_unit] [filter] x,y=$x2,$y2 [/filter] amount=12 animate=yes [/heal_unit] [/event] #enddef ############## LICH ABILITIES ############## #define ABILITY_MALICE1 [leadership] id=did_malice1 value=20 cumulative=no affect_self=no name= _ "malice" description= _ "This unit increases the damage of nearby undead units by 20%." [affect_adjacent] adjacent=n,ne,se,s,sw,nw [filter] race=undead [/filter] [/affect_adjacent] [/leadership] #enddef #define ABILITY_MALICE2 [leadership] id=did_malice2 value=40 cumulative=no affect_self=no name= _ "malice" description= _ "This unit increases the damage of nearby undead units by 40%." [affect_adjacent] adjacent=n,ne,se,s,sw,nw [filter] race=undead [/filter] [/affect_adjacent] [/leadership] #enddef #define ABILITY_SHADOW_VEIL [dummy] id=did_shadow_veil name= _ "shadow veil" name_inactive= _ "shadow veil" description= _ "Allied undead units within a 5 hex radius are hidden." description_inactive= _ "Allied undead units within a 5 hex radius are hidden." [/dummy] #enddef #define ABILITY_SHADOW_VEIL_HELPER SIDE [hides] id=did_shadow_veil_helper [filter] [filter_location] radius=5 [filter] ability=did_shadow_veil [filter_side] [allied_with] side={SIDE} [/allied_with] [/filter_side] [/filter] [/filter_location] [/filter] [/hides] #enddef #define DID_SHADOW_VEIL_HANDLER [event] id=did_shadow_veil_unit_placed name=unit placed first_time_only=no [filter] side=1 race=undead [not] ability=did_shadow_veil_helper [/not] [/filter] [filter_condition] [have_unit] ability=did_shadow_veil side=1 [/have_unit] [/filter_condition] [modify_unit] [filter] x,y=$x1,$y1 [not] ability=did_shadow_veil_helper [or] ability=did_shadow_veil [/or] [/not] [/filter] [object] duration=scenario [effect] apply_to=new_ability [abilities] {ABILITY_SHADOW_VEIL_HELPER $unit.side} [/abilities] [/effect] [/object] [/modify_unit] [/event] [event] id=did_shadow_veil_malkeshar name=post advance first_time_only=yes [filter] type=Mal Keshar ability=did_shadow_veil [/filter] [modify_unit] [filter] race=undead [not] ability=did_shadow_veil_helper [or] ability=did_shadow_veil [/or] [/not] [filter_side] [allied_with] side=$unit.side [/allied_with] [/filter_side] [/filter] [object] take_only_once=no duration=scenario [effect] apply_to=new_ability [abilities] {ABILITY_SHADOW_VEIL_HELPER $this_unit.side} [/abilities] [/effect] [/object] [/modify_unit] [/event] #enddef #define WEAPON_SPECIAL_FROST_NOVA [dummy] id=did_frost_nova name= _ "frost nova" name_inactive= _ "frost nova" description= _ "On offense, this attack will additionally deal 70% of its damage in cold damage to all enemies adjacent to the target." description_inactive= _ "On offense, this attack will additionally deal 70% of its damage in cold damage to all enemies adjacent to the target." [/dummy] #enddef #define DID_FROST_NOVA [event] name=attacker_hits first_time_only=no [filter_attack] special_id=did_frost_nova [/filter_attack] [store_unit] [filter] [filter_adjacent] x,y=$x2,$y2 is_enemy=no [/filter_adjacent] [not] x,y=$x2,$y2 [/not] [/filter] variable=opp [/store_unit] {VARIABLE frost_damage $damage_inflicted} {VARIABLE_OP frost_damage multiply 0.7} [foreach] array=opp [do] [sound] name="magic-dark.ogg" [/sound] [harm_unit] [filter] x,y=$opp[$i].x,$opp[$i].y [/filter] fire_event=yes animate=yes amount=$frost_damage damage_type=cold delay=25 [/harm_unit] [if] [have_unit] x,y=$opp[$i].x,$opp[$i].y [/have_unit] [else] {VARIABLE exp $opp[$i].level} {VARIABLE_OP exp multiply 8} {VARIABLE_OP unit.experience add "$(max(4, $exp))"} {CLEAR_VARIABLE exp} [unstore_unit] variable=unit find_vacant=no [/unstore_unit] [/else] [/if] [/do] [/foreach] {CLEAR_VARIABLE opp} {CLEAR_VARIABLE frost_damage} [/event] #enddef #define WEAPON_SPECIAL_SPELLBIND [damage] id=did_spellbind name= _ "spell bind" name_inactive= _ "spell bind" description= _ "When this attack is used, the damage taken from fire, cold, and arcane attacks will be reduced by 60%." description_inactive= _ "When this attack is used, the damage taken from fire, cold, and arcane attacks will be reduced by 60%." [filter_opponent] [filter_weapon] type=fire,cold,arcane [/filter_weapon] [/filter_opponent] apply_to=opponent multiply=0.4 [/damage] #enddef #define WEAPON_SPECIAL_REAP [drains] id=did_reap value=70 name= _ "reap" description= _ "This unit heals for 70% of the damage this attack deals." [/drains] #enddef #define ABILITY_SOUL_REND [dummy] id=did_soul_rend name= _ "soul rend" name_inactive= _ "soul rend" description= _ "Every turn, this unit loses 5 hitpoints, but drains 4 hitpoints from each adjacent enemy." description_inactive= _ "Every turn, this unit loses 5 hitpoints, but drains 4 hitpoints from each adjacent enemy." [/dummy] #enddef #define DID_SOUL_REND [event] name=new turn first_time_only=no [store_unit] [filter] [filter_adjacent] ability=did_soul_rend is_enemy=yes [/filter_adjacent] [/filter] variable=opp [/store_unit] [store_unit] [filter] ability=did_soul_rend [/filter] variable=runit [/store_unit] [harm_unit] [filter] ability=did_soul_rend [/filter] amount=5 animate=no kill=no [/harm_unit] [floating_text] x,y=$runit.x,$runit.y color=255,0,0 text=5 [/floating_text] {VARIABLE counter 0} [foreach] array=opp [do] {VARIABLE_OP counter add 1} [sound] name="poison.ogg" [/sound] [harm_unit] [filter] x,y=$opp[$i].x,$opp[$i].y [/filter] fire_event=yes animate=yes amount=4 delay=25 [/harm_unit] [if] [have_unit] x,y=$opp[$i].x,$opp[$i].y [/have_unit] [else] {VARIABLE exp $opp[$i].level} {VARIABLE_OP exp multiply 8} {VARIABLE_OP runit.experience add $exp} {CLEAR_VARIABLE exp} [unstore_unit] variable=runit find_vacant=no [/unstore_unit] [/else] [/if] [/do] [/foreach] {VARIABLE_OP counter multiply 4} [heal_unit] [filter] ability=did_soul_rend [/filter] amount=$counter animate=yes [/heal_unit] {CLEAR_VARIABLE opp} {CLEAR_VARIABLE runit} {CLEAR_VARIABLE counter} [/event] #enddef ############## SPECTRAL SERVANT ABILITIES ############## #define WEAPON_SPECIAL_MALEVOLENCE [damage] id=did_malevolence name= _ "malevolence" name_inactive= _ "malevolence" description= _ "This attack gains 50% damage on offense, but causes this unit to lose 1 hp per hit." description_inactive= _ "This attack gains 50% damage on offense, but causes this unit to lose 1 hp per hit." multiply=1.5 active_on=offense [/damage] [heal_on_hit] id=did_malevolence_anti_heal value=-1 active_on=offense [/heal_on_hit] #enddef #define WEAPON_SPECIAL_HYSTERIA [swarm] id=did_hysteria name= _ "hysteria" description= _ "This attack gains up to 10 strikes when this unit is wounded." swarm_attacks_min=10 [/swarm] #enddef #define ABILITY_SORROW1 [leadership] id=sorrow value=-20 cumulative=no name= _ "sorrow" description= _ "Adjacent enemy units do 20% less damage." affect_self=no affect_allies=no affect_enemies=yes [affect_adjacent] adjacent=n,ne,se,s,sw,nw [/affect_adjacent] [/leadership] #enddef #define ABILITY_SORROW2 [leadership] id=sorrow value=-40 cumulative=no name= _ "sorrow" description= _ "Adjacent enemy units do 40% less damage." affect_self=no affect_allies=no affect_enemies=yes [affect_adjacent] adjacent=n,ne,se,s,sw,nw [/affect_adjacent] [/leadership] #enddef ############## MALIN KESHAR ABILITIES ############## #define WEAPON_SPECIAL_VITALIZE1 [heal_on_hit] id=did_vitalize1 value=2 name= _ "vitalize" description= _ "This unit heals 2 HP every time this attack hits." [/heal_on_hit] #enddef #define WEAPON_SPECIAL_VITALIZE2 [heal_on_hit] id=did_vitalize2 value=4 name= _ "vitalize" description= _ "This unit heals 4 HP every time this attack hits." [/heal_on_hit] #enddef #define WEAPON_SPECIAL_FERVOR [attacks] id=did_fervor name= _ "fervor" name_inactive= _ "fervor" description= _ "This attack gains 2 attacks on offense, but causes this unit to lose 4 hp per hit." description_inactive= _ "This attack gains 2 attacks on offense, but causes this unit to lose 4 hp per hit." add=2 active_on=offense [/attacks] [heal_on_hit] id=did_fervor_anti_heal value=-4 active_on=offense [/heal_on_hit] #enddef #define WEAPON_SPECIAL_IMPETUITY [attacks] id=did_impetuity name= _ "impetuity" name_inactive= _ "impetuity" description= _ "This attack loses one strike on offense but deals three times the normal damage." description_inactive= _ "This attack loses one strike on offense but deals three times the normal damage." sub=1 active_on=offense [/attacks] [damage] id=did_impetuity_damage multiply=3 active_on=offense [/damage] #enddef #define WEAPON_SPECIAL_CORPSE_LAUNCHER [attacks] id=did_corpse_launcher name= _ "corpse launcher" description= _ "On offense, enemies cannot retaliate against this attack. This attack consumes 3 HP from each nearby allied corpse to deal 11 impact damage (per corpse) to the target on top of this attack’s base damage." value=0 cumulative=no apply_to=opponent active_on=offense [/attacks] [damage] id=did_corpse_damage add=11 active_on=offense [filter_self] [filter_adjacent] count=1 type=Walking Corpse,Soulless is_enemy=no [/filter_adjacent] [/filter_self] [/damage] [damage] id=did_corpse_damage add=22 active_on=offense [filter_self] [filter_adjacent] count=2 type=Walking Corpse,Soulless is_enemy=no [/filter_adjacent] [/filter_self] [/damage] [damage] id=did_corpse_damage add=33 active_on=offense [filter_self] [filter_adjacent] count=3 type=Walking Corpse,Soulless is_enemy=no [/filter_adjacent] [/filter_self] [/damage] [damage] id=did_corpse_damage add=44 active_on=offense [filter_self] [filter_adjacent] count=4 type=Walking Corpse,Soulless is_enemy=no [/filter_adjacent] [/filter_self] [/damage] [damage] id=did_corpse_damage add=55 active_on=offense [filter_self] [filter_adjacent] count=5 type=Walking Corpse,Soulless is_enemy=no [/filter_adjacent] [/filter_self] [/damage] [damage] id=did_corpse_damage add=66 active_on=offense [filter_self] [filter_adjacent] count=6 type=Walking Corpse,Soulless is_enemy=no [/filter_adjacent] [/filter_self] [/damage] #enddef #define DID_CORPSE_LAUNCH [event] id=did_corpse_launch_handler name=attacker_hits first_time_only=no [filter_attack] special_id=did_corpse_launcher [/filter_attack] [store_unit] [filter] type=Walking Corpse,Soulless [filter_adjacent] x,y=$x1,$y1 is_enemy=no [/filter_adjacent] [not] x,y=$x1,$y1 [/not] [/filter] variable=zombie [/store_unit] [foreach] array=zombie [do] [harm_unit] [filter] x,y=$zombie[$i].x,$zombie[$i].y [/filter] fire_event=yes animate=no kill=no amount=3 delay=25 [/harm_unit] [/do] [/foreach] {CLEAR_VARIABLE zombie} [/event] #enddef #define ABILITY_CONSUMPTION [leadership] id=did_consumption value=25 cumulative=no affect_self=yes name= _ "consumption" description= _ "At night, this unit and adjacent allied undead gain 25% damage. However, this unit loses 2 HP per turn." [affect_adjacent] adjacent=n,ne,se,s,sw,nw [filter] race=undead [/filter] [/affect_adjacent] [filter_self] [filter_location] time_of_day=chaotic [/filter_location] [/filter_self] [/leadership] #enddef #define DID_CONSUMPTION [event] id=did_consumption_handler name=new turn first_time_only=no [store_unit] [filter] ability=did_consumption [/filter] variable=cunit [/store_unit] [if] [have_location] x,y=$cunit.x,$cunit.y time_of_day=chaotic [/have_location] [then] [harm_unit] [filter] ability=did_consumption [/filter] amount=2 animate=no kill=no [/harm_unit] [floating_text] x,y=$cunit.x,$cunit.y color=255,0,0 text=2 [/floating_text] [/then] [/if] {CLEAR_VARIABLE cunit} [/event] #enddef #define ABILITY_CORPSE_MASTER [heals] id=did_corpse_master value=8 affect_allies=yes affect_self=no affect_enemies=no name= _ "corpse master" description= _ "Adjacent allied corpses heal 8 HP per turn and gain 30% resistance to blade, impact, and pierce." [affect_adjacent] adjacent=n,ne,se,s,sw,nw [filter] type=Walking Corpse,Soulless [/filter] [/affect_adjacent] [/heals] [resistance] id=did_corpse_master_resist add=30 max_value=90 cumulative=no affect_self=no affect_allies=yes affect_enemies=no apply_to=blade,pierce,impact [affect_adjacent] adjacent=n,ne,se,s,sw,nw [filter] type=Walking Corpse,Soulless [/filter] [/affect_adjacent] [/resistance] #enddef #define ABILITY_ZOMBIE_FRENZY [leadership] id=did_zombie_frenzy value=30 cumulative=no affect_self=no affect_allies=yes affect_enemies=no name= _ "zombie frenzy" description= _ "Adjacent allied corpses gain 30% damage and are berserk." [affect_adjacent] adjacent=n,ne,se,s,sw,nw [filter] type=Walking Corpse,Soulless [/filter] [/affect_adjacent] [/leadership] [berserk] id=did_zombie_frenzy_berserk value=30 affect_self=no affect_allies=yes affect_enemies=no [affect_adjacent] adjacent=n,ne,se,s,sw,nw [filter] type=Walking Corpse,Soulless [/filter] [/affect_adjacent] [/berserk] #enddef ############## DROGAN GHOUL ABILITIES ############## #define ABILITY_CANNIBALIZE1 [regenerate] id=did_cannibalize1 value=2 affect_self=yes name= _ "cannibalize" description= _ "On each turn, this unit regenerates 2 HP per adjacent allied ghoul-type unit, but consumes 1 HP from each ally in the process." [filter] [filter_adjacent] count=1 type=Ghoul,Necrophage,Ghast is_enemy=no [/filter_adjacent] [/filter] [/regenerate] [regenerate] id=did_cannibalize1 value=4 affect_self=yes [filter] [filter_adjacent] count=2 type=Ghoul,Necrophage,Ghast is_enemy=no [/filter_adjacent] [/filter] [/regenerate] [regenerate] id=did_cannibalize1 value=6 affect_self=yes [filter] [filter_adjacent] count=3 type=Ghoul,Necrophage,Ghast is_enemy=no [/filter_adjacent] [/filter] [/regenerate] [regenerate] id=did_cannibalize1 value=8 affect_self=yes [filter] [filter_adjacent] count=4 type=Ghoul,Necrophage,Ghast is_enemy=no [/filter_adjacent] [/filter] [/regenerate] [regenerate] id=did_cannibalize1 value=10 affect_self=yes [filter] [filter_adjacent] count=5 type=Ghoul,Necrophage,Ghast is_enemy=no [/filter_adjacent] [/filter] [/regenerate] [regenerate] id=did_cannibalize1 value=12 affect_self=yes [filter] [filter_adjacent] count=6 type=Ghoul,Necrophage,Ghast is_enemy=no [/filter_adjacent] [/filter] [/regenerate] [heals] value=-1 id=did_cannibalize_antiheal affect_allies=yes affect_self=no [affect_adjacent] [/affect_adjacent] [/heals] #enddef #define ABILITY_CANNIBALIZE2 [regenerate] id=did_cannibalize2 value=4 affect_self=yes name= _ "cannibalize" description= _ "On each turn, this unit regenerates 4 HP per adjacent allied ghoul-type unit, but consumes 2 HP from each ally in the process." [filter] [filter_adjacent] count=1 type=Ghoul,Necrophage,Ghast is_enemy=no [/filter_adjacent] [/filter] [/regenerate] [regenerate] id=did_cannibalize2 value=8 affect_self=yes [filter] [filter_adjacent] count=2 type=Ghoul,Necrophage,Ghast is_enemy=no [/filter_adjacent] [/filter] [/regenerate] [regenerate] id=did_cannibalize2 value=12 affect_self=yes [filter] [filter_adjacent] count=3 type=Ghoul,Necrophage,Ghast is_enemy=no [/filter_adjacent] [/filter] [/regenerate] [regenerate] id=did_cannibalize2 value=16 affect_self=yes [filter] [filter_adjacent] count=4 type=Ghoul,Necrophage,Ghast is_enemy=no [/filter_adjacent] [/filter] [/regenerate] [regenerate] id=did_cannibalize2 value=20 affect_self=yes [filter] [filter_adjacent] count=5 type=Ghoul,Necrophage,Ghast is_enemy=no [/filter_adjacent] [/filter] [/regenerate] [regenerate] id=did_cannibalize2 value=24 affect_self=yes [filter] [filter_adjacent] count=6 type=Ghoul,Necrophage,Ghast is_enemy=no [/filter_adjacent] [/filter] [/regenerate] [heals] value=-2 id=did_cannibalize_antiheal affect_allies=yes affect_self=no [affect_adjacent] [/affect_adjacent] [/heals] #enddef #define ABILITY_DEATH_CLOUD [dummy] id=did_death_cloud name= _ "death cloud" description= _ "This unit poisons all nearby enemy units on the start of every new turn." [/dummy] #enddef #define DID_DEATH_CLOUD [event] name=new turn first_time_only=no [store_unit] [filter] [filter_adjacent] ability=did_death_cloud is_enemy=yes [/filter_adjacent] [/filter] variable=opp [/store_unit] [foreach] array=opp [do] [harm_unit] [filter] x,y=$opp[$i].x,$opp[$i].y [/filter] fire_event=yes animate=yes amount=0 poisoned=yes delay=25 [/harm_unit] [/do] [/foreach] {CLEAR_VARIABLE opp} [/event] #enddef ############## MISC ABILITIES ############## #define ABILITY_DRUNK [resistance] id=did_drunk add=10 max_value=90 name= _ "drunk" female_name= _ "female^drunk" description= _ "This unit is drunk and has 10% increased resistances." affect_self=yes [/resistance] #enddef #define WEAPON_SPECIAL_DRUNKEN_RAGE [berserk] id=did_drunken_rage name= _ "drunken rage" description= _ "On offense, this attack presses the engagement for 4 rounds of attacks." value=4 active_on=offense [/berserk] #enddef
#textdomain wesnoth-did ############## DRAGON OPTIONS ############## #define AMLA_OPTION_DRAGON_MELEE [advancement] max_times=4 description=_"Jaw damage +1, Claws damage +2" image="attacks/fangs.png" id=amla_dragon_melee strict_amla=yes [effect] apply_to=attack name=jaw increase_damage=1 [/effect] [effect] apply_to=attack name=claws increase_damage=2 [/effect] [effect] apply_to=hitpoints heal_full=yes [/effect] #ifdef EASY [effect] apply_to=max_experience increase=12% [/effect] #endif #ifdef NORMAL [effect] apply_to=max_experience increase=14% [/effect] #endif #ifdef HARD [effect] apply_to=max_experience increase=16% [/effect] #endif [/advancement] #enddef #define AMLA_OPTION_DRAGON_CARAPACE [advancement] max_times=2 description=_"+10% resistance to blade and impact" image="attacks/ram.png" id=amla_dragon_carapace strict_amla=yes [effect] apply_to=resistance [resistance] blade=-10 impact=-10 [/resistance] [/effect] [effect] apply_to=hitpoints heal_full=yes [/effect] #ifdef EASY [effect] apply_to=max_experience increase=10% [/effect] #endif #ifdef NORMAL [effect] apply_to=max_experience increase=12% [/effect] #endif #ifdef HARD [effect] apply_to=max_experience increase=14% [/effect] #endif [/advancement] #enddef #define AMLA_OPTION_DRAGON_FLIGHT [advancement] max_times=2 description=_"+1 movement" image="attacks/slam-drake.png" id=amla_dragon_flight strict_amla=yes [effect] apply_to=movement increase=1 [/effect] [effect] apply_to=hitpoints heal_full=yes [/effect] #ifdef EASY [effect] apply_to=max_experience increase=10% [/effect] #endif #ifdef NORMAL [effect] apply_to=max_experience increase=11% [/effect] #endif #ifdef HARD [effect] apply_to=max_experience increase=12% [/effect] #endif [/advancement] #enddef #define AMLA_OPTION_DRAGON_SOUL_EATER1 [advancement] max_times=1 description=_"Gain the Soul Eater ability" image="attacks/wail.png" id=amla_dragon_soul_eater1 strict_amla=yes require_amla=amla_dragon_melee [effect] apply_to=new_ability [abilities] {ABILITY_SOUL_EATER1} [/abilities] [/effect] [effect] apply_to=hitpoints heal_full=yes [/effect] [effect] apply_to=max_experience increase=30 [/effect] [/advancement] #enddef #define AMLA_OPTION_DRAGON_SOUL_EATER2 [advancement] max_times=1 description=_"Improve the Soul Eater ability" image="attacks/wail.png" id=amla_dragon_soul_eater2 strict_amla=yes require_amla=amla_dragon_melee,amla_dragon_carapace,amla_dragon_soul_eater1 [effect] apply_to=remove_ability [abilities] {ABILITY_SOUL_EATER1} [/abilities] [/effect] [effect] apply_to=new_ability [abilities] {ABILITY_SOUL_EATER2} [/abilities] [/effect] [effect] apply_to=hitpoints heal_full=yes [/effect] [effect] apply_to=max_experience increase=45 [/effect] [/advancement] #enddef #define AMLA_OPTION_DRAGON_SOUL_EATER3 [advancement] max_times=1 description=_"Further improve the Soul Eater ability" image="attacks/wail.png" id=amla_dragon_soul_eater3 strict_amla=yes require_amla=amla_dragon_melee,amla_dragon_melee,amla_dragon_carapace,amla_dragon_flight,amla_dragon_soul_eater2 [effect] apply_to=remove_ability [abilities] {ABILITY_SOUL_EATER2} [/abilities] [/effect] [effect] apply_to=new_ability [abilities] {ABILITY_SOUL_EATER3} [/abilities] [/effect] [effect] apply_to=hitpoints heal_full=yes [/effect] [effect] apply_to=max_experience increase=60 [/effect] [/advancement] #enddef ############## MAL KESHAR OPTIONS ############## #define AMLA_MAL_KESHAR {AMLA_OPTION_MELEE_TOUCH} {AMLA_OPTION_CHILL_TEMPEST} {AMLA_OPTION_SHADOW_WAVE} {AMLA_OPTION_MALICE2} {AMLA_OPTION_SHADOW_VEIL} {AMLA_OPTION_FROST_NOVA} {AMLA_OPTION_SPELLBIND} {AMLA_OPTION_REND} {AMLA_DEFAULT} #enddef #define AMLA_OPTION_MELEE_TOUCH [advancement] max_times=6 description=_"+1 melee damage" image=attacks/touch-undead.png id=mal_keshar_amla_melee strict_amla=yes [effect] apply_to=attack name=touch increase_damage=1 [/effect] [effect] apply_to=hitpoints heal_full=yes [/effect] #ifdef EASY [effect] apply_to=max_experience increase=16% [/effect] #endif #ifdef NORMAL [effect] apply_to=max_experience increase=18% [/effect] #endif #ifdef HARD [effect] apply_to=max_experience increase=20% [/effect] #endif [/advancement] #enddef #define AMLA_OPTION_CHILL_TEMPEST [advancement] max_times=3 description=_"+1 chill tempest damage" image=attacks/iceball.png id=mal_keshar_amla_chill strict_amla=yes [effect] apply_to=attack name=chill tempest increase_damage=1 [/effect] [effect] apply_to=hitpoints heal_full=yes [/effect] #ifdef EASY [effect] apply_to=max_experience increase=16% [/effect] #endif #ifdef NORMAL [effect] apply_to=max_experience increase=18% [/effect] #endif #ifdef HARD [effect] apply_to=max_experience increase=20% [/effect] #endif [/advancement] #enddef #define AMLA_OPTION_SHADOW_WAVE [advancement] max_times=5 description=_"+1 shadow wave damage" image=attacks/dark-missile.png id=mal_keshar_amla_shadow strict_amla=yes [effect] apply_to=attack name=shadow wave increase_damage=2 [/effect] [effect] apply_to=hitpoints heal_full=yes [/effect] #ifdef EASY [effect] apply_to=max_experience increase=16% [/effect] #endif #ifdef NORMAL [effect] apply_to=max_experience increase=18% [/effect] #endif #ifdef HARD [effect] apply_to=max_experience increase=20% [/effect] #endif [/advancement] #enddef #define AMLA_OPTION_FROST_NOVA [advancement] max_times=1 id=mal_keshar_nova strict_amla=yes require_amla=mal_keshar_amla_chill,mal_keshar_amla_chill exclude_amla=ancient_lich_nova,mal_keshar_spellbind,mal_keshar_rend description= _ "Chill tempest gains area of effect damage" image=attacks/iceball.png [effect] apply_to=attack name=chill tempest [set_specials] {WEAPON_SPECIAL_FROST_NOVA} mode=append [/set_specials] [/effect] [effect] apply_to=hitpoints heal_full=yes [/effect] [effect] apply_to=max_experience increase=30% [/effect] [/advancement] #enddef #define AMLA_OPTION_SPELLBIND [advancement] max_times=1 id=mal_keshar_spellbind strict_amla=yes require_amla=mal_keshar_amla_shadow,mal_keshar_amla_shadow exclude_amla=ancient_lich_spellbind,mal_keshar_nova,mal_keshar_rend description= _ "Shadow wave reduces incoming fire, cold, and arcane damage" image=attacks/dark-missile.png [effect] apply_to=attack name=shadow wave [set_specials] {WEAPON_SPECIAL_SPELLBIND} mode=append [/set_specials] [/effect] [effect] apply_to=hitpoints heal_full=yes [/effect] [effect] apply_to=max_experience increase=25% [/effect] [/advancement] #enddef #define AMLA_OPTION_REND [advancement] max_times=1 id=mal_keshar_rend strict_amla=yes require_amla=mal_keshar_amla_melee,mal_keshar_amla_melee exclude_amla=ancient_lich_blood,mal_keshar_nova,mal_keshar_spellbind description= _ "Drain HP from nearby enemies, but lose HP every turn" image=attacks/curse.png [effect] apply_to=new_ability [abilities] {ABILITY_SOUL_REND} [/abilities] [/effect] [effect] apply_to=attack name=touch remove_specials=drains [/effect] [effect] apply_to=attack name=touch [set_specials] {WEAPON_SPECIAL_REAP} mode=append [/set_specials] [/effect] [effect] apply_to=hitpoints heal_full=yes [/effect] [effect] apply_to=max_experience increase=25% [/effect] [/advancement] #enddef #define AMLA_OPTION_MALICE2 [advancement] max_times=1 description=_"Improve the malice ability" image="attacks/wail.png" id=mal_keshar_amla_malice2 strict_amla=yes require_amla=mal_keshar_amla_shadow,ancient_lich_malice [effect] apply_to=remove_ability [abilities] {ABILITY_MALICE1} [/abilities] [/effect] [effect] apply_to=new_ability [abilities] {ABILITY_MALICE2} [/abilities] [/effect] [effect] apply_to=hitpoints heal_full=yes [/effect] [effect] apply_to=max_experience increase=30% [/effect] [/advancement] #enddef #define AMLA_OPTION_SHADOW_VEIL [advancement] max_times=1 description=_"Gain the ability to hide allied units" image="attacks/gaze.png" id=mal_keshar_amla_shadow_veil strict_amla=yes require_amla=mal_keshar_amla_shadow,mal_keshar_amla_shadow,mal_keshar_amla_chill [effect] apply_to=new_ability [abilities] {ABILITY_SHADOW_VEIL} [/abilities] [/effect] [effect] apply_to=hitpoints heal_full=yes [/effect] [effect] apply_to=max_experience increase=20% [/effect] [/advancement] #enddef ############## EIDOLON OPTIONS ############## #define AMLA_EIDOLON {AMLA_OPTION_BANEBLADE} {AMLA_OPTION_WAIL} {AMLA_OPTION_REAPER} {AMLA_OPTION_SORROW1} {AMLA_OPTION_SORROW2} {AMLA_DEFAULT} #enddef #define AMLA_OPTION_BANEBLADE [advancement] max_times=4 description=_"+1 melee damage" image=attacks/baneblade.png id=eidolon_baneblade strict_amla=yes [effect] apply_to=attack name=baneblade increase_damage=1 [/effect] [effect] apply_to=hitpoints heal_full=yes [/effect] #ifdef EASY [effect] apply_to=max_experience increase=16% [/effect] #endif #ifdef NORMAL [effect] apply_to=max_experience increase=18% [/effect] #endif #ifdef HARD [effect] apply_to=max_experience increase=20% [/effect] #endif [/advancement] #enddef #define AMLA_OPTION_WAIL [advancement] max_times=5 description=_"+1 ranged damage" image=attacks/wail.png id=eidolon_wail strict_amla=yes [effect] apply_to=attack name=wail increase_damage=1 [/effect] [effect] apply_to=hitpoints heal_full=yes [/effect] #ifdef EASY [effect] apply_to=max_experience increase=16% [/effect] #endif #ifdef NORMAL [effect] apply_to=max_experience increase=18% [/effect] #endif #ifdef HARD [effect] apply_to=max_experience increase=20% [/effect] #endif [/advancement] #enddef #define AMLA_OPTION_REAPER [advancement] max_times=1 description=_"Improved baneblade drain" image="attacks/scythe.png" id=eidolon_reap strict_amla=yes require_amla=eidolon_baneblade,eidolon_baneblade [effect] apply_to=attack name=baneblade remove_specials=drains [/effect] [effect] apply_to=attack name=baneblade [set_specials] {WEAPON_SPECIAL_REAP} mode=append [/set_specials] [/effect] [effect] apply_to=hitpoints heal_full=yes [/effect] [effect] apply_to=max_experience increase=25% [/effect] [/advancement] #enddef #define AMLA_OPTION_SORROW1 [advancement] max_times=1 description=_"Reduces nearby enemy units’ damage" image="attacks/curse.png" id=eidolon_sorrow1 strict_amla=yes require_amla=eidolon_wail [effect] apply_to=new_ability [abilities] {ABILITY_SORROW1} [/abilities] [/effect] [effect] apply_to=hitpoints heal_full=yes [/effect] [effect] apply_to=max_experience increase=30% [/effect] [/advancement] #enddef #define AMLA_OPTION_SORROW2 [advancement] max_times=1 description=_"Improves the sorrow ability" image="attacks/curse.png" id=eidolon_sorrow2 strict_amla=yes require_amla=eidolon_wail,eidolon_wail,eidolon_sorrow1 [effect] apply_to=remove_ability [abilities] {ABILITY_SORROW1} [/abilities] [/effect] [effect] apply_to=new_ability [abilities] {ABILITY_SORROW2} [/abilities] [/effect] [effect] apply_to=hitpoints heal_full=yes [/effect] [effect] apply_to=max_experience increase=30% [/effect] [/advancement] #enddef ############## MALIN KESHAR OPTIONS ############## #define AMLA_MALIN_KESHAR {AMLA_OPTION_MELEE_SWORD} {AMLA_OPTION_MALIN_RANGED} {AMLA_OPTION_VITALIZE} {AMLA_OPTION_CORPSE_LAUNCHER} {AMLA_OPTION_CORPSE_MASTER} {AMLA_OPTION_ZOMBIE_FRENZY} {AMLA_DEFAULT} #enddef #define AMLA_OPTION_MELEE_SWORD [advancement] max_times=4 description=_"+1 melee damage" image=attacks/sword-human-short.png id=malin_keshar_amla_melee strict_amla=yes [effect] apply_to=attack name=short sword increase_damage=1 [/effect] [effect] apply_to=hitpoints heal_full=yes [/effect] #ifdef EASY [effect] apply_to=max_experience increase=16% [/effect] #endif #ifdef NORMAL [effect] apply_to=max_experience increase=18% [/effect] #endif #ifdef HARD [effect] apply_to=max_experience increase=20% [/effect] #endif [/advancement] #enddef #define AMLA_OPTION_MALIN_RANGED [advancement] max_times=2 description=_"+1 ranged damage" image=attacks/iceball.png id=malin_keshar_amla_ranged strict_amla=yes [effect] apply_to=attack range=ranged increase_damage=1 [/effect] [effect] apply_to=hitpoints heal_full=yes [/effect] #ifdef EASY [effect] apply_to=max_experience increase=27% [/effect] #endif #ifdef NORMAL [effect] apply_to=max_experience increase=30% [/effect] #endif #ifdef HARD [effect] apply_to=max_experience increase=33% [/effect] #endif [/advancement] #enddef #define AMLA_OPTION_VITALIZE [advancement] max_times=1 id=malin_melee_vitalize_amla description= _ "Improves the vitalize special" strict_amla=yes exclude_amla=malin_melee_vitalize2 require_amla=malin_melee_vitalize,malin_keshar_amla_melee image=attacks/baneblade.png [effect] apply_to=attack range=melee remove_specials=did_vitalize1 [/effect] [effect] apply_to=attack range=melee [set_specials] {WEAPON_SPECIAL_VITALIZE2} mode=append [/set_specials] [/effect] [effect] apply_to=max_experience increase=50 [/effect] [effect] apply_to=hitpoints heal_full=yes [/effect] [/advancement] #enddef #define AMLA_OPTION_CORPSE_LAUNCHER [advancement] max_times=1 description=_"Gains the corpse launch attack" image="attacks/dragonstaff.png" id=malin_corpse_launch_amla strict_amla=yes require_amla=malin_melee_plague exclude_amla=malin_corpse_launcher [effect] apply_to=new_attack name=corpse launch description= _"corpse launch" type=impact range=ranged damage=0 number=1 [specials] {WEAPON_SPECIAL_CORPSE_LAUNCHER} {WEAPON_SPECIAL_MAGICAL} [/specials] icon=attacks/dragonstaff.png [/effect] [effect] apply_to=hitpoints heal_full=yes [/effect] [effect] apply_to=max_experience increase=40 [/effect] [/advancement] #enddef #define AMLA_OPTION_CORPSE_MASTER [advancement] max_times=1 description=_"Gains the corpse master ability" image="attacks/touch-zombie.png" id=malin_corpse_master_amla strict_amla=yes require_amla=malin_melee_plague exclude_amla=malin_corpse_master [effect] apply_to=new_ability [abilities] {ABILITY_CORPSE_MASTER} [/abilities] [/effect] [effect] apply_to=hitpoints heal_full=yes [/effect] [effect] apply_to=max_experience increase=40 [/effect] [/advancement] #enddef #define AMLA_OPTION_ZOMBIE_FRENZY [advancement] max_times=1 description=_"Gains the zombie frenzy ability" image="attacks/frenzy.png" id=malin_zombie_frenzy_amla strict_amla=yes require_amla=malin_melee_plague,malin_keshar_amla_melee [effect] apply_to=new_ability [abilities] {ABILITY_ZOMBIE_FRENZY} [/abilities] [/effect] [effect] apply_to=hitpoints heal_full=yes [/effect] [effect] apply_to=max_experience increase=60 [/effect] [/advancement] #enddef ############## DROGAN GHOUL OPTIONS ############## #define AMLA_OPTION_GHOUL_MELEE [advancement] max_times=5 description=_"+1 melee damage" image=attacks/fangs.png id=ghast_melee strict_amla=yes [effect] apply_to=attack name=bite increase_damage=1 [/effect] [effect] apply_to=hitpoints heal_full=yes [/effect] #ifdef EASY [effect] apply_to=max_experience increase=8% [/effect] #endif #ifdef NORMAL [effect] apply_to=max_experience increase=9% [/effect] #endif #ifdef HARD [effect] apply_to=max_experience increase=10% [/effect] #endif [/advancement] #enddef #define AMLA_OPTION_GHOUL_RESIST [advancement] max_times=4 description=_"+5% resistance to blade and impact" image=icons/potion_red_small.png id=ghast_resist strict_amla=yes [effect] apply_to=resistance [resistance] blade=-5 impact=-5 [/resistance] [/effect] [effect] apply_to=hitpoints heal_full=yes [/effect] #ifdef EASY [effect] apply_to=max_experience increase=6% [/effect] #endif #ifdef NORMAL [effect] apply_to=max_experience increase=7% [/effect] #endif #ifdef HARD [effect] apply_to=max_experience increase=8% [/effect] #endif [/advancement] #enddef #define AMLA_OPTION_CANNIBALIZE1 [advancement] max_times=1 description=_"Gains the cannibalize ability" image="attacks/staff-necromantic.png" id=ghast_cannibalize1 strict_amla=yes require_amla=ghast_melee [effect] apply_to=new_ability [abilities] {ABILITY_CANNIBALIZE1} [/abilities] [/effect] [effect] apply_to=hitpoints heal_full=yes [/effect] [effect] apply_to=max_experience increase=30 [/effect] [/advancement] #enddef #define AMLA_OPTION_CANNIBALIZE2 [advancement] max_times=1 description=_"Improves the cannibalize ability" image="attacks/staff-necromantic.png" id=ghast_cannibalize2 strict_amla=yes require_amla=ghast_melee,ghast_melee,ghast_resist,ghast_cannibalize1 [effect] apply_to=remove_ability [abilities] {ABILITY_CANNIBALIZE1} [/abilities] [/effect] [effect] apply_to=new_ability [abilities] {ABILITY_CANNIBALIZE2} [/abilities] [/effect] [effect] apply_to=hitpoints heal_full=yes [/effect] [effect] apply_to=max_experience increase=60 [/effect] [/advancement] #enddef #define AMLA_OPTION_DEATH_CLOUD [advancement] max_times=1 description=_"Gains the death cloud ability" image="attacks/wail.png" id=ghast_death_cloud strict_amla=yes require_amla=ghast_melee,ghast_resist,ghast_resist,ghast_resist,ghast_cannibalize1 [effect] apply_to=new_ability [abilities] {ABILITY_DEATH_CLOUD} [/abilities] [/effect] [effect] apply_to=hitpoints heal_full=yes [/effect] [effect] apply_to=max_experience increase=50 [/effect] [/advancement] #enddef
#textdomain wesnoth-did #define STORYTXT_BACKGROUND_BIGMAP_DID [background_layer] image=maps/background.jpg scale_vertically=yes scale_horizontally=no keep_aspect_ratio=yes [/background_layer] [background_layer] image=maps/did.png scale_vertically=yes scale_horizontally=no keep_aspect_ratio=yes base_layer=yes [/background_layer] #enddef # Generic macro for showing storytext background images #define STORYTXT_BACKGROUND IMAGE [background_layer] image=story/{IMAGE} scale=no [/background_layer] #enddef #define DID_TRACK STAGE [story] [part] show_title=yes {STORYTXT_BACKGROUND_BIGMAP_DID} {STAGE} [/part] [/story] #enddef #undef NEW_JOURNEY #define NEW_JOURNEY X Y [image] x,y={X},{Y} file=misc/new-journey.png delay=300 centered=yes [/image] #enddef #define NEW_JOURNEY_BLUE X Y [image] x,y={X},{Y} file=misc/new-journey-blue.png delay=300 centered=yes [/image] #enddef #define JOURNEY_01_NEW {NEW_BATTLE 866 693} #enddef #define JOURNEY_01_OLD {OLD_BATTLE 866 693} #enddef #define JOURNEY_02_NEW {JOURNEY_01_OLD} {NEW_JOURNEY 890 702} {NEW_JOURNEY 915 709} {NEW_JOURNEY 940 715} {NEW_JOURNEY 966 720} {NEW_JOURNEY 991 723} {NEW_JOURNEY 1017 725} {NEW_JOURNEY 1043 723} {NEW_JOURNEY 1069 719} {NEW_JOURNEY 1093 711} {NEW_JOURNEY 1116 699} {NEW_JOURNEY 1135 682} {NEW_BATTLE 1150 661} #enddef #define JOURNEY_02_OLD {JOURNEY_01_OLD} {OLD_JOURNEY 890 702} {OLD_JOURNEY 915 709} {OLD_JOURNEY 940 715} {OLD_JOURNEY 966 720} {OLD_JOURNEY 991 723} {OLD_JOURNEY 1017 725} {OLD_JOURNEY 1043 723} {OLD_JOURNEY 1069 719} {OLD_JOURNEY 1093 711} {OLD_JOURNEY 1116 699} {OLD_JOURNEY 1135 682} {OLD_BATTLE 1150 661} #enddef #define JOURNEY_03_NEW {JOURNEY_02_OLD} {NEW_JOURNEY 1127 649} {NEW_JOURNEY 1105 635} {NEW_JOURNEY 1091 614} {NEW_BATTLE 1093 588} #enddef #define JOURNEY_03_OLD {JOURNEY_02_OLD} {OLD_JOURNEY 1127 649} {OLD_JOURNEY 1105 635} {OLD_JOURNEY 1091 614} {OLD_BATTLE 1093 588} #enddef #define JOURNEY_04_NEW {JOURNEY_03_OLD} {NEW_JOURNEY 1101 564} {NEW_JOURNEY 1116 544} {NEW_JOURNEY 1136 528} {NEW_JOURNEY 1142 505} {NEW_JOURNEY 1134 481} {NEW_BATTLE 1124 458} #enddef #define JOURNEY_04_OLD {JOURNEY_03_OLD} {OLD_JOURNEY 1101 564} {OLD_JOURNEY 1116 544} {OLD_JOURNEY 1136 528} {OLD_JOURNEY 1142 505} {OLD_JOURNEY 1134 481} {OLD_BATTLE 1124 458} #enddef #define JOURNEY_05_NEW {JOURNEY_04_OLD} {NEW_JOURNEY 1101 445} {NEW_JOURNEY 1079 432} {NEW_JOURNEY 1057 418} {NEW_JOURNEY 1036 402} {NEW_JOURNEY 1016 386} {NEW_JOURNEY 998 368} {NEW_JOURNEY 982 347} {NEW_JOURNEY 969 325} {NEW_JOURNEY 963 300} {NEW_JOURNEY 967 274} {NEW_JOURNEY 982 254} {NEW_JOURNEY 1005 241} {NEW_JOURNEY 1030 236} {NEW_JOURNEY 1056 239} {NEW_JOURNEY 1080 248} {NEW_BATTLE 1101 264} #enddef #define JOURNEY_05_OLD {JOURNEY_04_OLD} {OLD_JOURNEY 1101 445} {OLD_JOURNEY 1079 432} {OLD_JOURNEY 1057 418} {OLD_JOURNEY 1036 402} {OLD_JOURNEY 1016 386} {OLD_JOURNEY 998 368} {OLD_JOURNEY 982 347} {OLD_JOURNEY 969 325} {OLD_JOURNEY 963 300} {OLD_JOURNEY 967 274} {OLD_JOURNEY 982 254} {OLD_JOURNEY 1005 241} {OLD_JOURNEY 1030 236} {OLD_JOURNEY 1056 239} {OLD_JOURNEY 1080 248} {OLD_BATTLE 1101 264} #enddef #define JOURNEY_06_NEW {JOURNEY_05_OLD} {NEW_JOURNEY_BLUE 1095 276} {NEW_JOURNEY_BLUE 1082 300} {NEW_JOURNEY 1088 288} {NEW_JOURNEY_BLUE 1072 325} {NEW_JOURNEY 1077 312} {NEW_JOURNEY_BLUE 1065 351} {NEW_JOURNEY 1068 338} {NEW_JOURNEY_BLUE 1061 377} {NEW_JOURNEY 1062 364} {NEW_JOURNEY_BLUE 1058 405} {NEW_JOURNEY 1060 391} {NEW_JOURNEY_BLUE 1052 430} {NEW_JOURNEY 1057 418} {NEW_JOURNEY_BLUE 1043 456} {NEW_JOURNEY 1048 442} {NEW_JOURNEY_BLUE 1033 483} {NEW_JOURNEY 1039 469} {NEW_JOURNEY_BLUE 1020 509} {NEW_JOURNEY 1027 497} {NEW_JOURNEY_BLUE 1005 532} {NEW_JOURNEY 1013 521} {NEW_JOURNEY_BLUE 992 556} {NEW_JOURNEY 998 544} {NEW_JOURNEY_BLUE 970 568} {NEW_JOURNEY 985 567} {NEW_JOURNEY_BLUE 950 585} {NEW_JOURNEY 986 594} {NEW_JOURNEY 980 622} {NEW_JOURNEY_BLUE 926 596} {NEW_JOURNEY 965 645} {NEW_JOURNEY 941 657} {NEW_JOURNEY_BLUE 901 605} {NEW_JOURNEY 914 660} {NEW_JOURNEY 888 655} {NEW_JOURNEY_BLUE 883 624} {NEW_JOURNEY 868 666} {NEW_BATTLE 866 693} #enddef #define JOURNEY_06_OLD {JOURNEY_05_OLD} {OLD_JOURNEY 1088 288} {OLD_JOURNEY 1077 312} {OLD_JOURNEY 1068 338} {OLD_JOURNEY 1062 364} {OLD_JOURNEY 1060 391} {OLD_JOURNEY 1057 418} {OLD_JOURNEY 1048 442} {OLD_JOURNEY 1039 469} {OLD_JOURNEY 1027 497} {OLD_JOURNEY 1013 521} {OLD_JOURNEY 998 544} {OLD_JOURNEY 985 567} {OLD_JOURNEY 986 594} {OLD_JOURNEY 980 622} {OLD_JOURNEY 965 645} {OLD_JOURNEY 941 657} {OLD_JOURNEY 914 660} {OLD_JOURNEY 888 655} {OLD_JOURNEY 868 666} {OLD_BATTLE 866 693} #enddef #define JOURNEY_07_NEW {JOURNEY_06_OLD} {NEW_JOURNEY 868 666} {NEW_JOURNEY 860 640} {NEW_JOURNEY 845 617} {NEW_JOURNEY 826 598} {NEW_JOURNEY 803 583} {NEW_JOURNEY 778 573} {NEW_JOURNEY 751 571} {NEW_JOURNEY 725 580} {NEW_JOURNEY 704 594} {NEW_JOURNEY 683 608} {NEW_JOURNEY 662 623} {NEW_JOURNEY 642 638} {NEW_JOURNEY 621 654} {NEW_JOURNEY 601 669} {NEW_JOURNEY 581 685} {NEW_JOURNEY 561 700} {NEW_JOURNEY 540 714} {NEW_JOURNEY 518 727} {NEW_JOURNEY 495 738} {NEW_JOURNEY 471 746} {NEW_JOURNEY 446 751} {NEW_JOURNEY 421 753} {NEW_JOURNEY 395 752} {NEW_JOURNEY 370 749} {NEW_JOURNEY 345 745} {NEW_JOURNEY 320 738} {NEW_BATTLE 296 731} #enddef #define JOURNEY_07_OLD {JOURNEY_06_OLD} {OLD_JOURNEY 868 666} {OLD_JOURNEY 860 640} {OLD_JOURNEY 845 617} {OLD_JOURNEY 826 598} {OLD_JOURNEY 803 583} {OLD_JOURNEY 778 573} {OLD_JOURNEY 751 571} {OLD_JOURNEY 725 580} {OLD_JOURNEY 704 594} {OLD_JOURNEY 683 608} {OLD_JOURNEY 662 623} {OLD_JOURNEY 642 638} {OLD_JOURNEY 621 654} {OLD_JOURNEY 601 669} {OLD_JOURNEY 581 685} {OLD_JOURNEY 561 700} {OLD_JOURNEY 540 714} {OLD_JOURNEY 518 727} {OLD_JOURNEY 495 738} {OLD_JOURNEY 471 746} {OLD_JOURNEY 446 751} {OLD_JOURNEY 421 753} {OLD_JOURNEY 395 752} {OLD_JOURNEY 370 749} {OLD_JOURNEY 345 745} {OLD_JOURNEY 320 738} {OLD_BATTLE 296 731} #enddef #define JOURNEY_08_NEW {JOURNEY_07_OLD} {NEW_JOURNEY 273 716} {NEW_JOURNEY 266 689} {NEW_JOURNEY 270 662} {NEW_BATTLE 279 635} #enddef #define JOURNEY_08_OLD {JOURNEY_07_OLD} {OLD_JOURNEY 273 716} {OLD_JOURNEY 266 689} {OLD_JOURNEY 270 662} {OLD_BATTLE 279 635} #enddef #define JOURNEY_09_NEW {JOURNEY_08_OLD} {NEW_JOURNEY 250 630} {NEW_JOURNEY 224 616} {NEW_JOURNEY 198 602} {NEW_JOURNEY 168 599} {NEW_JOURNEY 139 602} {NEW_JOURNEY 152 578} {NEW_JOURNEY 175 562} {NEW_JOURNEY 201 552} {NEW_JOURNEY 225 537} {NEW_JOURNEY 238 513} {NEW_JOURNEY 246 489} {NEW_JOURNEY 257 466} {NEW_JOURNEY 272 446} {NEW_JOURNEY 290 428} {NEW_JOURNEY 310 412} {NEW_JOURNEY 331 398} {NEW_JOURNEY 353 385} {NEW_JOURNEY 376 374} {NEW_JOURNEY 399 364} {NEW_JOURNEY 423 355} {NEW_JOURNEY 446 346} {NEW_JOURNEY 470 337} {NEW_JOURNEY 494 328} {NEW_JOURNEY 517 318} {NEW_JOURNEY 539 306} {NEW_BATTLE 556 287} #enddef #define JOURNEY_09_OLD {JOURNEY_08_OLD} {OLD_JOURNEY 250 630} {OLD_JOURNEY 224 616} {OLD_JOURNEY 198 602} {OLD_JOURNEY 168 599} {OLD_JOURNEY 139 602} {OLD_JOURNEY 152 578} {OLD_JOURNEY 175 562} {OLD_JOURNEY 201 552} {OLD_JOURNEY 225 537} {OLD_JOURNEY 238 513} {OLD_JOURNEY 246 489} {OLD_JOURNEY 257 466} {OLD_JOURNEY 272 446} {OLD_JOURNEY 290 428} {OLD_JOURNEY 310 412} {OLD_JOURNEY 331 398} {OLD_JOURNEY 353 385} {OLD_JOURNEY 376 374} {OLD_JOURNEY 399 364} {OLD_JOURNEY 423 355} {OLD_JOURNEY 446 346} {OLD_JOURNEY 470 337} {OLD_JOURNEY 494 328} {OLD_JOURNEY 517 318} {OLD_JOURNEY 539 306} {OLD_BATTLE 556 287} #enddef #define JOURNEY_10_NEW {JOURNEY_09_OLD} {NEW_BATTLE 566 264} #enddef
#textdomain wesnoth-did #define CHARACTER_STATS_MALIN_KESHAR type=Malin Keshar variation=AM1 id=Malin Keshar name= _ "Malin Keshar" profile=portraits/malin_young.png canrecruit=yes unrenamable=yes #enddef #define CHARACTER_STATS_MAL_KESHAR type=Mal Keshar variation=MKL1 id=Mal Keshar name= _ "Mal Keshar" profile=portraits/malin_lich.png canrecruit=yes unrenamable=yes #enddef #define CHARACTER_STATS_DELA_KESHAR type=Frontier Baroness id=Dela Keshar name= _ "Dela Keshar" profile=portraits/dela.png canrecruit=yes unrenamable=yes #enddef #define CHARACTER_STATS_DARKEN_VOLK type=Dark Sorcerer id=Darken Volk name= _ "Darken Volk" profile=portraits/darken_volk.png unrenamable=yes random_traits=no [modifications] # NOTE: if you change these, make sure you don't break the # removal of the loyal trait in 'Alone at Last [trait] id=loyal name= _ "loyal" description= _ "to himself" [effect] apply_to=loyal [/effect] [effect] apply_to=ellipse ellipse=misc/ellipse-hero [/effect] [effect] apply_to=overlay add=misc/hero-icon.png [/effect] [/trait] {TRAIT_QUICK} [object] [effect] apply_to=image_mod # This shifts the Dark Sorcerer and Necromancer hair and # robe colors a bit; first the hair, then the robes replace="PAL(E3DCDC,C9C3BE,999188,6E675C,514A3F>C1C1C1,919191,646464,444444,080808)~PAL(889880,506858,283028>7C999B,4C546C,262C31)" [/effect] [/object] [/modifications] #enddef
#textdomain wesnoth-did #define HERODEATH_MALIN [event] name=last breath [filter] id=Malin Keshar [/filter] [message] speaker=unit message= _ "I’m not ready to die yet..." [/message] [endlevel] result=defeat [/endlevel] [/event] #enddef #define HERODEATH_MALIN_LICH [event] name=last breath [filter] id=Mal Keshar [/filter] [message] speaker=unit message= _ "... Then my battle against the orcs is lost!" [/message] [endlevel] result=defeat [/endlevel] [/event] #enddef #define HERODEATH_VOLK [event] name=last breath [filter] id=Darken Volk [/filter] [message] speaker=unit message= _ "Fool boy! With my demise, none in this world will aid you..." [/message] [endlevel] result=defeat [/endlevel] [/event] #enddef #define HERODEATH_VOLK_B [event] name=last breath [filter] id=Darken Volk [/filter] [message] speaker=unit message= _ "No! I was so close... to achieving my goal... of so many years..." [/message] [endlevel] result=defeat [/endlevel] [/event] #enddef #define TIME_OVER_DEFEAT [event] name=time over [message] speaker=Darken Volk message= _ "Your incompetence at this simple task is appalling. You will never grow strong enough to be of use to me." [/message] [endlevel] result=defeat [/endlevel] [/event] #enddef
#textdomain wesnoth-did #define GIVE_MALIN_EXPERIENCE EXP [store_unit] [filter] id=Malin Keshar [/filter] variable=malin [/store_unit] {VARIABLE experience_gained {EXP}} {VARIABLE_OP malin.experience add $experience_gained|} [floating_text] x,y=$malin.x,$malin.y text="<span color='#800080'>" + _ "+$experience_gained| exp" + "</span>" [/floating_text] {CLEAR_VARIABLE experience_gained} [unstore_unit] variable=malin [/unstore_unit] {CLEAR_VARIABLE malin} #enddef #define CLEAR_CORPSE_HORDE [kill] type=Walking Corpse [not] variation=drake,dwarf,goblin,gryphon,mounted,saurian,spider,swimmer,troll,wose,wolf,bat [/not] side=1 [filter_wml] experience=0 [/filter_wml] [/kill] #enddef # MODIFY_ONE_UNIT alters a unit variable for a single unit #define MODIFY_ONE_UNIT FILTER WML [store_unit] [filter] {FILTER} [/filter] variable=MODIFY_UNIT_store kill=no [/store_unit] [modify_unit] [filter] id=$MODIFY_UNIT_store[0].id [/filter] {WML} [/modify_unit] {CLEAR_VARIABLE MODIFY_UNIT_store} #enddef # Create a new ghost-type "advisor" if Malin doesn't already have one #define CREATE_ADVISOR [if] [have_unit] side=1 role=advisor search_recall_list=yes [/have_unit] [then] # Recall an advisor if we have one [recall] role=advisor [/recall] [/then] [else] # Else, make a new advisor from a ghost unit [role] role=advisor side=1 type=Eidolon,Phantom,Spectral Servant,Spectre,Nightgaunt,Wraith,Shadow,Ghost search_recall_list=yes [auto_recall][/auto_recall] [else] # If that fails too, make a brand new ghost advisor [unit] type=Ghost side=1 role=advisor animate=yes placement=leader [/unit] [/else] [/role] [/else] [/if] #enddef #define MANOR_DOORS ALLOWED_SIDES # Triggers when moving next to any door terrain and will replace it # with an 'opened' variant. [event] name=moveto first_time_only=no [filter] side={ALLOWED_SIDES} [filter_location] [filter_adjacent_location] terrain=*^Pr* [/filter_adjacent_location] [/filter_location] [not] [filter_location] [filter_adjacent_location] terrain=*^Pr/o,*^Pr\o,*^Pr|o [/filter_adjacent_location] [/filter_location] [/not] [/filter] [store_locations] terrain=*^Pr* [filter_adjacent_location] x,y=$x1,$y1 [/filter_adjacent_location] variable=door_to_open [/store_locations] [terrain] x,y=$door_to_open.x,$door_to_open.y terrain="$door_to_open.terrain|o" # Append 'o' to the terrain string to get open variant. layer=both [/terrain] [redraw] side=$unit.side [/redraw] {CLEAR_VARIABLE door_to_open} [/event] #enddef #define SET_GOT_INSIDE_MANOR {MODIFY_UNIT ( side=1 {NOT_ON_RECALL_LIST} [not] id=Malin Keshar [or] id=Darken Volk [/or] [/not] ) variables.got_inside_manor yes} #enddef
#textdomain wesnoth-did #define TRAIT_MAIMED [trait] id=maimed male_name= _ "maimed" female_name= _ "female^maimed" help_text= _ "<italic>text='Maimed'</italic> units have 3 less movement points than usual." [effect] apply_to=movement increase=-3 [/effect] [/trait] #enddef
#textdomain wesnoth-Genesis [about] title= _ "Creator and Lead Designer" [entry] name="nemaara" wikiuser="nemaara" comment="Designer, storywriter, and developer." [/entry] [/about] [about] title= _ "Graphics" [entry] name="nemaara" comment="Sprite and pixel art drawing" [/entry] [entry] name="Iris Morelle (shadowm)" comment=" - Custom sprites drawn for fae and Guardians - Sprites taken or adapted from AtS (see AtS credits for original creators) " [/entry] [entry] name="duwi" comment="Portrait for Luna (tumblr @duwido)" [/entry] [entry] name="doofus-01" comment="Terrains from Archaic Resources (reproduced in Genesis Resources with revision)" [/entry] [/about] [about] title= _ "Music" [entry] name="nemaara" comment="Wind3, Grey Skies versions 1 and 2, Waves" [/entry] [entry] name="Jeremy Nicoll (jeremy2)" comment="Lonely Snowfall" [/entry] [entry] name="Mattias Westlund (West)" comment="Ambuscade" [/entry] [/about] [about] title= _ "Additional Thanks to" [entry] name="Iris Morelle (shadowm)" comment="Suggestions for plot and lore." [/entry] [entry] name="EoZ/Elder" comment="Additional playtesting and balancing suggestions." [/entry] [/about]
#textdomain wesnoth-Genesis # taken from Invasion from the Unknown # code written by shadowm [lua] code = << GENESIS = '>>+"{~add-ons/Genesis/dist/VERSION}"+<<' -- Global helper function table. helper = wesnoth.require "lua/helper.lua" -- Load local code files. for i, file in ipairs { 'skip_more_stuff.lua', 'lib.lua', 'on_event.lua', 'hex.lua', 'common.lua', 'optimizations.lua', 'spawner.lua', 'overrides.lua', 'wlp.lua', 'interface-utils.lua', 'gui/transient_message.lua', 'version.lua', } do wesnoth.dofile('~add-ons/Genesis/lua/' .. file) end >> [/lua] {~add-ons/Genesis/sounds} {~add-ons/Genesis/utils} [+units] {~add-ons/Genesis/units} [/units] #ifdef CAMPAIGN_GENESIS_EPISODE_I [lua] code = << for i, file in ipairs { 'character-utils.lua', } do wesnoth.dofile('~add-ons/Genesis/episode1/lua/' .. file) end >> [/lua] {~add-ons/Genesis/episode1/utils} [+units] {~add-ons/Genesis/episode1/units/} {~add-ons/Genesis/episode1/units/demons} {~add-ons/Genesis/episode1/units/undead} {~add-ons/Genesis/episode1/units/faeries} {~add-ons/Genesis/episode1/units/fae} {~add-ons/Genesis/episode1/units/fake} [/units] {~add-ons/Genesis/episode1/storytxt.cfg} {~add-ons/Genesis/episode1/deaths.cfg} {~add-ons/Genesis/episode1/scenarios} #endif #ifdef CAMPAIGN_GENESIS_EPISODE_II [lua] code = << for i, file in ipairs { 'character-utils.lua', 'spells.lua', } do wesnoth.dofile('~add-ons/Genesis/episode2/lua/' .. file) end >> [/lua] {~add-ons/Genesis/episode2/utils} [+units] {~add-ons/Genesis/episode2/units/} {~add-ons/Genesis/episode2/units/halflings} [/units] {~add-ons/Genesis/episode2/storytxt.cfg} {~add-ons/Genesis/episode2/scenarios} #endif
# # File automatically generated by Wesnoth to keep track # of version information on installed add-ons. DO NOT EDIT! # [info] core="" dependencies="Genesis_Resources" title="Genesis" type="campaign" uploads=5 version="0.2.3" [/info]
#textdomain wesnoth-Genesis # wmlscope: set export=no [textdomain] name="wesnoth-Genesis" [/textdomain] #ifdef CAMPAIGN_GENESIS_MENU_ENTRY_SHAREDINFO #undef CAMPAIGN_GENESIS_MENU_ENTRY_SHAREDINFO #endif #textdomain wesnoth-Genesis dependencies=Genesis_Resources #define CAMPAIGN_GENESIS_MENU_ENTRY_SHAREDINFO EPISODE_ID_SUFFIX EPISODE_SUBTITLE EPISODE_DESCRIPTION id=GENESIS_{EPISODE_ID_SUFFIX} define=CAMPAIGN_GENESIS extra_defines=CAMPAIGN_GENESIS_EPISODE_{EPISODE_ID_SUFFIX} version={~add-ons/Genesis/dist/VERSION} difficulties=EASY,NORMAL,HARD name= _ "Genesis"+" "+{EPISODE_SUBTITLE} description={EPISODE_DESCRIPTION}+" "+_""+" <span color='#888'><small>"+_"Version:"+" {~add-ons/Genesis/dist/VERSION} "+_"(requires Wesnoth 1.14 or later)"+"</small></span>" {~add-ons/Genesis/about.cfg} #enddef [campaign] {CAMPAIGN_GENESIS_MENU_ENTRY_SHAREDINFO I ( _ "Episode I") ( _ "<i>Twilight shrouds the frozen sky, Where sunlight fades to silent night. Beneath the blood sea dead souls cry, Blind to blue moon's ashen light. Impetuous force stirs blackened flame, Erasing her forsaken name. The iron crescent reaps all lives, In dreams of darkness, spirit dies.</i> (Expert level - 23 scenarios)")} end_text= _ "To be continued..." first_scenario=01_Ash abbrev= _ "Gns-1" icon="data/add-ons/Genesis/images/units/fae/esther.png" image="data/add-ons/Genesis/images/story/moonlit-lake.png" {CAMPAIGN_DIFFICULTY EASY "data/add-ons/Genesis_Resources/images/units/faeries-other/sprite.png~RC(magenta>green)" ( _ "Sprite") ( _ "Easy")} {CAMPAIGN_DIFFICULTY NORMAL "data/add-ons/Genesis_Resources/images/units/faeries-other/fire.png~RC(magenta>green)" ( _ "Nymph") ( _ "Normal")} {DEFAULT_DIFFICULTY} {CAMPAIGN_DIFFICULTY HARD "data/add-ons/Genesis_Resources/images/units/faeries-other/dryad.png~RC(magenta>green)" ( _ "Dryad") ( _ "Hard")} [/campaign] [campaign] {CAMPAIGN_GENESIS_MENU_ENTRY_SHAREDINFO II ( _ "Episode II") ( _ "Alone in faded slumber, dreaming, Wicked things traverse unending nightmares. Soulless beings of the darkness, they say, <i>We have no souls, but neither do you.</i> Hall of grey, stoned faces, Unblinking eyes stare open widely, As if questioningly, but ever silent, Frozen screams etched in eternity. <i>You've slain them all, wherefore?</i> They drop dead, one by one, (Expert level - 1 scenario)")} end_text= _ "To be continued..." first_scenario=00_Cutscene abbrev= _ "Gns-2" icon="data/add-ons/Genesis/images/units/fae/aryel.png" image="data/add-ons/Genesis/images/story/moonlit-lake.png" difficulty_descriptions={MENU_IMG_TXT2 "data/add-ons/Genesis/images/units/demons/fiend/fiend-female.png~RC(magenta>red)" _"difficulty_menu^Fiend" ("<span color='#888'>"+_"(Easy)"+"</span>")} + ";*" + {MENU_IMG_TXT2 "data/add-ons/Genesis/images/units/demons/fiend/berserker-female.png~RC(magenta>red)" _"difficulty_menu^Brute" ("<span color='#888'>"+_"(Normal)"+"</span>")} + ";" + {MENU_IMG_TXT2 "data/add-ons/Genesis/images/units/demons/fiend/hellion-female.png~RC(magenta>red)" _"difficulty_menu^Hellion" ("<span color='#888'>"+_"(Difficult)"+"</span>")} [/campaign] #ifdef CAMPAIGN_GENESIS_EPISODE_I [binary_path] path=data/add-ons/Genesis_Resources/ [/binary_path] {~add-ons/Genesis_Resources/utils} {~add-ons/Genesis_Resources/music} [binary_path] path=data/add-ons/Genesis/ [/binary_path] {~add-ons/Genesis/loader.cfg} #endif #ifdef CAMPAIGN_GENESIS_EPISODE_II [binary_path] path=data/add-ons/Genesis_Resources/ [/binary_path] {~add-ons/Genesis_Resources/utils} {~add-ons/Genesis_Resources/music} [binary_path] path=data/add-ons/Genesis/ [/binary_path] {~add-ons/Genesis/loader.cfg} #endif
#textdomain wesnoth-Genesis #define FAE_DEATHS2 [event] name=last breath [filter] id=Yumi [/filter] [message] speaker=Yumi message= _ "(<i>gasps</i>)" [/message] [message] speaker=Aryel message= _ "Yumi!" [/message] [message] speaker=Yumi message= _ "(<i>chokes</i>)" [/message] [endlevel] result=defeat [/endlevel] [/event] [event] name=last breath [filter] id=Esther [/filter] [message] speaker=Esther message= _ "(<i>cough</i>) I-I can't breathe-" [/message] [endlevel] result=defeat [/endlevel] [/event] [event] name=last breath [filter] id=Aryel [/filter] [message] speaker=Aryel message= _ "Ugh. (<i>gasp</i>) It hurts-" [/message] [endlevel] result=defeat [/endlevel] [/event] #enddef #define FAE_DEATHS [event] name=last breath [filter] id=Yumi [/filter] [message] speaker=Yumi message= _ "Es...ther... (<i>gasp</i>)" [/message] [message] speaker=Esther message= _ "Yumi!" [/message] [endlevel] result=defeat [/endlevel] [/event] [event] name=last breath [filter] id=Esther [/filter] [message] speaker=Esther message= _ "Yumi- (<i>cough</i>) -run... be safe..." [/message] [message] speaker=Yumi message= _ "Esther! Esther, please, you can't leave me..." [/message] [endlevel] result=defeat [/endlevel] [/event] [event] name=last breath [filter] id=Aryel [/filter] [message] speaker=Aryel message= _ "I-can't die- (<i>gasp</i>) -now..." [/message] [message] speaker=Yumi message= _ "Aryel, no! Esther, Esther, we have to save her-" [/message] [endlevel] result=defeat [/endlevel] [/event] #enddef
#textdomain wesnoth-Genesis #define CAMPAIGN_INTRO_HEADER title="<span font='200' color='#BCB088'>!</span>" # wmllint: ignore title_alignment=center show_title=yes #enddef #define CAMPAIGN_INTRO_PADDING " " #enddef #define CAMPAIGN_INTRO_WARNING_TITLE "<span color='#BCB088' font='18' weight='bold'>"+ _ "Warning!"+"</span> " #enddef # wmlindent: start ignoring #define CAMPAIGN_INTRO_GAMEPLAY_WARNING _ "Many scenarios of this campaign work significantly different from normal Wesnoth gameplay. It is especially important to pay close attention to the mission objectives and not necessarily try to kill every single enemy, especially on shrouded maps, or in places where enemies seem to respawn continuously." #enddef #define CAMPAIGN_INTRO_CONTENT_WARNING _ "This campaign is the prequel to <i>Invasion from the Unknown</i> and <i>After the Storm</i>. It may be useful, but is not necessary to play these campaigns before playing Genesis." #enddef #define CAMPAIGN_INTRO_OPTIONS_WARNING _ "A game screen resolution of <b>800x600 or greater</b> is recommended. Some sequences make use of floating labels, halos, and standing unit animations, so you might want to make sure these options are enabled under <b>Preferences</b> ? <b>Display</b>." #enddef #define STORYTXT_TITLE_CARD _ID _MAIN_TITLE _ALTERNATE_TITLE title={_MAIN_TITLE}+" <small>("+{_ALTERNATE_TITLE}+")</small> <span size='xx-small'>"+{_ID}+"</span>" #enddef #define STORYTXT_TITLE_CARD_SIMPLE _ID _MAIN_TITLE title={_MAIN_TITLE}+" <span size='xx-small'>"+{_ID}+"</span>" #enddef #define STORYTXT_CAPTION _TEXT "<span color='#bcb088' font='18' weight='bold'>"+{_TEXT}+"</span> " #enddef #define STORYTXT_INIT_WARNING [story] [part] music="data/core/sounds/ambient/wardrums.ogg" {CAMPAIGN_INTRO_HEADER} story={CAMPAIGN_INTRO_WARNING_TITLE}+{CAMPAIGN_INTRO_GAMEPLAY_WARNING}+{CAMPAIGN_INTRO_PADDING}+{CAMPAIGN_INTRO_CONTENT_WARNING} [/part] [/story] #enddef #define STORYTXT_ASH [story] [part] music=journeys_end.ogg story= _ "In our universe, there exist ten worlds, one for each of the ten aspects of creation." [/part] [part] story= _ "Life, Water, Thunder, Earth, Fire, Darkness, Light, Air, Ice, and Existence. Ten Guardians embody each one of these aspects, deities who channel the essence of these elements to foster the growth of their worlds and their peoples. Our world, Irdya, is that of Earth and the home to the faerie. Though we are protected by the Guardian Xia'el against the many demons from the other worlds, our relatively peaceful lives are still often fraught with battle." [/part] [part] story= _ "War is more common than peace. The disunity among the Guardians prevents their personal intervention to maintain order, even among those who desire harmony. There are plenty of them who do not..." [/part] [part] story= _ "I don't know what to think. The Guardians that are meant to protect us seem to only relish bloodshed. They pit their powers and their peoples against one another, treating precious life like trifles for their amusement. They sit back and watch as ash rains from the sky and the dry wind carries demon fire, burning away our beautiful forests... We're left to fight on our own." [/part] [part] story= _ "... they're coming again. The demons. There's no end to this carnage, is there? Fine. I'm not afraid of fighting. I can't be." [/part] [/story] #enddef #define STORYTXT_RED_PEAKS [story] [part] music=elvish-theme.ogg story= _ "Yumi always seems to be apathetic about everything, but I think secretly, she does care a lot. Come to think of it, she probably didn't want to leave because she had gotten kind of attached to our home. I guess even she can be kind of sentimental at times." [/part] [part] story= _ "To tell the truth, the real reason I wanted to leave was that those Urdemons seemed to be targeting Yumi and me. Maybe it was just my imagination or maybe I'm just being paranoid, but it's always a possibility that they know that we're not exactly real faerie. It's not like the demons would be interested in that. On the other hand, some of the Guardians might be..." [/part] [part] story= _ "I wish we knew more about what's going on. Demons attacks aren't something new, but them specifically being Urdemons is. It would be best if we could find Xia'el or Uria, since they're supposed to be the ones handling this mess being Guardians and all, but they've got their own agenda. I doubt we can really rely on them. We'll have to figure this mess out by ourselves." [/part] [/story] #enddef #define STORYTXT_NORTHLANDS [story] [switch] variable=prev_scenario [case] value="none" [part] story={STORYTXT_CAPTION ( _ "Esther")} + _ "Thanks to those Stromguardes finally showing up, we actually made it past those volcanoes. The rest of our journey to the northlands was fortunately very quiet, though I can't say that I'm totally at ease. There's no mistaking that those demons were definitely after Yumi and me, so that means they'll be back for us sometime." [/part] [part] story={STORYTXT_CAPTION ( _ "Esther")} + _ "For now, though, it's peaceful enough. There's plentiful forests in the northlands to settle in - a couple of the faerie decided to stick with us, but most of them have gone off and found new homes up here. It's not really a bad thing to have fewer people around anyway. The less there are, the less Yumi and I risk getting found out and the less attention we'll draw to ourselves. I suppose I don't really mind being social, but Yumi..." [/part] [part] story={STORYTXT_CAPTION ( _ "Esther")} + _ "Yumi worries me. I can't make sense of her most of the time. She gets so nervous over the littlest things but seems so indifferent over anything important. I don't get it. She's puzzling. Times like these make me miss Aryel. She's a bit odd, but she's fun and even Yumi seems to relax a little when she's around. We'll need to find out where she went." [/part] [/case] [case] value="White City" [part] story={STORYTXT_CAPTION ( _ "Esther")} + _ "So we definitely need Aryel now. If Yumi's right and that thing is filled with demon magic, it might be a clue as to how and why the Urdemons are attacking us. On the flip side, I'm surprised that the humans were so agreeable this time. Usually, even if they're not exactly enemies, they're not really friendly to the faerie. I can't imagine they'd be amicable to us either, if they knew what we were..." [/part] [part] story={STORYTXT_CAPTION ( _ "Esther")} + _ "Well, I digress. If we go back, we'll just have to be extra nice to them and hope for the best." [/part] [/case] [case] value="Glacial Shrine" [part] story={STORYTXT_CAPTION ( _ "Esther")} + _ "We tried to be helpful, but obviously we couldn't tell the humans too much. We talked about what we had learned a little bit, but ultimately it wasn't anything too new, except for the few inscriptions on the last glyph. Those were really different, but we can't really make any assumptions based on those yet, not without more information." [/part] [part] story={STORYTXT_CAPTION ( _ "Esther")} + _ "Surprisingly, though, the general allowed some of his men to follow us. I guess it would get boring just staying in that fort for weeks, especially with nothing but snow and ice around them. The extra help should be useful, but of course, this means that we'll have to be careful not to give them any hints that we're not normal faerie." [/part] [/case] [case] value="Black Cauldron" [part] story={STORYTXT_CAPTION ( _ "Aryel")} + _ "Yumi's the youngest of us by quite a bit. Well, okay, so I'm not technically that much older, but it's just the way she acts. She just seems so... so shy. I don't know what to make of it. It always feels like she's hiding something from everyone. Maybe she really is. Is it just because she's afraid? It's not like we're out to get her. Yes, I tease her sometimes, but she knows we won't hurt her. It just doesn't make sense." [/part] [part] story={STORYTXT_CAPTION ( _ "Aryel")} + _ "Maybe I don't have a right to be worried. Esther's been taking care of her just fine. Right now, the demons are the bigger issue..." [/part] [/case] [/switch] [/story] #enddef #define STORYTXT_BLUE_MOON [story] [part] music=silence.ogg story= _ "Where... am I?" [/part] [part] story= _ "I feel... weird." [/part] [part] story= _ "Everything is so dark. I can't see. It's cold..." [/part] [/story] #enddef #define STORYTXT_BLACK_CAULDRON [story] [part] story={STORYTXT_CAPTION ( _ "Esther")} + _ "I know I probably sound overly enthusiastic at times, but I feel like it's necessary since Yumi's so... passive all the time. I definitely can't let my own nervousness show. She's already anxious enough for the both of us. I need to be the level-headed one." [/part] [part] music=silence.ogg story={STORYTXT_CAPTION ( _ "Esther")} + _ "Anyway, Yumi actually knows Aryel better than I do, so I don't doubt her when she says Aryel's probably here." [/part] [/story] #enddef #define STORYTXT_WHITE_CITY [story] [part] music=silence.ogg story={STORYTXT_CAPTION ( _ "Esther")} + _ "It might seem silly to go to a human city to look for information, but Caerleon was actually built atop the ruins of other settlements. With a little luck, we might actually be able to find something. On the other hand, Yumi doesn't seem particularly fond of humans. It almost feels like she might be more scared of them than she is of the demons. So, I guess we'll limit our exploration a little bit." [/part] [/story] #enddef #define STORYTXT_CRYPT [story] [part] music=silence.ogg story={STORYTXT_CAPTION ( _ "Esther")} + _ "We got a bit of a stern lecture from the humans, but considering how wary they are of our magic, it could have been much worse. They still agreed to let us open the crypt as long as we put up a barrier around it. I'm not sure how effective our spell will be, especially if we encounter demons, but it's still worth a shot." [/part] [/story] #enddef #define STORYTXT_CAERLEON [story] [switch] variable=prev_scenario [case] value="none" [part] story={STORYTXT_CAPTION ( _ "Esther")} + _ "Xia'el left pretty quickly, but before she did, she told us not to open the crypt again. Must be something inside that chamber that's so important that even we shouldn't mess with it. Guardian stuff and all that. She also told us to stay out of trouble, as if she's expecting something to happen. Maybe it's because all these demons are around? I'm not sure. She seemed somewhat troubled by something else. I wonder what it was." [/part] [part] story={STORYTXT_CAPTION ( _ "Esther")} + _ "Maybe I should talk to Aryel about it. She might have some ideas. We can't rely on Xia'el for sure. Sad to say that, but at the same time, we can't be crying to her for help all the time either. We need to figure out what's going on with these Urdemons and who's controlling them. Actually, quite honestly, Yumi probably has a better idea of what's happening but asking her for answers is like pulling teeth, so..." [/part] [part] story={STORYTXT_CAPTION ( _ "Esther")} + _ "On a side note, some of the humans have taken a liking to our little group. I can't imagine why, but a little help here and there never hurts." [/part] [/case] [case] value="Pantheon" [part] story={STORYTXT_CAPTION ( _ "Esther")} + _ "The text on the statues was mildly troubling, but we'll have to see if anything comes of the humans' disregard for Xia'el. Not that we think so highly of her or anything, but she's the Guardian of Irdya after all. We should at least respect her." [/part] [/case] [case] value="Colosseum" [part] story={STORYTXT_CAPTION ( _ "Esther")} + _ "Typical Aryel. She always likes to show off. Funny how she can go from being so unsociable one moment to hogging the spotlight all to herself the next. Well, I suppose it's not bad that she gets some fun sometimes. I just worry that she draws too much attention to herself." [/part] [/case] [/switch] [/story] #enddef #define STORYTXT_UPPER_DISTRICT [story] [switch] variable=prev_scenario [case] value="Arcaneum" [part] story={STORYTXT_CAPTION ( _ "Esther")} + _ "The magi were grateful, of course, but a little cold. I can't help but think that they just don't like faeries very much. It seems strange, since we've been nothing but helpful to them. But it is what it is. We don't really have to deal with them if we don't want to. Then again, not all of them were that full of themselves, so maybe there's a little hope to make some friends. It'd be nice to have some of them on our side, no matter what Aryel thinks of them." [/part] [/case] [/switch] [/story] #enddef #define STORYTXT_ARCANEUM [story] [part] story={STORYTXT_CAPTION ( _ "Esther")} + _ "We had to pass through a powerful containment spell - no surprise there - but it's weird that we haven't seen any magi yet so far. Guess they're all hiding away from the undead. It seems like Aryel was right about these humans. They don't like cleaning up after their own messes." [/part] [/story] #enddef #define STORYTXT_IMPETUS [story] [part] music=silence.ogg story={STORYTXT_CAPTION ( _ "Esther")} + _ "It's been a few uneventful weeks. It's great that we haven't been attacked by more demons, but this period of calm is troubling rather than serene. It's just that things won't stay this way forever, and the fact that demons haven't shown up again makes me think that they, or I guess the person controlling them, are planning something. For that matter, we don't even know if Xia'el is still here or if she's left again. I know we can't really rely on her, but somehow her being here felt more reassuring." [/part] [part] story={STORYTXT_CAPTION ( _ "Esther")} + _ "We settled down with some of the faerie in the forests to the east. Despite Caerleon being a rather pretty city, a lot of the humans are somewhat cold and rude. Well, I suppose the few that came traveling with us are not unpleasant, but the whole air around Caerleon is a little bit disconcerting. As much as it's sometimes nice to socialize around them, staying for too long makes even me uncomfortable. Nevermind Aryel and Yumi, hah." [/part] [part] story={STORYTXT_CAPTION ( _ "Esther")} + _ "I suppose not having to do anything is nice in a way. Even if I'm not afraid of it, it's not like I enjoy fighting all the time. All I want is to keep Yumi and Aryel safe. If anything, peace is definitely a better option, but I just wonder how long things will stay like this." [/part] [/story] #enddef #define STORYTXT_SIEGE_OF_HELEMOOR [story] [part] music=silence.ogg story={STORYTXT_CAPTION ( _ "Esther")} + _ "Aryel was very fussy the whole night. I would have reassured her that I was fine, but I was pretty tired and ended up sleeping very early." [/part] [part] story={STORYTXT_CAPTION ( _ "Esther")} + _ "I woke up in the middle of the night. The wind had died down and the freshly fallen snow was soft and very cold. The moon was almost completely dark, but I was feeling a little better so I got up and walked around a bit. I caught sight of Yumi staring at the sky through the trees - her eyes were very dark, almost completely black." [/part] [part] story={STORYTXT_CAPTION ( _ "Esther")} + _ "I know she realized I was looking, but didn't she pay any attention to me. She seemed to be thinking about something? I wonder what it was. What goes on in that head of hers? I don't know what to do. Should I try to pry information out of her, or should I give her her space? The thing is, I don't think anything good will come of trying to force things out of her... nor do I want to. At the same time, her hiding things from us is troublesome..." [/part] [part] story={STORYTXT_CAPTION ( _ "Esther")} + _ "Honestly, dealing with this is a little stressful. Aryel's being really skittish right now, and Yumi is, well... Yumi. I suppose the best thing I can do is try to be stable. As long as they can rely on me, I hope we won't get into more trouble." [/part] [part] story={STORYTXT_CAPTION ( _ "Esther")} + _ "When I woke up in the morning, I found Aryel taking care of one of the humans' messenger hawks. Apparently, she found it with a bruised wing. Looked like it was from the impact of an arrow, but the bird was okay and its message was intact. Apparently, the King of Caerleon sent a large army toward Fort Helemoor in the northwest a few days ago. So the humans are even fighting each other now?" [/part] [part] story={STORYTXT_CAPTION ( _ "Esther")} + _ "We're heading north toward the fort, in case things do go sour and we're needed there. Hopefully we'll be able to get some clues as to why the humans are acting so strangely." [/part] [/story] #enddef #define STORYTXT_ASHEN_HEARTS [story] [part] music=silence.ogg story={STORYTXT_CAPTION ( _ "Esther")} + _ "We flew as fast as we could, but the humans made it to Caerleon before us. Aryel said that we weren't too far behind though. Hopefully they've just put her somewhere alone and aren't going to do anything with her at the moment. I hope." [/part] [part] story={STORYTXT_CAPTION ( _ "Esther")} + _ "Talya said that they would probably take Yumi to one of the prisons near the arcaneum area. Aryel also sensed her in that general direction, so we need to head there first. We can figure out what to do with the rest of these humans later. Whatever's going on among their high ranking officers and in their councils... as Talya put it, everyone seems to have gone insane. At the moment, I no longer have the patience nor the time to put up with this. If we need to fight through them, we'll do just that." [/part] [part] story={STORYTXT_CAPTION ( _ "Esther")} + _ "I've aired on the side of mercy in the past. In some sense, we're supposed to be the caretakers of Irdya. This is our home, and we are the ones who have kept everyone safe all this time. Even humans. That's how I felt before. But now..." [/part] [part] story={STORYTXT_CAPTION ( _ "Esther")} + _ "If they do anything to Yumi, I'm not willing to forgive them." [/part] [/story] #enddef #define STORYTXT_BLACK_FIRE [story] [part] story={STORYTXT_CAPTION ( _ "Talya")} + _ "We cleaned up and napped a little bit, but there wasn't much time. By the time I woke up, General Haart informed me that the demons were already near the gates. They couldn't have been more than a couple hours away, and given the size of their army, we would need a lot of help." [/part] [part] story={STORYTXT_CAPTION ( _ "Talya")} + _ "I went to go look for Esther and found her chatting quietly with Aryel. They were talking a bit about Yumi, who I guess was still sleeping. I joined them for a bit of food, then Aryel said she had to go back to check on Yumi. Those two seem to hang out together a lot. I wonder if they have something going on between them..." [/part] [part] story={STORYTXT_CAPTION ( _ "Talya")} + _ "Well, Esther did say that they used to run off alone all the time. They're probably not that used to being around other people. Maybe that's why Esther told them to go check out the palace first on their own. I just hope we're strong enough to defend against those demons. If we can keep them out of the city and back from the gates, maybe we can fight them off long enough to go help Aryel and Yumi." [/part] [/story] #enddef #define STORYTXT_ROYAL_PALACE [story] [part] story={STORYTXT_CAPTION ( _ "Aryel")} + _ "Talya and Esther came by earlier. I actually wanted to get going at about the same time they set off, but Yumi was still sleeping. I didn't have the heart to wake her either. She looked so very tired." [/part] [part] story={STORYTXT_CAPTION ( _ "Aryel")} + _ "The sun had gone down by the time she got up. I gave her a bit of pudding to eat. She refused everything else. Something wasn't quite right with her. It felt like she was thinking about something she didn't want anyone else to know about. Well, she always is. I asked her about it and she gave me her usual response. That she wasn't hiding anything. Of course." [/part] [part] story={STORYTXT_CAPTION ( _ "Aryel")} + _ "You know, if I lost a hair for every secret Yumi kept from me, I'd be bald by now. Ugh. I mean, I like Yumi, but sometimes that girl really stresses me out. I don't know what to do. She definitely knows something important, but she must feel that telling me would be harmful somehow. I wonder why." [/part] [part] story={STORYTXT_CAPTION ( _ "Aryel")} + _ "Blegh. I can't worry about this right now. We've got to figure out what's wrong with the human king and his advisors. Let's just sort out one thing at a time first." [/part] [/story] #enddef
#textdomain wesnoth-Genesis [scenario] id=01_Ash name= _ "Ash" map_data="{~add-ons/Genesis/episode1/maps/01_Ash.map}" {TURNS 21 19 17} theme=Cutscene_Minimal next_scenario=02_Red_Peaks {STORYTXT_INIT_WARNING} {STORYTXT_ASH} {EXTENDED_TIME2} current_time=8 {FAE_DEATHS} [side] {PLAYER_FAE} {FAERIE_RECRUITS} variation=FF1 facing=se [modifications] {TRAIT_FEARLESS} [/modifications] # profile=portraits/esther.png unrenamable=yes side=1 {GOLD 150 120 70} [/side] [side] {ETHEA_ENEMY_SIDE} {AGGRESSIVE_SIDE} type=Demon Warrior id=Azzarae name= _ "Azzarae" unrenamable=yes canrecruit=yes side=2 recruit=Demon,Winged Demon,Chaos Hound {GOLD 60 80 100} {INCOME 4 7 10} [/side] {STARTING_VILLAGES_ALL 1} {STARTING_VILLAGES 2 8} #ifdef HARD {RESPAWN_POINT ("Winged Demon") 2 39 20 7} {RESPAWN_POINT ("Winged Demon") 2 44 20 7} {RESPAWN_POINT ("Winged Demon") 2 45 17 7} {RESPAWN_POINT ("Winged Demon") 2 44 13 7} {RESPAWN_POINT ("Winged Demon") 2 46 8 7} #endif #ifdef NORMAL {RESPAWN_POINT ("Winged Demon") 2 39 20 14} {RESPAWN_POINT ("Winged Demon") 2 44 20 14} {RESPAWN_POINT ("Winged Demon") 2 45 17 14} {RESPAWN_POINT ("Winged Demon") 2 44 13 14} {RESPAWN_POINT ("Winged Demon") 2 46 8 14} #endif #ifdef EASY {RESPAWN_POINT ("Winged Demon") 2 39 20 17} {RESPAWN_POINT ("Winged Demon") 2 44 20 17} {RESPAWN_POINT ("Winged Demon") 2 45 17 17} {RESPAWN_POINT ("Winged Demon") 2 44 13 17} {RESPAWN_POINT ("Winged Demon") 2 46 8 17} #endif [event] name=prestart {FADE_SCREEN} [store_unit] [filter] id=Esther [/filter] variable=esther [/store_unit] [kill] id=Esther [/kill] [modify_side] side=1 shroud=yes [/modify_side] [place_shroud] side=1 x=1-47 y=1-21 [/place_shroud] [set_variable] name=turn_fire_dmg value=0 [/set_variable] [/event] [event] name=start {DELAY 1500} [credits_text] title= _ "GENESIS" duration=3000 [/credits_text] [credits_text] title= _ "Episode I" duration=2500 [/credits_text] [fade_out_music] duration=1500 [/fade_out_music] {REPLACE_SCENARIO_MUSIC silence.ogg} {SCROLL_TO 18 10} [change_theme] theme= [/change_theme] [modify_side] side=1 shroud=no [/modify_side] [remove_shroud] side=1 x=1-47 y=1-21 [/remove_shroud] [redraw] side=1 clear_shroud=yes [/redraw] {UNFADE_SCREEN} [unstore_unit] variable=esther [/unstore_unit] [unhide_unit] [filter][/filter] [/unhide_unit] {CLEAR_VARIABLE esther} {REPLACE_SCENARIO_MUSIC revelation.ogg} [message] speaker=Esther message= _ "Yumi? Yumi, wake up. Yumi..." [/message] [unit] side=1 type=Shadow Fae variation=SF1 canrecruit=yes x,y=9,7 name= _ "Yumi" id=Yumi unrenamable=yes # profile=portraits/yumi.png animate=yes facing=se [/unit] {DELAY 750} [message] speaker=Yumi message= _ "(<i>yawns</i>)" [/message] [message] speaker=Esther message= _ "Rise and shine, we've got visitors." [/message] [message] speaker=Yumi message= _ "(<i>squints</i>)" [/message] [scroll_to] x,y=38,15 [/scroll_to] {DELAY 2000} [message] speaker=Yumi message= _ "I thought demons didn't live here on Irdya." [/message] [message] speaker=Esther message= _ "They don't. These ones look like they're from Ethea, the world of Life. Wonder why they're here." [/message] [message] speaker=Esther message= _ "... Yumi?" [/message] [message] speaker=Esther message= _ "...hello? You paying attention?" [/message] [message] speaker=Yumi message= _ "They're here to kill us." [/message] [message] speaker=Esther message= _ "Well... <i>they sure look hostile, but I guess I should try to be optimistic around miss gloomy.</i>" [/message] [message] speaker=Esther message= _ "Don't be like that. We're allies with Ethea. They're probably just here to like, I don't know, pass us a message or something." [/message] [message] speaker=Yumi message= _ "(<i>rolls eyes</i>) They also probably just burned down the forest on accident too." [/message] [message] speaker=Esther message= _ "I guess you have a point. Well, just in case, we'd better wake the faeries in the villages. You stay back and out of danger, okay?" [/message] [message] speaker=Yumi message= _ "(<i>shrugs</i>)" [/message] [unit] side=1 generate_name=yes type=Faerie Sprite random_traits=no animate=yes [modifications] {TRAIT_LOYAL} {TRAIT_INTELLIGENT} [/modifications] x,y=16,16 [/unit] [unit] side=1 generate_name=yes type=Dusk Faerie random_traits=no animate=yes [modifications] {TRAIT_LOYAL} {TRAIT_INTELLIGENT} [/modifications] x,y=12,13 [/unit] [unit] side=1 generate_name=yes type=Yousei Briar Maiden random_traits=no animate=yes [modifications] {TRAIT_LOYAL} {TRAIT_STRONG} [/modifications] x,y=22,8 [/unit] [unit] side=1 generate_name=yes type=Faerie Shaman random_traits=no animate=yes [modifications] {TRAIT_LOYAL} {TRAIT_RESILIENT} [/modifications] x,y=20,13 [/unit] [objectives] {OBJECTIVE_VICTORY ( _ "Defeat Azzarae")} {OBJECTIVE_DEFEAT ( _ "Death of Esther")} {OBJECTIVE_DEFEAT ( _ "Death of Yumi")} {OBJECTIVE_DEFEAT ( _ "Turns run out")} {OBJECTIVE_CARRYOVER} [/objectives] {REPLACE_SCENARIO_MUSIC battle.ogg} {APPEND_MUSIC battle-epic.ogg} {APPEND_MUSIC casualties_of_war.ogg} {APPEND_MUSIC nunc_dimittis.ogg} {APPEND_MUSIC knolls.ogg} [/event] [event] name=new turn first_time_only=no [if] [variable] name=turn_fire_dmg numerical_not_equals=0 [/variable] [then] [store_unit] [filter] side=1 [not] id=Esther [/not] [/filter] variable=fire_dmg_unit [/store_unit] {PLAY_SOUND "fire.wav"} [/then] [/if] [for] array=fire_dmg_unit [do] [if] [variable] name=fire_dmg_unit[$i].hitpoints greater_than=$turn_fire_dmg [/variable] [then] {VARIABLE_OP fire_dmg_unit[$i].hitpoints sub $turn_fire_dmg} [/then] [else] [set_variable] name=fire_dmg_unit[$i].hitpoints value=1 [/set_variable] [/else] [/if] [unstore_unit] variable=fire_dmg_unit[$i] find_vacant=no text= _ "burned" {COLOR_HARM} [/unstore_unit] [/do] [/for] {CLEAR_VARIABLE fire_dmg_unit} [/event] [event] name=moveto first_time_only=yes [filter] id=Yumi x,y=18,10 [/filter] [message] speaker=Yumi message= _ "I don't know about this, Esther..." [/message] [message] speaker=Esther message= _ "Stop worrying! You'll do great!" [/message] [/event] [event] name=attack first_time_only=yes [filter] side=2 [/filter] [filter_second] id=Yumi [/filter_second] [message] speaker=Esther message= _ "Be careful! You'll get hurt!" [/message] [/event] [event] name=last breath first_time_only=yes [filter] side=2 [not] type=Chaos Hound, Demonic Hound, Hellhound [/not] [/filter] [filter_second] id=Esther [/filter_second] [message] speaker=Esther message= _ "Why are you here? Who ordered you to attack us?" [/message] [message] speaker=unit message= _ "(<i>stares</i>)" [/message] [message] speaker=Esther message= _ "Can you hear me? Answer me." [/message] [message] speaker=unit message= _ "(<i>stares</i>)" [/message] [if] [variable] name=unit.gender equals=male [/variable] [then] [message] speaker=Yumi message= _ "He's not talking. Just kill him." [/message] [/then] [else] [message] speaker=Yumi message= _ "She's not talking. Just kill her." [/message] [/else] [/if] [/event] [event] name=attack first_time_only=yes [filter] side=2 [/filter] [message] speaker=Esther message= _ "Ah, they're attacking us after all." [/message] [message] speaker=Yumi message= _ "Why wouldn't they?" [/message] [message] speaker=Esther message= _ "Like I said, we're allies with Ethea, and Xia'el and Uria are friends. It doesn't make sense for the Urdemons to do this. They're usually pretty nice to us." [/message] [message] speaker=Yumi message= _ "(<i>tilts head</i>)" [/message] [message] speaker=Esther message= _ "Xia'el and Uria are the Guardians of Earth and Life, remember? They're supposed to keep peace on our worlds, Irdya and Ethea. If any of the Urdemons get out of control, Uria's supposed to stop them. She's usually pretty strict with them you know." [/message] [message] speaker=Yumi message= _ "So... where is she?" [/message] [message] speaker=Esther message= _ "Obviously not here. I guess speculating about this right now isn't helpful. Let's worry about surviving first." [/message] [/event] [event] name=turn 5 end [message] speaker=Esther message= _ "Look out, it looks like the demon leader's casting some kind of spell!" [/message] [animate_unit] [filter] id=Azzarae [/filter] [primary_attack] range=ranged [/primary_attack] flag=attack [/animate_unit] {DELAY 750} [animate_unit] [filter] id=Azzarae [/filter] [primary_attack] range=ranged [/primary_attack] flag=attack [/animate_unit] {DELAY 300} [animate_unit] [filter] id=Azzarae [/filter] [primary_attack] range=ranged [/primary_attack] flag=attack [/animate_unit] {DELAY 150} #ifndef HARD [set_variable] name=turn_fire_dmg value=2 [/set_variable] #endif #ifdef HARD [set_variable] name=turn_fire_dmg value=3 [/set_variable] #endif {FLASH_RED_EXTREME ({DELAY 1500})} {COLOR_ADJUST 50 0 0} [/event] [event] name=side 1 turn 6 [message] speaker=Yumi message= _ "Ow!" [/message] [message] speaker=Esther message= _ "Yumi! Are you okay?" [/message] [message] speaker=Yumi message= _ "I'm... fine. What was that?" [/message] [message] speaker=Esther message= _ "Seems like he's trying to use the heat from the lava to fry us." [/message] [message] speaker=Yumi message= _ "Ugh, I hate fire." [/message] [message] speaker=Esther message= _ "I know you do, but I can't do anything about it without getting rid of that lava. We've got to beat them first." [/message] [/event] [event] name=turn 10 end #ifndef HARD [set_variable] name=turn_fire_dmg value=3 [/set_variable] #endif #ifdef HARD [set_variable] name=turn_fire_dmg value=4 [/set_variable] #endif {COLOR_ADJUST 75 0 0} [/event] [event] name=side 1 turn 11 [message] speaker=Yumi message= _ "Oww..." [/message] [message] speaker=Esther message= _ "Hang in there! Don't give up on me." [/message] [message] speaker=Yumi message= _ "I'm trying..." [/message] [/event] [event] name=moveto first_time_only=yes [filter] side=2 [filter_location] terrain=G*^F* [/filter_location] [/filter] [message] speaker=Esther message= _ "They're burning the forest!" [/message] [message] speaker=Yumi message= _ "Wonderful." [/message] [/event] [event] name=moveto first_time_only=no [filter] side=2 [filter_location] terrain=G*^F*,G*^V* [/filter_location] [/filter] {PLAY_SOUND "torch.ogg"} [terrain] x,y=$x1,$y1 radius=1 terrain=Rd [/terrain] [terrain] x,y=$x1,$y1 terrain=Rd^Ecf [/terrain] [redraw][/redraw] [/event] [event] name=side 1 turn 15 {CLEAR_VARIABLE tmp_lava_dmg} {CLEAR_VARIABLE lava_hex} #ifndef HARD [set_variable] name=turn_fire_dmg value=6 [/set_variable] #endif #ifdef HARD [set_variable] name=turn_fire_dmg value=9 [/set_variable] #endif {COLOR_ADJUST 100 0 0} [message] speaker=Esther message= _ "We've got to finish them off before everyone gets burned to death!" [/message] [/event] # victory events [event] name=last breath [filter] id=Azzarae [/filter] [message] speaker=Esther message= _ "Talk!" [/message] [message] speaker=Azzarae message= _ "... I cannot..." [/message] [message] speaker=Esther message= _ "Answer me!" [/message] [message] speaker=Azzarae message= _ "I am bound..." [/message] [message] speaker=Esther message= _ "The leader's acting strange too? Oh well." [/message] [endlevel] result=victory bonus=yes {NEW_GOLD_CARRYOVER 40} [/endlevel] [/event] [event] name=victory [message] speaker=Esther message= _ "Smile, Yumi! We won!" [/message] [message] speaker=Yumi message= _ "Ugh." [/message] [scroll_to] x,y=38,6 [/scroll_to] {DELAY 1250} [scroll_to] x,y=31,15 [/scroll_to] {DELAY 1250} [scroll_to] x,y=38,15 [/scroll_to] {DELAY 1250} [message] speaker=Yumi message= _ "We won. Awesome." [/message] [message] speaker=Esther message= _ "On the bright side at least we're still alive. Right?" [/message] [message] speaker=Esther message= _ "We're still alive, at least..." [/message] [message] speaker=Esther message= _ "Anyway, we can't stay here any longer. We have to- what are you doing?" [/message] [message] speaker=Yumi message= _ "Going to sleep. I'm tired." [/message] [message] speaker=Esther message= _ "But-" [/message] [message] speaker=Yumi message= _ "(<i>pouts</i>)" [/message] [message] speaker=Esther message= _ "(<i>sighs</i>) Okay, but we really shouldn't stay here for too long. After you wake up, we have to get going. Otherwise the demons will hunt us down. Okay?" [/message] [message] speaker=Yumi message= _ "(<i>shrugs</i>)" [/message] {CLEAR_VARIABLE turn_fire_dmg} [/event] # defeat [event] name=time over {PLAY_SOUND "dragonstick.ogg"} {FLASH_RED_EXTREME ({DELAY 1500})} [message] speaker=Yumi message= _ "Great, now we're going to be roasted alive..." [/message] [endlevel] result=defeat [/endlevel] [/event] [/scenario]
#textdomain wesnoth-Genesis [scenario] id=02_Red_Peaks name= _ "Red Peaks" map_data="{~add-ons/Genesis/episode1/maps/02_Red_Peaks.map}" {TURNS 33 30 27} next_scenario=03_Northlands victory_when_enemies_defeated=no {DEFAULT_SCHEDULE} {STORYTXT_RED_PEAKS} {SCENARIO_MUSIC battle-epic.ogg} {EXTRA_SCENARIO_MUSIC nunc_dimittis.ogg} {EXTRA_SCENARIO_MUSIC breaking_the_chains.ogg} {EXTRA_SCENARIO_MUSIC the_king_is_dead.ogg} {FAE_DEATHS} [side] {PLAYER_FAE} {FAERIE_RECRUITS} side=1 {GOLD 275 225 150} {INCOME 5 3 0} fog=yes [/side] {STARTING_VILLAGES 1 6} [side] {ETHEA_ENEMY_SIDE} {AGGRESSIVE_SIDE} side=2 no_leader=yes [/side] [side] side=3 {AGGRESSIVE_SIDE} no_leader=yes team_name=etheademon user_team_name= _ "team_name^Imps" color=ethea [/side] [side] side=4 {AGGRESSIVE_SIDE} no_leader=yes team_name=fae hidden=yes share_view=yes color=ethea [/side] #ifdef HARD {RESPAWN_POINT_RANDOM ("Demon Zephyr","Demon Windlasher") 2 16 18 39 42 16} {RESPAWN_POINT_RANDOM ("Demon Zephyr") 2 13 15 39 42 15} {RESPAWN_POINT_RANDOM ("Demon Zephyr","Demon Windlasher") 2 10 12 39 42 16} {RESPAWN_POINT_RANDOM ("Demon Zephyr") 2 3 7 48 52 15} {RESPAWN_POINT_RANDOM ("Demon Zephyr","Demon Windlasher") 2 27 31 37 40 16} {RESPAWN_POINT_RANDOM ("Demon Zephyr","Demon Windlasher") 2 25 29 29 33 16} {RESPAWN_POINT_RANDOM ("Demon Zephyr") 2 28 31 30 34 15} {RESPAWN_POINT_RANDOM ("Demon Zephyr") 2 3 8 42 47 15} {RESPAWN_POINT_RANDOM ("Demon Zephyr") 2 25 30 29 31 15} #endif #ifdef NORMAL {RESPAWN_POINT_RANDOM ("Demon Zephyr","Demon Windlasher") 2 16 18 39 42 24} {RESPAWN_POINT_RANDOM ("Winged Demon") 2 13 15 39 42 16} {RESPAWN_POINT_RANDOM ("Demon Zephyr") 2 10 12 39 42 24} {RESPAWN_POINT_RANDOM ("Demon Zephyr") 2 3 7 48 52 24} {RESPAWN_POINT_RANDOM ("Winged Demon") 2 27 31 37 40 16} {RESPAWN_POINT_RANDOM ("Winged Demon") 2 25 29 29 33 16} {RESPAWN_POINT_RANDOM ("Demon Zephyr","Demon Windlasher") 2 28 31 30 34 24} {RESPAWN_POINT_RANDOM ("Demon Zephyr") 2 3 8 42 47 24} {RESPAWN_POINT_RANDOM ("Winged Demon") 2 25 30 29 31 16} #endif #ifdef EASY {RESPAWN_POINT_RANDOM ("Demon Zephyr") 2 16 18 39 42 24} {RESPAWN_POINT_RANDOM ("Winged Demon") 2 13 15 39 42 20} {RESPAWN_POINT_RANDOM ("Winged Demon") 2 10 12 39 42 20} {RESPAWN_POINT_RANDOM ("Demon Zephyr") 2 3 7 48 52 24} {RESPAWN_POINT_RANDOM ("Winged Demon") 2 27 31 37 40 20} {RESPAWN_POINT_RANDOM ("Winged Demon") 2 25 29 29 33 20} {RESPAWN_POINT_RANDOM ("Demon Zephyr") 2 28 31 30 34 24} {RESPAWN_POINT_RANDOM ("Demon Zephyr") 2 3 8 42 47 24} {RESPAWN_POINT_RANDOM ("Winged Demon") 2 25 30 29 31 20} #endif # variable set [event] name=prestart [set_variable] name=turn_counter value=0 [/set_variable] [set_variable] name=new_spawns value=0 [/set_variable] {SPAWN ("Winged Demon") 2 16 41} {SPAWN ("Winged Demon") 2 30 34} [/event] [event] name=start [message] speaker=Esther message= _ "You awake yet?" [/message] {RECALL_YUMI 32 46} [redraw] side=1 clear_shroud=yes [/redraw] [message] speaker=Yumi message= _ "Kind of. Where are we going?" [/message] [message] speaker=Esther message= _ "North." [/message] [message] speaker=Yumi message= _ "Why north?" [/message] [message] speaker=Esther message= _ "Because other people live there... why are you looking at me like that?" [/message] [message] speaker=Yumi message= _ "You're talking about Aryel, aren't you?" [/message] [message] speaker=Esther message= _ "What's wrong with Aryel?" [/message] [message] speaker=Yumi message= _ "Nothing..." [/message] [message] speaker=Esther message= _ "Why are you blushing?" [/message] [message] speaker=Yumi message= _ "It's nothing! She's just... uhm..." [/message] [message] speaker=Esther message= _ "I thought you liked her. You seemed kind of sad when she left to go 'spread her wings' or whatever she was doing." [/message] [message] speaker=Yumi message= _ "(<i>sulks</i>) Yeah and you wouldn't let me go with her." [/message] [message] speaker=Esther message= _ "Well cheer up little miss gloomy, we're going to find her now." [/message] [message] speaker=Yumi message= _ "<i>I'm... gloomy?</i> Sorry..." [/message] [message] speaker=Esther message= _ "What do you have to be sorry about? Come on, we're going on an adventure to find Aryel. Isn't that something to be excited about?" [/message] [message] speaker=Yumi message= _ "I guess..." [/message] [message] speaker=Esther message= _ "<i>This girl is so shy.</i> Then let's get going." [/message] [objectives] {OBJECTIVE_VICTORY ( _ "Reach the end of the mountain pass")} {OBJECTIVE_DEFEAT ( _ "Death of Esther")} {OBJECTIVE_DEFEAT ( _ "Death of Yumi")} {OBJECTIVE_DEFEAT ( _ "Turns run out")} {OBJECTIVE_CARRYOVER} [/objectives] [/event] # also damages fire fae and shadow fae # do not get caught in lava! #define KILL_UNITS_ON_LAVA [store_locations] variable=lava_hex terrain=Qlf [/store_locations] [for] array=lava_hex [do] [if] [have_unit] x,y=$lava_hex[$i].x,$lava_hex[$i].y [not] type=Fire Fae, Shadow Fae, Winged Demon, Demon Zephyr, Demon Windlasher, Demon Stormbringer, Demon Galerunner,Demon Stromguarde,Serpent Messenger [/not] [/have_unit] [then] [kill] x,y=$lava_hex[$i].x,$lava_hex[$i].y animate=yes fire_event=yes [/kill] [/then] [/if] [/do] [/for] {CLEAR_VARIABLE lava_hex} #enddef [event] name=side 1 turn first_time_only=no [store_locations] variable=lava_hex terrain=Qlf [/store_locations] #ifndef HARD {VARIABLE tmp_lava_dmg 10} #endif #ifdef HARD {VARIABLE tmp_lava_dmg 15} #endif [for] array=lava_hex [do] [if] [have_unit] x,y=$lava_hex[$i].x,$lava_hex[$i].y type=Fire Fae, Shadow Fae [/have_unit] [then] {PLAY_SOUND "fire.wav"} [harm_unit] [filter] x,y=$lava_hex[$i].x,$lava_hex[$i].y [/filter] amount=$tmp_lava_dmg damage_type=fire animate=yes kill=no fire_event=yes [/harm_unit] [/then] [/if] [/do] [/for] {CLEAR_VARIABLE tmp_lava_dmg} {CLEAR_VARIABLE lava_hex} [/event] [event] name=sighted first_time_only=yes [filter] side=2 [/filter] [filter_second] side=1 [/filter_second] [message] speaker=Esther message= _ "Watch out, the demons are still following us! Stick together and don't get picked off!" [/message] [/event] [event] name=sighted first_time_only=yes [filter] side=3 [/filter] [filter_second] side=1 [/filter_second] [message] speaker=Esther message= _ "They brought imps too? Looks like we might have more of a problem on our hands than I initially thought." [/message] [message] speaker=Yumi message= _ "Why? And what are imps?" [/message] [message] speaker=Esther message= _ "I forget you've never seen them before. Imps are just lesser demons, usually the servants of proper demon lords and the like. They're not that dangerous by themselves, but them being here probably means someone troublesome is commanding them." [/message] [message] speaker=Yumi message= _ "(<i>frowns</i>) Okay." [/message] [/event] [event] name=turn 3 [message] speaker=Yumi message= _ "Hey, Esther." [/message] [message] speaker=Esther message= _ "Yes?" [/message] [message] speaker=Yumi message= _ "Do you ever wonder about, ah..." [/message] [message] speaker=Esther message= _ "What is it?" [/message] [message] speaker=Yumi message= _ "... do you think the others know that we're not the same as them?" [/message] [message] speaker=Esther message= _ "What do you mean?" [/message] [message] speaker=Yumi message= _ "Erm... well..." [/message] [message] speaker=Yumi message= _ "... never mind." [/message] [message] speaker=Esther message= _ "Yumi..." [/message] [message] speaker=Yumi message= _ "Sorry..." [/message] [message] speaker=Esther message= _ "(<i>sighs</i>) It's okay, you don't need to be scared of me, you know? Anyway, if you meant that we're not exactly faeries, I think only Aryel knows about that. The most we can do is do our best to keep it a secret." [/message] [message] speaker=Yumi message= _ "Okay." [/message] [/event] [event] name=turn 5 [filter_condition] [variable] name=turn_counter numerical_equals=0 [/variable] [/filter_condition] [message] speaker=Yumi message= _ "I think I see smoke." [/message] [message] speaker=Esther message= _ "From the volcanoes? Hmm, we should probably start moving faster." [/message] [message] speaker=Esther message= _ "... Yumi? Hello?" [/message] [message] speaker=Esther message= _ "Come on, you don't want to get caught if those volcanoes erupt on us." [/message] [message] speaker=Yumi message= _ "(<i>nods</i>)" [/message] [/event] # if you haven't set off the volcanoes by now, it's time to get moving [event] name=turn 8 [filter_condition] [variable] name=turn_counter numerical_equals=0 [/variable] [/filter_condition] [message] speaker=Esther message= _ "We should hurry up." [/message] [/event] [event] name=moveto first_time_only=yes [filter] x=8-15 y=16-21 side=1 [/filter] [message] speaker=Esther message= _ "Hey, I think I see an abandoned human castle. Maybe we can rally everyone there." [/message] [message] speaker=Yumi message= _ "Uhm, with all this lava around us?" [/message] [message] speaker=Esther message= _ "Ah, right." [/message] [/event] # volcano lava events # only do all the fancy interface stuff for the first turn this happens # spawns for the volcano event # these numbers can be tweaked #ifdef HARD {RESPAWN_POINT_CONDITIONAL ("Demon Zephyr","Demon Windlasher") 2 5 26 17 ("turn_counter")} {RESPAWN_POINT_CONDITIONAL ("Demon Zephyr","Demon Windlasher") 2 4 24 17 ("turn_counter")} {RESPAWN_POINT_CONDITIONAL ("Demon Zephyr","Demon Windlasher") 2 6 23 17 ("turn_counter")} {RESPAWN_POINT_CONDITIONAL ("Demon Zephyr","Demon Windlasher") 2 24 23 17 ("turn_counter")} {RESPAWN_POINT_CONDITIONAL ("Demon Zephyr","Demon Windlasher") 2 27 24 17 ("turn_counter")} {RESPAWN_POINT_CONDITIONAL ("Demon Zephyr","Demon Windlasher") 2 27 26 17 ("turn_counter")} {RESPAWN_POINT_CONDITIONAL ("Demon Zephyr","Demon Windlasher") 2 11 11 17 ("turn_counter")} {RESPAWN_POINT_CONDITIONAL ("Demon Zephyr","Demon Windlasher") 2 13 10 17 ("turn_counter")} {RESPAWN_POINT_CONDITIONAL ("Demon Zephyr","Demon Windlasher") 2 15 11 17 ("turn_counter")} #endif #ifdef NORMAL {RESPAWN_POINT_CONDITIONAL ("Demon Zephyr") 2 5 26 29 ("turn_counter")} {RESPAWN_POINT_CONDITIONAL ("Winged Demon") 2 4 24 25 ("turn_counter")} {RESPAWN_POINT_CONDITIONAL ("Demon Zephyr","Demon Windlasher") 2 6 23 29 ("turn_counter")} {RESPAWN_POINT_CONDITIONAL ("Demon Zephyr","Demon Windlasher") 2 24 23 29 ("turn_counter")} {RESPAWN_POINT_CONDITIONAL ("Winged Demon") 2 27 24 25 ("turn_counter")} {RESPAWN_POINT_CONDITIONAL ("Demon Zephyr") 2 27 26 29 ("turn_counter")} {RESPAWN_POINT_CONDITIONAL ("Winged Demon") 2 11 11 25 ("turn_counter")} {RESPAWN_POINT_CONDITIONAL ("Winged Demon") 2 13 10 25 ("turn_counter")} {RESPAWN_POINT_CONDITIONAL ("Winged Demon") 2 15 11 25 ("turn_counter")} #endif #ifdef EASY {RESPAWN_POINT_CONDITIONAL ("Demon Zephyr") 2 5 26 34 ("turn_counter")} {RESPAWN_POINT_CONDITIONAL ("Winged Demon") 2 4 24 29 ("turn_counter")} {RESPAWN_POINT_CONDITIONAL ("Demon Zephyr","Demon Windlasher") 2 6 23 34 ("turn_counter")} {RESPAWN_POINT_CONDITIONAL ("Demon Zephyr","Demon Windlasher") 2 24 23 34 ("turn_counter")} {RESPAWN_POINT_CONDITIONAL ("Winged Demon") 2 27 24 29 ("turn_counter")} {RESPAWN_POINT_CONDITIONAL ("Demon Zephyr") 2 27 26 34 ("turn_counter")} {RESPAWN_POINT_CONDITIONAL ("Winged Demon") 2 11 11 29 ("turn_counter")} {RESPAWN_POINT_CONDITIONAL ("Winged Demon") 2 13 10 29 ("turn_counter")} {RESPAWN_POINT_CONDITIONAL ("Winged Demon") 2 15 11 29 ("turn_counter")} #endif #ifdef HARD {RESPAWN_POINT_CONDITIONAL ("Blood Imp") 3 23 15 11 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Blood Imp") 3 23 17 10 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Blood Imp") 3 26 16 11 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Blood Imp") 3 24 13 10 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Blood Imp") 3 24 15 11 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Blood Imp") 3 27 14 10 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Serpent Messenger") 3 4 24 7 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Serpent Messenger") 3 27 24 7 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Serpent Messenger") 3 13 10 7 ("new_spawns")} #endif #ifdef NORMAL {RESPAWN_POINT_CONDITIONAL ("Blood Imp") 3 23 15 19 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Blood Imp") 3 23 17 19 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Imp") 3 26 16 15 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Imp") 3 24 13 15 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Blood Imp") 3 27 14 19 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Blood Imp") 3 24 15 19 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Serpent Messenger") 3 4 24 11 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Serpent Messenger") 3 27 24 11 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Serpent Messenger") 3 13 10 11 ("new_spawns")} #endif #ifdef EASY {RESPAWN_POINT_CONDITIONAL ("Imp") 3 23 15 19 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Blood Imp") 3 23 17 22 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Imp") 3 26 16 19 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Blood Imp") 3 24 13 22 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Imp") 3 27 14 19 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Imp") 3 24 15 19 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Serpent Messenger") 3 4 24 14 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Serpent Messenger") 3 27 24 14 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Serpent Messenger") 3 13 10 14 ("new_spawns")} #endif [event] name=moveto first_time_only=yes [filter] x=8-28 y=27-31 side=1 [/filter] [message] speaker=Yumi message= _ "Do you hear something?" [/message] [message] speaker=Esther message= _ "Yes. It sounds like-" [/message] # 5 seems to be good, but it could be a little less or more # the repeat for sound makes it more impressive, more eruption-like {REPEAT 5 ({QUAKE_FIXED "rumble.ogg"})} {REPEAT 3 ({PLAY_SOUND "dragonstick.ogg"})} {REPLACE_SCENARIO_MUSIC frantic.ogg} {APPEND_MUSIC the_city_falls.ogg} {APPEND_MUSIC vengeful.ogg} {DELAY 1000} {PLAY_SOUND "rumble.ogg"} # the broken up scrolls and redraws make it seem like the lava is flowing [scroll_to] x,y=7,37 [/scroll_to] [terrain] x=0,0 y=36,39 terrain=Qlf [/terrain] [redraw][/redraw] {DELAY 1000} [terrain] x=1,1,1,1 y=37,38,39,40 terrain=Qlf [/terrain] [redraw][/redraw] {DELAY 1000} [terrain] x=2 y=39 terrain=Qlf [/terrain] [redraw][/redraw] {KILL_UNITS_ON_LAVA} {DELAY 1000} {PLAY_SOUND "rumble.ogg"} [scroll_to] x,y=9,25 [/scroll_to] [terrain] x=6 y=25 terrain=Qlf [/terrain] [redraw][/redraw] {DELAY 1000} [terrain] x=7,7 y=25,26 terrain=Qlf [/terrain] [redraw][/redraw] {KILL_UNITS_ON_LAVA} {DELAY 1000} {PLAY_SOUND "rumble.ogg"} [scroll_to] x,y=24,25 [/scroll_to] [terrain] x=26 y=25 terrain=Qlf [/terrain] [redraw][/redraw] {DELAY 1000} [terrain] x=25,25 y=25,26 terrain=Qlf [/terrain] [redraw][/redraw] {KILL_UNITS_ON_LAVA} {DELAY 1000} # here are some enemies #ifdef HARD {SPAWN ("Demon Zephyr","Demon Windlasher") 2 5 26} {SPAWN ("Demon Zephyr","Demon Windlasher") 2 6 23} {SPAWN ("Demon Zephyr","Demon Windlasher") 2 24 23} {SPAWN ("Demon Zephyr","Demon Windlasher") 2 27 26} {SPAWN ("Winged Demon") 2 11 11} {SPAWN ("Winged Demon") 2 15 11} #endif #ifdef NORMAL {SPAWN ("Winged Demon") 2 5 26} {SPAWN ("Winged Demon") 2 6 23} {SPAWN ("Winged Demon") 2 24 23} {SPAWN ("Winged Demon") 2 27 26} {SPAWN ("Demon Zephyr") 2 11 11} {SPAWN ("Demon Zephyr","Demon Windlasher") 2 15 11} #endif #ifdef EASY {SPAWN ("Winged Demon") 2 5 26} {SPAWN ("Winged Demon") 2 6 23} {SPAWN ("Winged Demon") 2 24 23} {SPAWN ("Winged Demon") 2 27 26} {SPAWN ("Winged Demon") 2 11 11} {SPAWN ("Winged Demon") 2 15 11} #endif [message] speaker=Esther message= _ "Oh dear, this is bad. Really bad. Stay off the lava, and stay close! We can't let them pick us off alone!" [/message] # since we don't know which turn this occurs on, use a counter to track it [set_variable] name=turn_counter value=1 [/set_variable] # highlight for next few hexes that get lavaed [item] x=3,4,4,0,0,0,1,1,7,8,8,24,25,23,22,8,13 y=39,38,37,45,46,47,46,47,27,24,26,25,27,25,24,23,12 halo=halo/fire-beam.png visible_in_fog=no [/item] [objectives] {OBJECTIVE_VICTORY ( _ "Reach the end of the mountain pass")} {OBJECTIVE_DEFEAT ( _ "Death of Esther")} {OBJECTIVE_DEFEAT ( _ "Death of Yumi")} {OBJECTIVE_DEFEAT ( _ "Turns run out")} {OBJECTIVE_CARRYOVER} {OBJECTIVE_NOTE ( _ "Do not step on the lava.")} [/objectives] [/event] [event] name=turn refresh [filter_condition] [variable] name=turn_counter numerical_equals=1 [/variable] [/filter_condition] [set_variable] name=turn_counter value=2 [/set_variable] [/event] # make more lava, etc [event] name=new turn first_time_only=yes [filter_condition] [variable] name=turn_counter numerical_equals=2 [/variable] [/filter_condition] {PLAY_SOUND "rumble.ogg"} [terrain] x=3,4,4,0,0,0,1,1 y=39,38,37,45,46,47,46,47 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=7,8,8 y=27,24,26 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=24,25,23,22,8 y=25,27,25,24,23 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=13 y=12 terrain=Qlf [/terrain] [redraw][/redraw] {KILL_UNITS_ON_LAVA} [remove_item] x=3,4,4,0,0,0,1,1,7,8,8,24,25,23,22,8,13 y=39,38,37,45,46,47,46,47,27,24,26,25,27,25,24,23,12 [/remove_item] [item] x=5,5,5,2,2,3,7,9,8,9,21,22,24,26,23,12,14,10,17 y=37,38,39,46,47,47,28,27,23,24,25,23,27,27,28,12,12,12,11 halo=halo/fire-beam.png visible_in_fog=no [/item] [set_variable] name=turn_counter value=3 [/set_variable] [/event] [event] name=turn refresh [filter_condition] [variable] name=turn_counter numerical_equals=3 [/variable] [/filter_condition] [set_variable] name=turn_counter value=4 [/set_variable] [/event] [event] name=new turn first_time_only=yes [filter_condition] [variable] name=turn_counter numerical_equals=4 [/variable] [/filter_condition] {PLAY_SOUND "rumble.ogg"} [terrain] x=5,5,5 y=37,38,39 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=2,2,3 y=46,47,47 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=7,9,8,9 y=28,27,23,24 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=21,22,24,26,23 y=25,23,27,27,28 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=12,14,10,17 y=12,12,12,11 terrain=Qlf [/terrain] [redraw][/redraw] {KILL_UNITS_ON_LAVA} [remove_item] x=5,5,5,2,2,3,7,9,8,9,21,22,24,26,23,12,14,10,17 y=37,38,39,46,47,47,28,27,23,24,25,23,27,27,28,12,12,12,11 [/remove_item] [item] x=5,6,4-5,8,7,10,9,10,26,26,22,24,20,21,22,17,18,16,11,9 y=36,36-39,46-47,28,29,27,23,24,28,29,28,26,25,23,22,10,10,12,13,13 halo=halo/fire-beam.png visible_in_fog=no [/item] [set_variable] name=turn_counter value=5 [/set_variable] [/event] [event] name=turn refresh [filter_condition] [variable] name=turn_counter numerical_equals=5 [/variable] [/filter_condition] [set_variable] name=turn_counter value=6 [/set_variable] [/event] [event] name=new turn first_time_only=yes [filter_condition] [variable] name=turn_counter numerical_equals=6 [/variable] [/filter_condition] {PLAY_SOUND "rumble.ogg"} [terrain] x=5,6 y=36,36-39 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=4-5 y=46-47 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=8,7,10,9,10 y=28,29,27,23,24 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=26,26,22,24,20,21,22 y=28,29,28,26,25,23,22 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=17,18,16,11,9 y=10,10,12,13,13 terrain=Qlf [/terrain] [redraw][/redraw] {KILL_UNITS_ON_LAVA} [remove_item] x=5,6,4-5,8,7,10,9,10,26,26,22,24,20,21,22,17,18,16,11,9 y=36,36-39,46-47,28,29,27,23,24,28,29,28,26,25,23,22,10,10,12,13,13 [/remove_item] [set_variable] name=turn_counter value=7 [/set_variable] [/event] [event] name=turn refresh [filter_condition] [variable] name=turn_counter numerical_equals=7 [/variable] [/filter_condition] [set_variable] name=turn_counter value=8 [/set_variable] [/event] [event] name=new turn [filter_condition] [variable] name=turn_counter numerical_equals=8 [/variable] [/filter_condition] [set_variable] name=turn_counter value=9 [/set_variable] [item] x=7,8,8,6,7,5,6,6,7,8,7,7,10,11,10,6,9,25,27,21,22,20,8,9,15,16,12,13 y=37,36,37,40,40,45,44,46,47,47,23,22,22,25,26,29,29,30,30,26,21,22,13,14,13,13,7,7 halo=halo/fire-beam.png visible_in_fog=no [/item] [/event] [event] name=turn refresh [filter_condition] [variable] name=turn_counter numerical_equals=9 [/variable] [/filter_condition] [set_variable] name=turn_counter value=10 [/set_variable] [/event] [event] name=new turn first_time_only=yes [filter_condition] [variable] name=turn_counter numerical_equals=10 [/variable] [/filter_condition] {PLAY_SOUND "rumble.ogg"} [terrain] x=7,8,8,6,7 y=37,36,37,40,40 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=5,6,6,7,8 y=45,44,46,47,47 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=7,7,10,11,10,6,9 y=23,22,22,25,26,29,29 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=25,27,21,22,20 y=30,30,26,21,22 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=8,9,15,16,12,13 y=13,14,13,13,7,7 terrain=Qlf [/terrain] [redraw][/redraw] {KILL_UNITS_ON_LAVA} [remove_item] x=7,8,8,6,7,5,6,6,7,8,7,7,10,11,10,6,9,25,27,21,22,20,8,9,15,16,12,13 y=37,36,37,40,40,45,44,46,47,47,23,22,22,25,26,29,29,30,30,26,21,22,13,14,13,13,7,7 [/remove_item] [item] x=9,7,8,10,6,9-12,13,5,6,9,10,8,9,11,11,12,10,6,7,28,28,26,24,21,22,22,19,19,19,18,22,23,7,8,13,11,17,11,12 y=37,41,41,37,43,48,49,31,30,30,29,27,28,26,28,24,21,21,21,30,31,30,30,29,29,27,25,26,22,22,20,21,13,14,13,14,9,7,6 halo=halo/fire-beam.png visible_in_fog=no [/item] [set_variable] name=turn_counter value=11 [/set_variable] [/event] [event] name=turn refresh [filter_condition] [variable] name=turn_counter numerical_equals=11 [/variable] [/filter_condition] [set_variable] name=turn_counter value=12 [/set_variable] [/event] [event] name=new turn first_time_only=yes [filter_condition] [variable] name=turn_counter numerical_equals=12 [/variable] [/filter_condition] {PLAY_SOUND "rumble.ogg"} [terrain] x=9,7,8,10 y=37,41,41,37 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=6,9-12,13 y=43,48,49 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=5,6,9,10,8,9,11,11,12,10,6,7 y=31,30,30,29,27,28,26,28,24,21,21,21 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=28,28,26,24,21,22,22,19,19,19,18,22,23 y=30,31,30,30,29,29,27,25,26,22,22,20,21 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=7,8,13,11,17,11,12 y=13,14,13,14,9,7,6 terrain=Qlf [/terrain] [redraw][/redraw] {KILL_UNITS_ON_LAVA} [remove_item] x=9,7,8,10,6,9-12,13,5,6,9,10,8,9,11,11,12,10,6,7,28,28,26,24,21,22,22,19,19,19,18,22,23,7,8,13,11,17,11,12 y=37,41,41,37,43,48,49,31,30,30,29,27,28,26,28,24,21,21,21,30,31,30,30,29,29,27,25,26,22,22,20,21,13,14,13,14,9,7,6 [/remove_item] [item] x=7,9,10,11,11,7,8,13-14,15,4,5,11,11,12,12-13,11,12,13,8,8,6,7,27,27,23,21,20,21,19,20,18,17,21,22,24,30,5-6,7-8,10,12,12,16,17,19,19,14,15,10 y=42-43,42,41,42,37,38-39,39-40,50,51,31,32,30,31,28,26,23,23,24,22,20,20,21,32,33,31,30,28,27,26,27,25,23,22,19,20,21,13,15,14,14,15,14,14,11,12,6-7,7,7 halo=halo/fire-beam.png visible_in_fog=no [/item] [set_variable] name=turn_counter value=13 [/set_variable] [set_variable] name=new_spawns value=1 [/set_variable] [/event] [event] name=turn refresh [filter_condition] [variable] name=turn_counter numerical_equals=13 [/variable] [/filter_condition] [set_variable] name=turn_counter value=14 [/set_variable] [/event] [event] name=new turn first_time_only=yes [filter_condition] [variable] name=turn_counter numerical_equals=14 [/variable] [/filter_condition] {PLAY_SOUND "rumble.ogg"} [terrain] x=7,9,10,11,11 y=42-43,42,41,42,37 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=7,8 y=38-39,39-40 terrain=Ql [/terrain] [redraw][/redraw] [terrain] x=13-14,15 y=50,51 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=4,5,11,11,12,12-13,11,12,13,8,8,6,7 y=31,32,30,31,28,26,23,23,24,22,20,20,21 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=27,27,23,21,20,21,19,20,18,17,21,22,24,30 y=32,33,31,30,28,27,26,27,25,23,22,19,20,21 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=5-6,7-8,10,12,12,16,17,19,19,14,15,10 y=13,15,14,14,15,14,14,11,12,6-7,7,7 terrain=Qlf [/terrain] [redraw][/redraw] {KILL_UNITS_ON_LAVA} [remove_item] x=7,9,10,11,11,7,8,13-14,15,4,5,11,11,12,12-13,11,12,13,8,8,6,7,27,27,23,21,20,21,19,20,18,17,21,22,24,30,5-6,7-8,10,12,12,16,17,19,19,14,15,10 y=42-43,42,41,42,37,38-39,39-40,50,51,31,32,30,31,28,26,23,23,24,22,20,20,21,32,33,31,30,28,27,26,27,25,23,22,19,20,21,13,15,14,14,15,14,14,11,12,6-7,7,7 [/remove_item] [set_variable] name=turn_counter value=15 [/set_variable] [/event] [event] name=turn refresh [filter_condition] [variable] name=turn_counter numerical_equals=15 [/variable] [/filter_condition] [set_variable] name=turn_counter value=16 [/set_variable] [/event] [event] name=new turn [filter_condition] [variable] name=turn_counter numerical_equals=16 [/variable] [/filter_condition] [set_variable] name=turn_counter value=17 [/set_variable] [item] x=11-12,12,12-13,8,6,8,9,10,9-10,16,15,14,15,14,2-3,3,6,6,7-8,12,12,13,13,14,14,13,11,11,10,7,8,4,26,28,26,23,23,25,22,23,19,20,19,18,17,18,18,17,21,23,25,29,30,31,3,4,5,7,8-9,11-12,14,15,16,13,19,20,17,16,15,15 y=36,35,41-42,42,45,38,41,40,38,51,52,52,53,53,31,32,32,33,30,29,31,29,28,26,23,23,24,21,20,20,19,20,33,33,32,30,32,28,25,27,29,30,28,27,27,26,24,24,24,19,20,21,20,22,13,12,14,14,16,16,13,15,15,16,13,12,12,7-8,6,5 halo=halo/fire-beam.png visible_in_fog=no [/item] [/event] [event] name=turn refresh [filter_condition] [variable] name=turn_counter numerical_equals=17 [/variable] [/filter_condition] [set_variable] name=turn_counter value=18 [/set_variable] [/event] [event] name=new turn first_time_only=yes [filter_condition] [variable] name=turn_counter numerical_equals=18 [/variable] [/filter_condition] {PLAY_SOUND "rumble.ogg"} [terrain] x=11-12,12,12-13,8,6 y=36,35,41-42,42,45 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=8,9,10,9-10 y=38,41,40,38 terrain=Ql [/terrain] [redraw][/redraw] [terrain] x=16,15,14,15,14 y=51,52,52,53,53 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=2-3,3,6,6,7-8,12,12,13,13,14,14,13,11,11,10,7,8,4 y=31,32,32,33,30,29,31,29,28,26,23,23,24,21,20,20,19,20 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=26,28,26,23,23,25,22,23,19,20,19,18,17,18,18,17,21,23,25,29,30,31 y=33,33,32,30,32,28,25,27,29,30,28,27,27,26,24,24,24,19,20,21,20,22 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=3,4,5,7,8-9,11-12,14,15,16,13,19,20,17,16,15,15 y=13,12,14,14,16,16,13,15,15,16,13,12,12,7-8,6,5 terrain=Qlf [/terrain] [redraw][/redraw] {KILL_UNITS_ON_LAVA} [remove_item] x=11-12,12,12-13,8,6,8,9,10,9-10,16,15,14,15,14,2-3,3,6,6,7-8,12,12,13,13,14,14,13,11,11,10,7,8,4,26,28,26,23,23,25,22,23,19,20,19,18,17,18,18,17,21,23,25,29,30,31,3,4,5,7,8-9,11-12,14,15,16,13,19,20,17,16,15,15 y=36,35,41-42,42,45,38,41,40,38,51,52,52,53,53,31,32,32,33,30,29,31,29,28,26,23,23,24,21,20,20,19,20,33,33,32,30,32,28,25,27,29,30,28,27,27,26,24,24,24,19,20,21,20,22,13,12,14,14,16,16,13,15,15,16,13,12,12,7-8,6,5 [/remove_item] [item] x=13,14,14,15,14,15,6,9,9,11,11-12,11,14,15,11-13,12,10,1-2,6,5,8,11,13,13,13,14,15,14,10,14,15,12,12,9,9,6,3-4,12,26,27,27,22,24,22,21,18,19,20,23,20,17,17,18,32,33,31,28,26,23,16,16,3-4,4,6,5-6,8-9,10,14,12,17,11,21,14,15,18 y=36,35,36,36,41,42,41,39,40,38,40,41,54-56,57,53,52,52,30,34,35,29,29,32,33,30,29,30,27,23,25,26,21,22,19,20,19,19,25,34,34,35,32,32,31,32,31,31,29,26,24,25,28,28,22,23,21,20,19,18,22,23,14,13,15,16,17,15,15,17,16,15,13,4,4,9 halo=halo/fire-beam.png visible_in_fog=no [/item] [message] speaker=Esther message= _ "We have to keep moving! We can't get caught here or the lava's going to kill us all!" [/message] [set_variable] name=turn_counter value=19 [/set_variable] [/event] [event] name=turn refresh [filter_condition] [variable] name=turn_counter numerical_equals=19 [/variable] [/filter_condition] [set_variable] name=turn_counter value=20 [/set_variable] [/event] [event] name=new turn first_time_only=yes [filter_condition] [variable] name=turn_counter numerical_equals=20 [/variable] [/filter_condition] {PLAY_SOUND "rumble.ogg"} [terrain] x=13,14,14,15,14,15,6 y=36,35,36,36,41,42,41 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=9,9,11,11-12,11 y=39,40,38,40,41 terrain=Ql [/terrain] [redraw][/redraw] [terrain] x=14,15,11-13,12,10 y=54-56,57,53,52,52 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=1-2,6,5,8,11,13,13,13,14,15,14,10,14,15,12,12,9,9,6,3-4,12 y=30,34,35,29,29,32,33,30,29,30,27,23,25,26,21,22,19,20,19,19,25 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=26,27,27,22,24,22,21,18,19,20,23,20,17,17,18,32,33,31,28,26,23,16,16 y=34,34,35,32,32,31,32,31,31,29,26,24,25,28,28,22,23,21,20,19,18,22,23 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=3-4,4,6,5-6,8-9,10,14,12,17,11,21,14,15,18 y=14,13,15,16,17,15,15,17,16,15,13,4,4,9 terrain=Qlf [/terrain] [redraw][/redraw] {KILL_UNITS_ON_LAVA} [remove_item] x=13,14,14,15,14,15,6,9,9,11,11-12,11,14,15,11-13,12,10,1-2,6,5,8,11,13,13,13,14,15,14,10,14,15,12,12,9,9,6,3-4,12,26,27,27,22,24,22,21,18,19,20,23,20,17,17,18,32,33,31,28,26,23,16,16,3-4,4,6,5-6,8-9,10,14,12,17,11,21,14,15,18 y=36,35,36,36,41,42,41,39,40,38,40,41,54-56,57,53,52,52,30,34,35,29,29,32,33,30,29,30,27,23,25,26,21,22,19,20,19,19,25,34,34,35,32,32,31,32,31,31,29,26,24,25,28,28,22,23,21,20,19,18,22,23,14,13,15,16,17,15,15,17,16,15,13,4,4,9 [/remove_item] [item] x=15,16,16,15,16,4,3,10,11,12,13,14,13,14,15,15,16,16,6-9,0,13,14,6-7,12,13,12,12,15,14,14,14,15,12,13,11,13,14,12,13,7,8,11,27-28,27,25,22,21,21,23,18,19,18,17,18,17,20,21,29,30,27,26,24,15,4-5,4,5,7,10,12,14,15,21,22,18,17,9,8,13,14 y=37,36,37,41,41,45,46,39,39,37,37,37,40,40,58,59,59,60,53,29,34,33,35,30,31,32,34,33,30,31,28,29,27,27,22,25,24,20,20,19,18,20,36-37,31,33,30,31,33,33,30,30,29,31,32,29,27,28,30,29,20,18,18,22,15,17,17,16,16,13,16,16,14,13,11,8,7,6,4,3 halo=halo/fire-beam.png visible_in_fog=no [/item] [set_variable] name=turn_counter value=21 [/set_variable] [/event] [event] name=turn refresh [filter_condition] [variable] name=turn_counter numerical_equals=21 [/variable] [/filter_condition] [set_variable] name=turn_counter value=22 [/set_variable] [/event] [event] name=new turn first_time_only=yes [filter_condition] [variable] name=turn_counter numerical_equals=22 [/variable] [/filter_condition] {PLAY_SOUND "rumble.ogg"} [terrain] x=15,16,16,15,16,4,3 y=37,36,37,41,41,45,46 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=10,11,12,13,14,13,14 y=39,39,37,37,37,40,40 terrain=Ql [/terrain] [redraw][/redraw] [terrain] x=15,15,16,16,6-9 y=58,59,59,60,53 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=0,13,14,6-7,12,13,12,12,15,14,14,14,15,12,13,11,13,14,12,13,7,8,11 y=29,34,33,35,30,31,32,34,33,30,31,28,29,27,27,22,25,24,20,20,19,18,20 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=27-28,27,25,22,21,21,23,18,19,18,17,18,17,20,21,29,30,27,26,24,15 y=36-37,31,33,30,31,33,33,30,30,29,31,32,29,27,28,30,29,20,18,18,22 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=4-5,4,5,7,10,12,14,15,21,22,18,17,9,8,13,14 y=15,17,17,16,16,13,16,16,14,13,11,8,7,6,4,3 terrain=Qlf [/terrain] [redraw][/redraw] {KILL_UNITS_ON_LAVA} [remove_item] x=15,16,16,15,16,4,3,10,11,12,13,14,13,14,15,15,16,16,6-9,0,13,14,6-7,12,13,12,12,15,14,14,14,15,12,13,11,13,14,12,13,7,8,11,27-28,27,25,22,21,21,23,18,19,18,17,18,17,20,21,29,30,27,26,24,15,4-5,4,5,7,10,12,14,15,21,22,18,17,9,8,13,14 y=37,36,37,41,41,45,46,39,39,37,37,37,40,40,58,59,59,60,53,29,34,33,35,30,31,32,34,33,30,31,28,29,27,27,22,25,24,20,20,19,18,20,36-37,31,33,30,31,33,33,30,30,29,31,32,29,27,28,30,29,20,18,18,22,15,17,17,16,16,13,16,16,14,13,11,8,7,6,4,3 [/remove_item] [item] x=15,16,16,15,16,4,3,10,11,12,13,14,13,14,15,15,16,16,6-9,0,13,14,6-7,12,13,12,12,15,14,14,14,15,12,13,11,13,14,12,13,7,8,11,27-28,27,25,22,21,21,23,18,19,18,17,18,17,20,21,29,30,27,26,24,15,4-5,4,5,7,10,12,14,15,21,22,18,17,9,8,13,14 y=37,36,37,41,41,45,46,39,39,37,37,37,40,40,58,59,59,60,53,29,34,33,35,30,31,32,34,33,30,31,28,29,27,27,22,25,24,20,20,19,18,20,36-37,31,33,30,31,33,33,30,30,29,31,32,29,27,28,30,29,20,18,18,22,15,17,17,16,16,13,16,16,14,13,11,8,7,6,4,3 halo=halo/fire-beam.png visible_in_fog=no [/item] [set_variable] name=turn_counter value=23 [/set_variable] [/event] [event] name=turn refresh [filter_condition] [variable] name=turn_counter numerical_equals=23 [/variable] [/filter_condition] [set_variable] name=turn_counter value=24 [/set_variable] [/event] [event] name=new turn first_time_only=yes [filter_condition] [variable] name=turn_counter numerical_equals=24 [/variable] [/filter_condition] {PLAY_SOUND "rumble.ogg"} [terrain] x=15,16,16,15,16,4,3 y=37,36,37,41,41,45,46 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=10,11,12,13,14,13,14 y=39,39,37,37,37,40,40 terrain=Ql [/terrain] [redraw][/redraw] [terrain] x=15,15,16,16,6-9 y=58,59,59,60,53 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=0,13,14,6-7,12,13,12,12,15,14,14,14,15,12,13,11,13,14,12,13,7,8,11 y=29,34,33,35,30,31,32,34,33,30,31,28,29,27,27,22,25,24,20,20,19,18,20 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=27-28,27,25,22,21,21,23,18,19,18,17,18,17,20,21,29,30,27,26,24,15 y=36-37,31,33,30,31,33,33,30,30,29,31,32,29,27,28,30,29,20,18,18,22 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=4-5,4,5,7,10,12,14,15,21,22,18,17,9,8,13,14 y=15,17,17,16,16,13,16,16,14,13,11,8,7,6,4,3 terrain=Qlf [/terrain] [redraw][/redraw] {KILL_UNITS_ON_LAVA} [remove_item] x=15,16,16,15,16,4,3,10,11,12,13,14,13,14,15,15,16,16,6-9,0,13,14,6-7,12,13,12,12,15,14,14,14,15,12,13,11,13,14,12,13,7,8,11,27-28,27,25,22,21,21,23,18,19,18,17,18,17,20,21,29,30,27,26,24,15,4-5,4,5,7,10,12,14,15,21,22,18,17,9,8,13,14 y=37,36,37,41,41,45,46,39,39,37,37,37,40,40,58,59,59,60,53,29,34,33,35,30,31,32,34,33,30,31,28,29,27,27,22,25,24,20,20,19,18,20,36-37,31,33,30,31,33,33,30,30,29,31,32,29,27,28,30,29,20,18,18,22,15,17,17,16,16,13,16,16,14,13,11,8,7,6,4,3 [/remove_item] [item] x=16-17,1-2,0,2-3,7,5,2-3,4,14,15,12,14,12-13,0,0,1,14,15,16,17,15,11,10,5,2-3,29,30,26,29,31,22,24,25,19,20,19,33,25,23,27,6,4-5,13,15,18,9,10,11,10,21,14,15 y=38-40,45,44,38,36,54,54,53,51,38-40,39,39,38,30,31,31,32,32,29,30,31,27,28,20,18,38,38,37,31,29,26,31,31,23,31,32,22,19,20,18,14,18,14,14,12,18,17,17,19,15,2,3 halo=halo/fire-beam.png visible_in_fog=no [/item] [message] speaker=Esther message= _ "Are you still okay?" [/message] [message] speaker=Yumi message= _ "Just splendid." [/message] [message] speaker=Esther message= _ "Okay, well hang on and I'll get us out of here..." [/message] [set_variable] name=turn_counter value=25 [/set_variable] [/event] [event] name=moveto first_time_only=yes [filter] x=4-21 y=19-24 side=1 [/filter] {PLAY_SOUND "thunder1.wav"} [scroll_to] x,y=13,12 [/scroll_to] [lift_fog] [filter_side] side=1 [/filter_side] x=10-16 y=10-12 multiturn=no [/lift_fog] {DELAY 1500} {SPAWN_ID ("Demon Zephyr") 2 11 11 ("pursuer1") ("male")} {SPAWN_ID ("Demon Windlasher") 2 13 10 ("pursuer2") ("female")} {SPAWN_ID ("Demon Zephyr") 2 15 11 ("pursuer3") ("male")} [message] speaker=pursuer2 message= _ "Capture the fire lady and the little girl... dispose of the rest." [/message] [message] speaker=Esther message= _ "Uh oh. Stay close! Don't get caught alone!" [/message] [message] speaker=Yumi message= _ "<i>Her eyes look funny. She's still being controlled.</i>" [/message] [/event] [event] name=last breath first_time_only=yes [filter] id=pursuer1 [/filter] [message] speaker=unit message= _ "... my will is unbound." [/message] [/event] [event] name=last breath first_time_only=yes [filter] id=pursuer2 [/filter] [message] speaker=Esther message= _ "Who sent you? Why are you chasing us?" [/message] [message] speaker=unit message= _ "..." [/message] {FLASH_RED_EXTREME ({DELAY 250})} [message] speaker=Esther message= _ "Talk!" [/message] [message] speaker=Yumi message= _ "Just kill her... she's not worth the effort." [/message] [/event] [event] name=last breath first_time_only=yes [filter] id=pursuer3 [/filter] [message] speaker=unit message= _ "You... cannot resist..." [/message] [message] speaker=Yumi message= _ "Just die already." [/message] [/event] [event] name=turn refresh [filter_condition] [variable] name=turn_counter numerical_equals=25 [/variable] [/filter_condition] [set_variable] name=turn_counter value=26 [/set_variable] [/event] [event] name=new turn first_time_only=yes [filter_condition] [variable] name=turn_counter numerical_equals=26 [/variable] [/filter_condition] {PLAY_SOUND "rumble.ogg"} [terrain] x=16-17,1-2,0,2-3,7,5,2-3,4,14 y=38-40,45,44,38,36,54,54,53,51 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=15,12,14,12-13 y=38-40,39,39,38 terrain=Ql [/terrain] [redraw][/redraw] [terrain] x=0,0,1,14,15,16,17,15,11,10,5,2-3 y=30,31,31,32,32,29,30,31,27,28,20,18 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=29,30,26,29,31,22,24,25,19,20,19,33,25,23,27 y=38,38,37,31,29,26,31,31,23,31,32,22,19,20,18 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=6,4-5,13,15,18,9,10,11,10,21,14,15 y=14,18,14,14,12,18,17,17,19,15,2,3 terrain=Qlf [/terrain] [redraw][/redraw] {KILL_UNITS_ON_LAVA} [remove_item] x=16-17,1-2,0,2-3,7,5,2-3,4,14,15,12,14,12-13,0,0,1,14,15,16,17,15,11,10,5,2-3,29,30,26,29,31,22,24,25,19,20,19,33,25,23,27,6,4-5,13,15,18,9,10,11,10,21,14,15 y=38-40,45,44,38,36,54,54,53,51,38-40,39,39,38,30,31,31,32,32,29,30,31,27,28,20,18,38,38,37,31,29,26,31,31,23,31,32,22,19,20,18,14,18,14,14,12,18,17,17,19,15,2,3 [/remove_item] [item] x=0,1,12,13,13,14,2-3,9,10,13,16,16,3,5,8,30,32,28,25,26,25,25,31,31,28,29,27,28,33,33,18,23,17,13,15,16,16,7,9,13,23,23,20,13,14,16 y=54-56,55-56,49,51,39,38,37,36,36,35,30,31,20,19,21,30,28,32,32,31,37,38,38,39,35,39,17,17,21,20,23,17,26,21,21,27,28,17,15,15,13,14,13,2,1,3 halo=halo/fire-beam.png visible_in_fog=no [/item] [set_variable] name=turn_counter value=27 [/set_variable] [/event] [event] name=turn refresh [filter_condition] [variable] name=turn_counter numerical_equals=27 [/variable] [/filter_condition] [set_variable] name=turn_counter value=28 [/set_variable] [/event] [event] name=new turn first_time_only=yes [filter_condition] [variable] name=turn_counter numerical_equals=28 [/variable] [/filter_condition] {PLAY_SOUND "rumble.ogg"} [terrain] x=0,1,12,13 y=54-56,55-56,49,51 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=13,14 y=39,38 terrain=Ql [/terrain] [redraw][/redraw] [terrain] x=2-3,9,10,13,16,16,3,5,8 y=37,36,36,35,30,31,20,19,21 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=30,32,28,25,26,25,25,31,31,28,29,27,28,33,33,18,23,17,13,15,16,16 y=30,28,32,32,31,37,38,38,39,35,39,17,17,21,20,23,17,26,21,21,27,28 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=7,9,13,23,23,20,13,14,16 y=17,15,15,13,14,13,2,1,3 terrain=Qlf [/terrain] [redraw][/redraw] {KILL_UNITS_ON_LAVA} [remove_item] x=0,1,12,13,13,14,2-3,9,10,13,16,16,3,5,8,30,32,28,25,26,25,25,31,31,28,29,27,28,33,33,18,23,17,13,15,16,16,7,9,13,23,23,20,13,14,16 y=54-56,55-56,49,51,39,38,37,36,36,35,30,31,20,19,21,30,28,32,32,31,37,38,38,39,35,39,17,17,21,20,23,17,26,21,21,27,28,17,15,15,13,14,13,2,1,3 [/remove_item] [item] x=12,13,12,11,11,10,4,8,14,15,15,16,16,24,24,24,25,32,33,32,33,33,32,32,19,20,15,15,13,16,16,27,28,22,26,9,9,10-11,11,6-7,15,15,18,14,20,24,24,24,16,16,14,13,13 y=50,52,33,32,35,35,36,35,34,34,35,32,33,36,37,38,39,37,37,39,28,29,20,21,24,23,27,28,22,26,24,16,15,17,17,22,21,18,19,18,20,19,16,14,15,14,12,11,6,5,0,0,3 halo=halo/fire-beam.png visible_in_fog=no [/item] [set_variable] name=turn_counter value=29 [/set_variable] [/event] [event] name=turn refresh [filter_condition] [variable] name=turn_counter numerical_equals=29 [/variable] [/filter_condition] [set_variable] name=turn_counter value=30 [/set_variable] [/event] [event] name=new turn first_time_only=yes [filter_condition] [variable] name=turn_counter numerical_equals=30 [/variable] [/filter_condition] {PLAY_SOUND "rumble.ogg"} [terrain] x=12,13,12,11,11,10,4,8,14,15,15,16,16 y=50,52,33,32,35,35,36,35,34,34,35,32,33 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=24,24,24,25,32,33,32,33,33,32,32,19,20,15,15,13,16,16,27,28,22,26 y=36,37,38,39,37,37,39,28,29,20,21,24,23,27,28,22,26,24,16,15,17,17 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=9,9,10-11,11,6-7,15,15,18,14,20,24,24,24,16,16,14,13,13 y=22,21,18,19,18,20,19,16,14,15,14,12,11,6,5,0,0,3 terrain=Qlf [/terrain] [redraw][/redraw] {KILL_UNITS_ON_LAVA} [remove_item] x=12,13,12,11,11,10,4,8,14,15,15,16,16,24,24,24,25,32,33,32,33,33,32,32,19,20,15,15,13,16,16,27,28,22,26,9,9,10-11,11,6-7,15,15,18,14,20,24,24,24,16,16,14,13,13 y=50,52,33,32,35,35,36,35,34,34,35,32,33,36,37,38,39,37,37,39,28,29,20,21,24,23,27,28,22,26,24,16,15,17,17,22,21,18,19,18,20,19,16,14,15,14,12,11,6,5,0,0,3 [/remove_item] [item] x=4,9,10,10,17,20,23,23,23,22,25,32,33,33,33,32,33,29,24,16,15,15,15,14,16,12,13,14,26,27,27,29,25,29,29,22,24,25,25,12,13,16,17,12,11,15,6 y=35,35,30,31,32,32,34,35,37,36,40,40,40,39,38,29,30,40,19,25,25,24,23,22,18,19,17,18,15,15,19,20,17,15,16,15,10,11,12,0,1,4,7,1,2,0,17 halo=halo/fire-beam.png visible_in_fog=no [/item] [set_variable] name=turn_counter value=31 [/set_variable] [/event] [event] name=moveto first_time_only=yes [filter] x=16-22 y=12-18 side=1 [/filter] {PLAY_SOUND "thunder1.wav"} [scroll_to] x,y=13,12 [/scroll_to] [lift_fog] [filter_side] side=1 [/filter_side] x=10-16 y=10-12 multiturn=no [/lift_fog] {SPAWN_ID ("Demon Zephyr") 2 11 11 ("pursuer4") ("male")} {SPAWN_ID ("Demon Windlasher") 2 13 10 ("pursuer5") ("female")} {SPAWN_ID ("Demon Zephyr") 2 15 11 ("pursuer6") ("male")} #ifdef HARD {SPAWN ("Blood Imp") 3 23 15} {SPAWN ("Blood Imp") 3 23 17} {SPAWN ("Blood Imp") 3 26 16} {SPAWN ("Blood Imp") 3 24 13} {SPAWN ("Blood Imp") 3 27 14} #endif #ifdef NORMAL {SPAWN ("Blood Imp") 3 23 15} {SPAWN ("Blood Imp") 3 26 16} #endif #ifdef EASY {SPAWN ("Blood Imp") 3 23 15} #endif [message] speaker=pursuer5 message= _ "Eyes on the prey. The quarry shall soon be our prisoner." [/message] [message] speaker=Yumi message= _ "I don't think we can make it..." [/message] [message] speaker=Esther message= _ "We can. Don't look back and keep flying as fast as you can. We can fight them off." [/message] [message] speaker=Yumi message= _ "But they're so strong..." [/message] [message] speaker=Esther message= _ "So are you. You can do it. Trust yourself." [/message] [message] speaker=Yumi message= _ "(<i>tilts head</i>)" [/message] [message] speaker=Esther message= _ "Right, scratch that. Stay close to me. I'll protect you and get us out of here. Trust me, Yumi." [/message] [message] speaker=Yumi message= _ "(<i>nods slowly</i>)" [/message] [/event] [event] name=turn refresh [filter_condition] [variable] name=turn_counter numerical_equals=31 [/variable] [/filter_condition] [set_variable] name=turn_counter value=32 [/set_variable] [/event] [event] name=new turn first_time_only=yes [filter_condition] [variable] name=turn_counter numerical_equals=32 [/variable] [/filter_condition] {PLAY_SOUND "rumble.ogg"} [terrain] x=4,9,10,10,17,20,23,23,23,22,25,32,33,33,33,32,33,29 y=35,35,30,31,32,32,34,35,37,36,40,40,40,39,38,29,30,40 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=24,16,15,15,15,14,16,12,13,14,26,27,27,29,25,29,29,22,24,25,25 y=19,25,25,24,23,22,18,19,17,18,15,15,19,20,17,15,16,15,10,11,12 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=12,13,16,17,12,11,15,6 y=0,1,4,7,1,2,0,17 terrain=Qlf [/terrain] [redraw][/redraw] {KILL_UNITS_ON_LAVA} [remove_item] x=4,9,10,10,17,20,23,23,23,22,25,32,33,33,33,32,33,29,24,16,15,15,15,14,16,12,13,14,26,27,27,29,25,29,29,22,24,25,25,12,13,16,17,12,11,15,6 y=35,35,30,31,32,32,34,35,37,36,40,40,40,39,38,29,30,40,19,25,25,24,23,22,18,19,17,18,15,15,19,20,17,15,16,15,10,11,12,0,1,4,7,1,2,0,17 [/remove_item] [item] x=9,9,24,23,22,22,18,16,21,21,32,33,30,31,26,26,28,29,14,14,14,28,18,19,13,12,17,21,25,26,23,24,30,31,24,23,17,18,18,17,17,19,19,21,29,30,31,29,16,23,24,28,29,24,13,14,15,20,9,12,9,10,8,11,15,16 y=31,32,35,36,33,34,33,34,36,37,38,41,39,30,36,35,40,41,19,20,21,19,13,14,19,18,18,17,18,16,15,15,15,15,13,10,37,37,36,33,36,34,35,34,42,42,43,33,17,22,21,16,17,17,18,17,18,14,3,2,2,2,2,3,1,0 halo=halo/fire-beam.png visible_in_fog=no [/item] [set_variable] name=turn_counter value=33 [/set_variable] [/event] [event] name=moveto first_time_only=yes [filter] x=23-29 y=12-18 side=1 [/filter] [scroll_to] x,y=28,13 [/scroll_to] {SPAWN_ID ("Demon Stromguarde") 4 27 13 ("lord1") ("male")} {SPAWN_ID ("Demon Stromguarde") 4 28 13 ("lord2") ("male")} {SPAWN_ID ("Demon Stromguarde") 4 29 13 ("lord3") ("male")} [object] [filter] id=lord1 [/filter] silent=yes [effect] apply_to=movement_costs replace=yes [movement_costs] unwalkable=1 [/movement_costs] [/effect] [/object] [message] speaker=lord3 message= _ "By the order of Lady Uria, Guardian of Life, Mistress of all Ethea, stand down!" [/message] [message] speaker=lord1 message= _ "What were you thinking, coming to Irdya and attacking the faerie?" [/message] [message] speaker=narrator message= _ "(<i>silence</i>)" [/message] [message] speaker=lord2 message= _ "Have you all nothing to say?" [/message] [message] speaker=narrator message= _ "(<i>silence</i>)" [/message] [message] speaker=Esther message= _ "Umm, hello. Are you here to help us?" [/message] [message] speaker=lord1 message= _ "Yes. Lady Uria sends her blessings. We are here to maintain order." [/message] [message] speaker=Esther message= _ "Well, it seems like your warriors aren't acting of their own free will. It looks like someone's controlling them." [/message] [message] speaker=lord3 message= _ "That can be resolved later. You faerie should focus on escaping this lava. Leave the troublesome details to us." [/message] [/event] [event] name=last breath first_time_only=no [filter] id=lord1 [/filter] [heal_unit] [filter] id=lord1 [/filter] amount=full [/heal_unit] [/event] [event] name=last breath first_time_only=no [filter] id=lord2 [/filter] [heal_unit] [filter] id=lord2 [/filter] amount=full [/heal_unit] [/event] [event] name=last breath first_time_only=no [filter] id=lord3 [/filter] [heal_unit] [filter] id=lord3 [/filter] amount=full [/heal_unit] [/event] [event] name=turn refresh [filter_condition] [variable] name=turn_counter numerical_equals=33 [/variable] [/filter_condition] [set_variable] name=turn_counter value=34 [/set_variable] [/event] [event] name=new turn first_time_only=yes [filter_condition] [variable] name=turn_counter numerical_equals=34 [/variable] [/filter_condition] {PLAY_SOUND "rumble.ogg"} [terrain] x=9,9,24,23,22,22,18,16,21,21,32,33,30,31,26,26,28,29 y=31,32,35,36,33,34,33,34,36,37,38,41,39,30,36,35,40,41 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=14,14,14,28,18,19,13,12,17,21,25,26,23,24,30,31,24,23 y=19,20,21,19,13,14,19,18,18,17,18,16,15,15,15,15,13,10 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=17,18,18,17,17,19,19,21,29,30,31,29,16 y=37,37,36,33,36,34,35,34,42,42,43,33,17 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=23,24,28,29,24,13,14,15,20 y=22,21,16,17,17,18,17,18,14 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=9,12 y=3,2 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=9,10,8,11,15,16 y=2,2,2,3,1,0 terrain=Qlf [/terrain] [redraw][/redraw] {KILL_UNITS_ON_LAVA} [remove_item] x=9,9,24,23,22,22,18,16,21,21,32,33,30,31,26,26,28,29,14,14,14,28,18,19,13,12,17,21,25,26,23,24,30,31,24,23,17,18,18,17,17,19,19,21,29,30,31,29,16,23,24,28,29,24,13,14,15,20,9,12,9,10,8,11,15,16 y=31,32,35,36,33,34,33,34,36,37,38,41,39,30,36,35,40,41,19,20,21,19,13,14,19,18,18,17,18,16,15,15,15,15,13,10,37,37,36,33,36,34,35,34,42,42,43,33,17,22,21,16,17,17,18,17,18,14,3,2,2,2,2,3,1,0 [/remove_item] [item] x=19,20,16,17,22,19,19,23,22,32,33,31,31,32,29,25,26,15,16,17,18,22,20,16,17,10,12 y=33,33,35,35,35,37,38,39,38,43,44,44,16,15,14,13,10,17,16,17,18,14,17,19,19,3,3 halo=halo/fire-beam.png visible_in_fog=no [/item] [set_variable] name=turn_counter value=35 [/set_variable] [/event] [event] name=turn refresh [filter_condition] [variable] name=turn_counter numerical_equals=35 [/variable] [/filter_condition] [set_variable] name=turn_counter value=36 [/set_variable] [/event] [event] name=new turn first_time_only=yes [filter_condition] [variable] name=turn_counter numerical_equals=36 [/variable] [/filter_condition] {PLAY_SOUND "rumble.ogg"} [terrain] x=19,20,16,17,22,19,19,23,22,32,33,31 y=33,33,35,35,35,37,38,39,38,43,44,44 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=31,32,29,25,26,15,16,17,18,22,20,16,17 y=16,15,14,13,10,17,16,17,18,14,17,19,19 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=10,12 y=3,3 terrain=Qlf [/terrain] [redraw][/redraw] {KILL_UNITS_ON_LAVA} [remove_item] x=19,20,16,17,22,19,19,23,22,32,33,31,31,32,29,25,26,15,16,17,18,22,20,16,17,10,12 y=33,33,35,35,35,37,38,39,38,43,44,44,16,15,14,13,10,17,16,17,18,14,17,19,19,3,3 [/remove_item] [item] x=17,18,18,21,20,21,20,32,33,31,22,23,22,31,32,31,32,30,26,28,18,19,19,20,21,32,33,33,33,24,24,25,18,18,21,20,20,21,18,20,22,23,22,30,30,33,27,22,23,24,25,26,18,24,19,19,20,23,19,20,21,22,25,25 y=34,34,35,35,34,38,37,44,45,45,39,40,40,14,13,17,16,16,14,14,17,17,16,16,16,45,46,43,42,39,40,41,39,40,40,40,39,39,38,36,37,41,41,17,14,17,14,16,16,16,16,11,19,41,39,40,38,38,36,35,18,18,14,15 halo=halo/fire-beam.png visible_in_fog=no [/item] [set_variable] name=turn_counter value=37 [/set_variable] [/event] [event] name=turn refresh [filter_condition] [variable] name=turn_counter numerical_equals=37 [/variable] [/filter_condition] [set_variable] name=turn_counter value=38 [/set_variable] [/event] [event] name=new turn first_time_only=yes [filter_condition] [variable] name=turn_counter numerical_equals=38 [/variable] [/filter_condition] {PLAY_SOUND "rumble.ogg"} [terrain] x=17,18,18,21,20,21,20,32,33,31,22,23,22 y=34,34,35,35,34,38,37,44,45,45,39,40,40 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=31,32,31,32,30,26,28,18,19,19,20,21 y=14,13,17,16,16,14,14,17,17,16,16,16 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=32,33,33,33,24,24,25,18,18,21,20,20,21,18,20,22,23,22 y=45,46,43,42,39,40,41,39,40,40,40,39,39,38,36,37,41,41 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=30,30,33,27,22,23,24,25,26,18 y=17,14,17,14,16,16,16,16,11,19 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=24,19,19,20,23,19,20 y=41,39,40,38,38,36,35 terrain=Qlf [/terrain] [redraw][/redraw] [terrain] x=21,22,25,25 y=18,18,14,15 terrain=Qlf [/terrain] [redraw][/redraw] [message] speaker=Esther message= _ "I think it's finally stopping." [/message] {KILL_UNITS_ON_LAVA} [remove_item] x=17,18,18,21,20,21,20,32,33,31,22,23,22,31,32,31,32,30,26,28,18,19,19,20,21,32,33,33,33,24,24,25,18,18,21,20,20,21,18,20,22,23,22,30,30,33,27,22,23,24,25,26,18,24,19,19,20,23,19,20,21,22,25,25 y=34,34,35,35,34,38,37,44,45,45,39,40,40,14,13,17,16,16,14,14,17,17,16,16,16,45,46,43,42,39,40,41,39,40,40,40,39,39,38,36,37,41,41,17,14,17,14,16,16,16,16,11,19,41,39,40,38,38,36,35,18,18,14,15 [/remove_item] [/event] [event] name=moveto [filter] x=25-32 y=1-4 id=Yumi,Esther [/filter] {CLEAR_VARIABLE turn_counter} {CLEAR_VARIABLE new_spawns} [message] speaker=Yumi message= _ "Oh my god." [/message] [message] speaker=Yumi message= _ "(<i>breathes</i>)" [/message] [message] speaker=Yumi message= _ "Fresh air..." [/message] [message] speaker=Esther message= _ "(<i>laughs</i>) Poor Yumi. You really don't like heat, huh." [/message] [message] speaker=Yumi message= _ "Lava's more your thing." [/message] [message] speaker=Esther message= _ "Actually, if it's in excess, it can still hurt me. Even though, you know-" [/message] [message] speaker=Yumi message= _ "(<i>whispers</i>) Shush! Do you want everyone to know that we're..." [/message] [message] speaker=Esther message= _ "(<i>whispers</i>) I did say that we should try to keep this a secret between us, but there's no way anyone around here could possibly know-" [/message] [message] speaker=Yumi message= _ "(<i>whispers</i>) They do!" [/message] [message] speaker=Esther message= _ "(<i>whispers</i>) Aren't you a bit paranoid? All the demons are gone now. There's only the faerie girls here and they're our friends." [/message] [message] speaker=Yumi message= _ "(<i>sulks</i>)" [/message] [message] speaker=Esther message= _ "(<i>whispers</i>) Come on, you know it's true." [/message] [message] speaker=Yumi message= _ "(<i>frowns</i>)" [/message] [message] speaker=Esther message= _ "Aww, don't be mad at me. I'm just concerned about you. You always seem so on edge." [/message] [message] speaker=Yumi message= _ "I'm fine." [/message] [message] speaker=Esther message= _ "I'm not sure about that." [/message] [message] speaker=Yumi message= _ "I really am." [/message] [message] speaker=Esther message= _ "I know you say that, but..." [/message] [message] speaker=Yumi message= _ "Please, Esther..." [/message] [message] speaker=Esther message= _ "Ah, I don't mean to be pushy. But seriously, you should try to open up sometimes, okay?" [/message] [message] speaker=Yumi message= _ "I- I'll try." [/message] # set variables for next scenario [set_variable] name=lady_of_the_lake value=0 [/set_variable] [set_variable] name=woodland_dreams value=0 [/set_variable] [set_variable] name=blue_moon value=0 [/set_variable] [set_variable] name=white_city value=0 [/set_variable] [set_variable] name=black_cauldron value=0 [/set_variable] [set_variable] name=glacial_shrine value=0 [/set_variable] [set_variable] name=prev_scenario value="none" [/set_variable] [endlevel] result=victory bonus=yes {NEW_GOLD_CARRYOVER 40} [/endlevel] [/event] [event] name=time over [message] speaker=Yumi message= _ "Ugh, we're going to be buried under all this lava..." [/message] {CLEAR_VARIABLE turn_counter} [endlevel] result=defeat [/endlevel] [/event] [/scenario]
#textdomain wesnoth-Genesis [scenario] id=03_Northlands name= _ "Northlands" map_data="{~add-ons/Genesis/episode1/maps/03_Northlands.map}" next_scenario=05_Crypt theme=Cutscene victory_when_enemies_defeated=no turns=-1 {DEFAULT_SCHEDULE_AFTERNOON} {STORYTXT_NORTHLANDS} {SCENARIO_MUSIC wanderer.ogg} [side] {PLAYER_FAE} {NO_GOLD_SIDE} side=1 recruit= [/side] [side] side=2 no_leader=yes {HUMAN_ALLY} {VILLAGE 24 11} {VILLAGE 25 12} {VILLAGE 27 12} {VILLAGE 24 13} {VILLAGE 25 14} {VILLAGE 27 14} {VILLAGE 29 14} {VILLAGE 30 11} {VILLAGE 30 13} {VILLAGE 29 12} [/side] [side] side=3 no_leader=yes team_name=fae user_team_name= _ "team_name^Faerie" color=green [/side] {SPAWN_POINT ("Royal Guard") 2 26 15} {SPAWN_POINT ("Royal Guard") 2 27 16} {SPAWN_POINT ("Royal Guard") 2 28 15} [event] name=prestart [if] [variable] name=lady_of_the_lake numerical_equals=2 [/variable] [then] [terrain] x=4 y=20 terrain=Gg [/terrain] [terrain] x=3 y=19-20 terrain=Ww [/terrain] [terrain] x=2,3,4,4 y=19,18,18,19 terrain=Ai [/terrain] [/then] [/if] [if] [variable] name=woodland_dreams greater_than=0 [/variable] [then] [terrain] x=13,13,14,14,15,15 y=23,24,22,24,23,24 terrain=Gll^Fp [/terrain] [terrain] x=14 y=23 terrain=Gg^Fet [/terrain] [/then] [/if] [if] [variable] name=black_cauldron numerical_equals=1 [/variable] [then] [terrain] x=43,44 y=7,6 terrain=Ur [/terrain] [terrain] x=45 y=6 terrain=Qxe [/terrain] [/then] [/if] [label] x,y=11,7 text = _ "Fort Helemoor" [/label] [label] x,y=41,31 text = _ "Myrefall" [/label] [label] x,y=27,10 text = _ "Caerleon" [/label] [label] x,y=14,23 text = _ "The Great Tree" [/label] [label] x,y=3,19 text = _ "The Lake" [/label] [label] x,y=44,6 text = _ "Pit of Despair" [/label] [switch] variable=prev_scenario [case] value="Lady of the Lake" [move_unit] id=Esther to_x,to_y=5,21 [/move_unit] [/case] [case] value="Woodland Dreams" [move_unit] id=Esther to_x,to_y=13,23 [/move_unit] [/case] [case] value="Blue Moon" [move_unit] id=Esther to_x,to_y=40,30 [/move_unit] [/case] [case] value="White City" [move_unit] id=Esther to_x,to_y=25,19 [/move_unit] [/case] [case] value="Glacial Shrine" [move_unit] id=Esther to_x,to_y=11,8 [/move_unit] [/case] [case] value="Black Cauldron" [move_unit] id=Esther to_x,to_y=41,7 [/move_unit] [/case] [/switch] [set_recruit] side=1 recruit= [/set_recruit] [/event] [event] name=start [if] [variable] name=black_cauldron numerical_equals=0 [/variable] [then] [switch] variable=prev_scenario [case] value="Lady of the Lake" {RECALL_YUMI 6 20} [/case] [case] value="Woodland Dreams" {RECALL_YUMI 13 24} [store_unit] [filter] id=Esther [/filter] variable=esther [/store_unit] [store_unit] [filter] id=Yumi [/filter] variable=yumi [/store_unit] #ifdef EASY {VARIABLE_OP esther.experience add 125} {VARIABLE_OP yumi.experience add 125} [unstore_unit] variable=esther find_vacant=no text= _ "+125 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=yumi find_vacant=no text= _ "+125 XP" red,green,blue=255,0,255 [/unstore_unit] #endif #ifdef NORMAL {VARIABLE_OP esther.experience add 110} {VARIABLE_OP yumi.experience add 110} [unstore_unit] variable=esther find_vacant=no text= _ "+110 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=yumi find_vacant=no text= _ "+110 XP" red,green,blue=255,0,255 [/unstore_unit] #endif #ifdef HARD {VARIABLE_OP esther.experience add 55} {VARIABLE_OP yumi.experience add 55} [unstore_unit] variable=esther find_vacant=no text= _ "+55 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=yumi find_vacant=no text= _ "+55 XP" red,green,blue=255,0,255 [/unstore_unit] #endif [/case] [case] value="White City" {RECALL_YUMI 26 19} [/case] [case] value="Glacial Shrine" {RECALL_YUMI 12 7} [/case] [case] value="none" {RECALL_YUMI 6 29} [message] speaker=Esther message= _ "We should probably find Aryel as soon as we can. Any ideas where we should start looking?" [/message] [message] speaker=Yumi message= _ "Dark places. Like caves." [/message] [message] speaker=Esther message= _ "Right, she's basically a troglodyte. Kind of like you." [/message] [message] speaker=Yumi message= _ "Aryel's not like me at all..." [/message] [message] speaker=Esther message= _ "What I meant was she likes living in the same places you do. Dark and gloomy, definitely without sunlight. It fits you though." [/message] [message] speaker=Yumi message= _ "Yeah, sorry..." [/message] [message] speaker=Esther message= _ "Sheesh Yumi, stop apologizing for everything. You should try having a little more confidence in yourself." [/message] [message] speaker=Yumi message= _ "Okay..." [/message] [/case] [/switch] [objectives] {OBJECTIVE_VICTORY ( _ "Explore")} {OBJECTIVE_NOTE ( _ "Look for lit areas and keeps.")} {OBJECTIVE_NOTE ( _ "It might be prudent to find Aryel before exploring the rest of the map.")} {OBJECTIVE_NOTE ( _ "There are a total of six possible scenarios that may be played, one for each labelled location.")} [/objectives] [/then] [else] [switch] variable=prev_scenario [case] value="Lady of the Lake" {RECALL_YUMI 6 20} {RECALL_ARYEL 5 22} [/case] [case] value="Woodland Dreams" {RECALL_YUMI 13 24} {RECALL_ARYEL 14 24} [store_unit] [filter] id=Aryel [/filter] variable=aryel [/store_unit] #ifdef EASY {VARIABLE_OP aryel.experience add 125} [unstore_unit] variable=aryel find_vacant=no text= _ "+125 XP" red,green,blue=255,0,255 [/unstore_unit] #endif #ifdef NORMAL {VARIABLE_OP aryel.experience add 110} [unstore_unit] variable=aryel find_vacant=no text= _ "+110 XP" red,green,blue=255,0,255 [/unstore_unit] #endif #ifdef HARD {VARIABLE_OP aryel.experience add 55} [unstore_unit] variable=aryel find_vacant=no text= _ "55 XP" red,green,blue=255,0,255 [/unstore_unit] #endif [store_unit] [filter] id=Esther [/filter] variable=esther [/store_unit] [store_unit] [filter] id=Yumi [/filter] variable=yumi [/store_unit] #ifdef EASY {VARIABLE_OP esther.experience add 125} {VARIABLE_OP yumi.experience add 125} [unstore_unit] variable=esther find_vacant=no text= _ "+125 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=yumi find_vacant=no text= _ "+125 XP" red,green,blue=255,0,255 [/unstore_unit] #endif #ifdef NORMAL {VARIABLE_OP esther.experience add 110} {VARIABLE_OP yumi.experience add 110} [unstore_unit] variable=esther find_vacant=no text= _ "+110 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=yumi find_vacant=no text= _ "+110 XP" red,green,blue=255,0,255 [/unstore_unit] #endif #ifdef HARD {VARIABLE_OP esther.experience add 55} {VARIABLE_OP yumi.experience add 55} [unstore_unit] variable=esther find_vacant=no text= _ "+55 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=yumi find_vacant=no text= _ "+55 XP" red,green,blue=255,0,255 [/unstore_unit] #endif [/case] [case] value="Blue Moon" {RECALL_YUMI 40 31} {RECALL_ARYEL 39 31} [message] speaker=Esther message= _ "Yumi? Yumi, you okay? You look terrible." [/message] [message] speaker=Yumi message= _ "I, uhm... couldn't sleep last night." [/message] [message] speaker=Aryel message= _ "(<i>frowns</i>)" [/message] [message] speaker=Aryel message= _ "You're hiding something again." [/message] [message] speaker=Yumi message= _ "I'm not. Aryel..." [/message] [message] speaker=Aryel message= _ "What? You know we can tell when you don't tell us the truth. Right, Esther?" [/message] [message] speaker=Esther message= _ "Yes, but-" [/message] [message] speaker=Yumi message= _ "You don't understand. I'm fine! You don't need to baby me." [/message] [message] speaker=Yumi message= _ "I promise I'll tell you if something's wrong, okay?" [/message] [message] speaker=Aryel message= _ "... Esther, shall we beat an answer out of her?" [/message] [message] speaker=Esther message= _ "That's unnecessary. Though it really would be good if you would talk to us, Yumi." [/message] {DELAY 1000} [message] speaker=Esther message= _ "Yumi?" [/message] {DELAY 1000} [message] speaker=Yumi message= _ "It's... not important. You don't need to worry." [/message] [message] speaker=Aryel message= _ "Really?" [/message] [message] speaker=Yumi message= _ "Really, I mean it!" [/message] [message] speaker=Aryel message= _ "When I get my hands on you..." [/message] [message] speaker=Esther message= _ "Oh, just leave her alone. She's just being stubborn again." [/message] [message] speaker=Aryel message= _ "(<i>glares</i>) I'll get you later." [/message] [/case] [case] value="Glacial Shrine" {RECALL_YUMI 12 7} {RECALL_ARYEL 12 6} [/case] [case] value="Black Cauldron" {RECALL_YUMI 42 7} {RECALL_ARYEL 42 8} [/case] [/switch] [objectives] {OBJECTIVE_VICTORY ( _ "Explore")} {OBJECTIVE_NOTE ( _ "Return to Caerleon if you are done exploring this map.")} {OBJECTIVE_NOTE ( _ "There are a total of six possible scenarios that may be played, one for each labelled location.")} [/objectives] [/else] [/if] [/event] [event] name=moveto first_time_only=no [filter] id=Esther [/filter] {MODIFY_UNIT (id=Esther) moves 10} [/event] [event] name=moveto first_time_only=no [filter] id=Yumi [/filter] {MODIFY_UNIT (id=Yumi) moves 10} [/event] [event] name=moveto first_time_only=no [filter] id=Aryel [/filter] {MODIFY_UNIT (id=Aryel) moves 10} [/event] [event] name=moveto first_time_only=no [filter] x=3-4,4,2 y=19-20,18,19 side=1 [/filter] [if] [variable] name=black_cauldron numerical_equals=0 [/variable] [then] [switch] variable=lady_of_the_lake [case] value=0 [move_unit] id=Esther to_x,to_y=5,21 [/move_unit] [move_unit] id=Yumi to_x,to_y=6,20 [/move_unit] [message] speaker=Yumi message= _ "I think I see someone out on the lake." [/message] [message] speaker=Esther message= _ "A human? Or a faerie, or-" [/message] [message] speaker=Yumi message= _ "Uhh, not exactly. It looks like something else." [/message] [message] speaker=Esther message= _ "As in..." [/message] [message] speaker=Yumi message= _ "A spirit, I think. She seemed familiar." [/message] [message] speaker=Esther message= _ "Let's go check it out then." [/message] [endlevel] result=victory bonus=no {NEW_GOLD_CARRYOVER 100} replay_save=no carryover_report=no linger_mode=no next_scenario=04a_The_Lady_of_the_Lake [/endlevel] [/case] [case] value=1 [endlevel] result=victory bonus=no {NEW_GOLD_CARRYOVER 100} replay_save=no carryover_report=no linger_mode=no next_scenario=04a_The_Lady_of_the_Lake [/endlevel] [/case] [/switch] [/then] [else] [switch] variable=lady_of_the_lake [case] value=0 [move_unit] id=Esther to_x,to_y=5,21 [/move_unit] [move_unit] id=Yumi to_x,to_y=6,20 [/move_unit] [move_unit] id=Aryel to_x,to_y=5,22 [/move_unit] [message] speaker=Yumi message= _ "I think I see someone out on the lake." [/message] [message] speaker=Esther message= _ "A human? Or a faerie, or-" [/message] [message] speaker=Yumi message= _ "Uhh, not exactly. It looks like something else." [/message] [message] speaker=Aryel message= _ "Oooooh, spooky." [/message] [message] speaker=Yumi message= _ "(<i>glares</i>)" [/message] [message] speaker=Esther message= _ "So what was it?" [/message] [message] speaker=Aryel message= _ "A ghost, clearly." [/message] [message] speaker=Yumi message= _ "... I'm not being jumpy or anything. I swear I saw something!" [/message] [message] speaker=Esther message= _ "So... what was it?" [/message] [message] speaker=Yumi message= _ "It seemed like a faerie spirit. She looked familiar." [/message] [message] speaker=Esther message= _ "Let's go check it out then." [/message] [endlevel] result=victory bonus=no {NEW_GOLD_CARRYOVER 100} replay_save=no carryover_report=no linger_mode=no next_scenario=04a_The_Lady_of_the_Lake [/endlevel] [/case] [case] value=1 [endlevel] result=victory bonus=no {NEW_GOLD_CARRYOVER 100} replay_save=no carryover_report=no linger_mode=no next_scenario=04a_The_Lady_of_the_Lake [/endlevel] [/case] [/switch] [/else] [/if] [/event] [event] name=moveto first_time_only=no [filter] x=13-15,14 y=23-24,22 side=1 [/filter] [if] [variable] name=black_cauldron numerical_equals=0 [/variable] [then] [move_unit] id=Esther to_x,to_y=13,23 [/move_unit] [move_unit] id=Yumi to_x,to_y=13,24 [/move_unit] [switch] variable=woodland_dreams [case] value=0 {SPAWN ("Faerie Dryad") 3 14 23} [message] speaker=Esther message= _ "Whoa. What happened here?" [/message] [message] speaker=spawn_14_23 message= _ "We don't know. It's been like that for a couple weeks. Nobody's been able to figure out what happened to the tree." [/message] [message] speaker=Esther message= _ "Yumi?" [/message] [message] speaker=Yumi message= _ "What are you looking at me for?" [/message] [message] speaker=Esther message= _ "This is your kind of thing. You know, mysterious magics and stuff." [/message] [message] speaker=Yumi message= _ "... I guess..." [/message] [message] speaker=Yumi message= _ "(<i>puts hands on tree</i>)" [/message] {DELAY 750} {FLASH_DARK ({DELAY 250})} [message] speaker=Yumi message= _ "(<i>sways</i>) I feel woozy. Everything's so dark- I-" [/message] [message] speaker=Esther message= _ "Yumi? Yumi, hello? Yuu-" [/message] [endlevel] result=victory bonus=no {NEW_GOLD_CARRYOVER 100} replay_save=no carryover_report=no linger_mode=no next_scenario=04b_Woodland_Dreams [/endlevel] [/case] [case] value=1 {SPAWN ("Faerie Dryad") 3 14 23} [message] speaker=spawn_14_23 message= _ "Thank you so much for all your help! It's so wonderful to see the tree blooming again." [/message] [message] speaker=Esther message= _ "It was no problem at all. We'll be sure to stop by and visit in the future. Say hi to our kinsfolk for me!" [/message] [message] speaker=spawn_14_23 message= _ "Of course. Safe travels!" [/message] [set_variable] name=woodland_dreams value=2 [/set_variable] [/case] [/switch] [/then] [else] [move_unit] id=Esther to_x,to_y=13,23 [/move_unit] [move_unit] id=Yumi to_x,to_y=13,24 [/move_unit] [move_unit] id=Aryel to_x,to_y=14,24 [/move_unit] [switch] variable=woodland_dreams [case] value=0 {SPAWN ("Faerie Dryad") 3 14 23} [message] speaker=Esther message= _ "Whoa. What happened here?" [/message] [message] speaker=spawn_14_23 message= _ "We don't know. It's been like that for a couple weeks. Nobody's been able to figure out what happened to the tree." [/message] [message] speaker=Esther message= _ "Yumi?" [/message] [message] speaker=Yumi message= _ "What are you looking at me for?" [/message] [message] speaker=Esther message= _ "This is your kind of thing. You know, mysterious magics and stuff." [/message] [message] speaker=Aryel message= _ "I can too!" [/message] [message] speaker=Esther message= _ "Shh! I'm trying to get her to be more active!" [/message] [message] speaker=Aryel message= _ "Oh, haha! Of course. Go ahead." [/message] [message] speaker=Yumi message= _ "(<i>sighs</i>)" [/message] [message] speaker=Yumi message= _ "(<i>puts hands on tree</i>)" [/message] {DELAY 750} {FLASH_DARK ({DELAY 500})} [message] speaker=Yumi message= _ "(<i>sways</i>) I feel woozy. Everything's so dark- I-" [/message] [message] speaker=Esther message= _ "Yumi? Yumi, hello? Yuu-" [/message] [endlevel] result=victory bonus=no {NEW_GOLD_CARRYOVER 100} replay_save=no carryover_report=no linger_mode=no next_scenario=04b_Woodland_Dreams [/endlevel] [/case] [case] value=1 {SPAWN ("Faerie Dryad") 3 14 23} [message] speaker=spawn_14_23 message= _ "Thank you so much for all your help! It's so wonderful to see the tree blooming again." [/message] [message] speaker=Esther message= _ "It was no problem at all. We'll be sure to stop by and visit in the future. Say hi to our kinsfolk for me!" [/message] [message] speaker=spawn_14_23 message= _ "Of course. Safe travels!" [/message] [set_variable] name=woodland_dreams value=2 [/set_variable] [/case] [/switch] [/else] [/if] [/event] [event] name=moveto first_time_only=no [filter] x=41 y=31 [/filter] [if] [variable] name=black_cauldron numerical_equals=0 [/variable] [then] [message] speaker=Esther message= _ "This seems like a nice village. Want to stay here for a night?" [/message] [message] speaker=Yumi message= _ "Esther..." [/message] [message] speaker=Esther message= _ "Come on, Yumi. It doesn't hurt to socialize a little." [/message] [message] speaker=Yumi message= _ "Should we be doing this before we've found Aryel?" [/message] [message] speaker=Esther message= _ "Hmm, I guess not. We can come back later." [/message] [/then] [else] [switch] variable=blue_moon [case] value=0 [move_unit] id=Esther to_x,to_y=42,30 [/move_unit] [move_unit] id=Yumi to_x,to_y=42,31 [/move_unit] [move_unit] id=Aryel to_x,to_y=41,32 [/move_unit] [message] speaker=Esther message= _ "There's a nice inn in town. Shall we stay a night?" [/message] [message] speaker=Yumi message= _ "Esther..." [/message] [message] speaker=Esther message= _ "Come on, it's not like the humans are infested with the plague or anything." [/message] [message] speaker=Yumi message= _ "(<i>frowns</i>)" [/message] [message] speaker=Aryel message= _ "I'm with her on this one. What is it with you and your fascination with humans?" [/message] [message] speaker=Esther message= _ "Call me curious. You two don't have to come. You can even sleep in the forest, if that's what you like." [/message] [message] speaker=Aryel message= _ "(<i>rolls eyes</i>) As long as I don't have to deal with humans." [/message] [message] speaker=Yumi message= _ "(<i>sighs</i>) I don't want to talk to people." [/message] [message] speaker=Esther message= _ "But you should!" [/message] [message] speaker=Yumi message= _ "(<i>holds hand to head</i>) <i>I feel strange...</i> Please, no." [/message] [message] speaker=Esther message= _ "Fine, fine. You and Aryel can go crawl back under your rocks and be all unsociable. I'm going to go have fun!" [/message] [message] speaker=Aryel message= _ "You do that, sunshine." [/message] [message] speaker=Yumi message= _ "<i>Why does my head hurt?</i> I'm going to sleep." [/message] [message] speaker=Esther message= _ "Okay, good night then." [/message] {FADE_SCREEN} {DELAY 1000} [endlevel] result=victory bonus=no {NEW_GOLD_CARRYOVER 100} replay_save=no carryover_report=no linger_mode=no next_scenario=04c_Blue_Moon [/endlevel] [/case] [case] value=1 [message] speaker=Yumi message= _ "Let's not stay here again." [/message] [message] speaker=Esther message= _ "Why?" [/message] [message] speaker=Yumi message= _ "Please..." [/message] [message] speaker=Aryel message= _ "I told you she was hiding something." [/message] [message] speaker=Esther message= _ "Oh just let her be." [/message] [set_variable] name=blue_moon value=2 [/set_variable] [/case] [/switch] [/else] [/if] [/event] [event] name=moveto first_time_only=no [filter] x=43,44,45 y=7,6,6 [/filter] [if] [variable] name=black_cauldron numerical_equals=0 [/variable] [then] [message] speaker=Yumi message= _ "Aryel's probably in here somewhere." [/message] [message] speaker=Esther message= _ "Let's go!" [/message] [endlevel] result=victory bonus=no {NEW_GOLD_CARRYOVER 100} replay_save=no carryover_report=no linger_mode=no next_scenario=04d_Black_Cauldron [/endlevel] [/then] [/if] [/event] [event] name=moveto first_time_only=no [filter] x=26,27,28 y=16,17,16 [/filter] [switch] variable=white_city [case] value=0 [message] speaker=Esther message= _ "Ooh, the great human city, Caerleon. We could go see if there's anything inside. Though, even if there isn't, you'll get to see the humans up close at least." [/message] [message] speaker=Yumi message= _ "(<i>rolls eyes</i>) Esther..." [/message] [message] speaker=Esther message= _ "Don't be so shy! Come on, it'll be fun!" [/message] [endlevel] result=victory bonus=no {NEW_GOLD_CARRYOVER 100} replay_save=no carryover_report=no linger_mode=no next_scenario=04e_The_White_City [/endlevel] [/case] [case] value=1 [message] speaker=Esther message= _ "Probably no point in going back before we find Aryel." [/message] [/case] [case] value=2 [message] speaker=Aryel message= _ "Ready to go open that crypt, ladies?" [/message] [message] speaker=Esther [option] message= _ "Let's go!" [command] {CLEAR_VARIABLE lady_of_the_lake} {CLEAR_VARIABLE woodland_dreams} {CLEAR_VARIABLE blue_moon} {CLEAR_VARIABLE white_city} {CLEAR_VARIABLE black_cauldron} {CLEAR_VARIABLE glacial_shrine} {CLEAR_VARIABLE prev_scenario} [endlevel] result=victory bonus=no {NEW_GOLD_CARRYOVER 100} replay_save=no carryover_report=no linger_mode=no next_scenario=05_Crypt [/endlevel] [/command] [/option] [option] message= _ "Let's wait a bit." [/option] [/message] [/case] [/switch] [/event] [event] name=moveto first_time_only=no [filter] x=11 y=7 [/filter] [switch] variable=glacial_shrine [case] value=0 {SPAWN ("Spearman") 2 11 7} [message] speaker=spawn_11_7 message= _ "Hello faeries. What brings you all the way out to Fort Helemoor?" [/message] [message] speaker=Esther message= _ "Just travelling around, checking out new places, seeing if there's anything we can help with and such." [/message] [message] speaker=spawn_11_7 message= _ "Oh, in that case, we could use your aid. There's this shrine out in the wilderness with some weird magical artifacts inside. We haven't been able to make them do anything, but this seems like stuff faeries would be good at." [/message] [message] speaker=Esther message= _ "Sure, we could take a look." [/message] [message] speaker=spawn_11_7 message= _ "Okay, follow me. I'll take you to the commander." [/message] [endlevel] result=victory bonus=no {NEW_GOLD_CARRYOVER 100} replay_save=no carryover_report=no linger_mode=no next_scenario=04f_Glacial_Shrine [/endlevel] [/case] [case] value=1 [message] speaker=Esther message= _ "We've already been here. Let's go somewhere else for now." [/message] [/case] [/switch] [/event] [/scenario]
#textdomain wesnoth-Genesis [scenario] id=04a_The_Lady_of_the_Lake name= _ "The Lady of the Lake" map_data="{~add-ons/Genesis/episode1/maps/04a_The_Lady_of_the_Lake.map}" next_scenario=03_Northlands victory_when_enemies_defeated=no turns=12 {EXTENDED_TIME3_MORNING} {SCENARIO_MUSIC silvan_sanctuary.ogg} {EXTRA_SCENARIO_MUSIC traveling_minstrels.ogg} {FAE_DEATHS} [side] {PLAYER_FAE} {NO_GOLD_SIDE} side=1 recruit= fog=yes [/side] [side] side=2 {MONSTER_SIDE} {AGGRESSIVE_SIDE} [/side] [side] side=3 no_leader=yes hidden=yes controller=ai team_name=fae color=ethea [/side] # map generation #define GENERATE_ICE # avoid putting ice near deep water [store_locations] variable=water_hex terrain=Ww [not] [filter_adjacent_location] terrain=Wo [/filter_adjacent_location] [/not] [/store_locations] [for] array=water_hex [do] [set_variable] name=change_terrain rand=1..15 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$water_hex[$i].x,$water_hex[$i].y terrain=Ai [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE water_hex} # generate clusters of ice [store_locations] variable=water_hex terrain=Ww [filter_adjacent_location] terrain=Ai [/filter_adjacent_location] [/store_locations] [for] array=water_hex [do] [set_variable] name=change_terrain rand=1..2 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$water_hex[$i].x,$water_hex[$i].y terrain=Ai [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE water_hex} #enddef #define GENERATE_REEF # avoid putting reef near deep water [store_locations] variable=water_hex terrain=Ww [not] [filter_adjacent_location] terrain=Wo [/filter_adjacent_location] [/not] [/store_locations] [for] array=water_hex [do] [set_variable] name=change_terrain rand=1..12 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$water_hex[$i].x,$water_hex[$i].y terrain=Wwr [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE water_hex} # generate clusters of reef [store_locations] variable=water_hex terrain=Ww [filter_adjacent_location] terrain=Wwr [/filter_adjacent_location] [/store_locations] [for] array=water_hex [do] [set_variable] name=change_terrain rand=1..4 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$water_hex[$i].x,$water_hex[$i].y terrain=Wwr [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE water_hex} #enddef # split into two parts #define GENERATE_DEEP_WATER_INIT [set_variable] name=x_coord rand=7..14 [/set_variable] [set_variable] name=y_coord rand=6..10 [/set_variable] [terrain] x=$x_coord y=$y_coord terrain=Wo [/terrain] {CLEAR_VARIABLE x_coord} {CLEAR_VARIABLE y_coord} #enddef #define GENERATE_DEEP_WATER [store_locations] variable=water_hex terrain=Ww [filter_adjacent_location] terrain=Wo [/filter_adjacent_location] [/store_locations] [for] array=water_hex [do] [set_variable] name=change_terrain rand=1..3 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$water_hex[$i].x,$water_hex[$i].y terrain=Wo [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE water_hex} #enddef # this method actually works okay for the rest of the terrains, since clustering isn't as much of an issue #define GENERATE_LAKE_VILLAGE [set_variable] name=x_coord rand=3..7,14..18 [/set_variable] [set_variable] name=y_coord rand=2..5,11..15 [/set_variable] [terrain] x=$x_coord y=$y_coord terrain=Ww^Vm [/terrain] {CLEAR_VARIABLE x_coord} {CLEAR_VARIABLE y_coord} #enddef #define GENERATE_LIT_SHALLOW [store_locations] variable=water_hex terrain=Wo [filter_adjacent_location] terrain=Ww [/filter_adjacent_location] [/store_locations] {VARIABLE_OP change_terrain rand "0..$($water_hex.length - 1)"} [terrain] x,y=$water_hex[$change_terrain].x,$water_hex[$change_terrain].y terrain=Ww^Ii [/terrain] {CLEAR_VARIABLE change_terrain} {CLEAR_VARIABLE water_hex} #enddef #define GENERATE_LIT_DEEP [store_locations] variable=water_hex terrain=Wo [/store_locations] {VARIABLE_OP change_terrain rand "0..$($water_hex.length - 1)"} [terrain] x,y=$water_hex[$change_terrain].x,$water_hex[$change_terrain].y terrain=Wo^Ii [/terrain] {CLEAR_VARIABLE change_terrain} {CLEAR_VARIABLE water_hex} #enddef [event] name=prestart {REPEAT 25 ({GENERATE_DEEP_WATER_INIT})} {REPEAT 4 ({GENERATE_DEEP_WATER})} {REPEAT 5 ({GENERATE_LAKE_VILLAGE})} {REPEAT 4 ({GENERATE_LIT_SHALLOW})} {REPEAT 4 ({GENERATE_LIT_DEEP})} {GENERATE_ICE} {GENERATE_REEF} [set_variable] name=x_coord rand=1..4,16..20 [/set_variable] [set_variable] name=y_coord rand=1..4,12..16 [/set_variable] [move_unit] id=Esther to_x,to_y=$x_coord,$y_coord [/move_unit] {CLEAR_VARIABLE x_coord} {CLEAR_VARIABLE y_coord} [/event] # monster spawns {RESPAWN_POINT_RANDOM ("Tentacle of the Deep") 2 1 4 1 5 11} {RESPAWN_POINT_RANDOM ("Tentacle of the Deep") 2 1 4 6 10 11} {RESPAWN_POINT_RANDOM ("Tentacle of the Deep") 2 1 4 11 15 11} {RESPAWN_POINT_RANDOM ("Tentacle of the Deep") 2 16 20 1 5 11} {RESPAWN_POINT_RANDOM ("Tentacle of the Deep") 2 16 20 6 10 11} {RESPAWN_POINT_RANDOM ("Tentacle of the Deep") 2 16 20 11 15 11} {RESPAWN_POINT_RANDOM ("Tentacle of the Deep") 2 1 5 1 4 11} {RESPAWN_POINT_RANDOM ("Tentacle of the Deep") 2 6 10 1 4 11} {RESPAWN_POINT_RANDOM ("Tentacle of the Deep") 2 11 15 1 4 11} {RESPAWN_POINT_RANDOM ("Tentacle of the Deep") 2 16 20 1 4 11} {RESPAWN_POINT_RANDOM ("Tentacle of the Deep") 2 1 5 11 15 11} {RESPAWN_POINT_RANDOM ("Tentacle of the Deep") 2 6 10 11 15 11} {RESPAWN_POINT_RANDOM ("Tentacle of the Deep") 2 11 15 11 15 11} {RESPAWN_POINT_RANDOM ("Tentacle of the Deep") 2 16 20 11 15 11} {RESPAWN_POINT_RANDOM ("Cuttle Fish","Water Serpent") 2 8 12 6 10 10} {RESPAWN_POINT_RANDOM ("Cuttle Fish","Water Serpent") 2 8 12 6 10 10} {RESPAWN_POINT_RANDOM ("Cuttle Fish","Water Serpent") 2 8 12 6 10 10} {RESPAWN_POINT_RANDOM ("Cuttle Fish","Water Serpent") 2 8 12 6 10 10} #ifdef NORMAL {RESPAWN_POINT_RANDOM ("Sea Serpent") 2 8 12 6 10 9} #endif #ifdef HARD {RESPAWN_POINT_RANDOM ("Sea Serpent") 2 8 12 6 10 6} #endif [event] name=start [if] [variable] name=black_cauldron numerical_equals=0 [/variable] [then] {RECALL_YUMI_NOLOC} [switch] variable=lady_of_the_lake [case] value=0 [message] speaker=Yumi message= _ "Uh, I swear I saw her somewhere here." [/message] [message] speaker=Esther message= _ "Look over there. There's some lights on the water. We'll probably find her near one of them." [/message] [/case] [case] value=1 [message] speaker=Esther message= _ "Here we go again." [/message] [/case] [/switch] [objectives] {OBJECTIVE_VICTORY ( _ "Find the spirit of the lake")} {OBJECTIVE_DEFEAT ( _ "Death of Esther")} {OBJECTIVE_DEFEAT ( _ "Death of Yumi")} {OBJECTIVE_CARRYOVER} {OBJECTIVE_NOTE ( _ "Look for lit areas.")} [/objectives] [/then] [else] {RECALL_YUMI_NOLOC} {RECALL_ARYEL_NOLOC} [switch] variable=lady_of_the_lake [case] value=0 [message] speaker=Yumi message= _ "Uh, I swear I saw her somewhere here." [/message] [message] speaker=Aryel message= _ "Are you sure you're not just hallucinating?" [/message] [message] speaker=Yumi message= _ "I'm not!" [/message] [message] speaker=Aryel message= _ "Relax. You're always so fretful." [/message] [message] speaker=Yumi message= _ "(<i>grumbles</i>) Am not." [/message] [message] speaker=Aryel message= _ "You totally are. Want me to prove it?" [/message] [message] speaker=Yumi message= _ "Nooo, get away from me!" [/message] [message] speaker=Esther message= _ "If you two are done flirting, we have a-" [/message] [message] speaker=Yumi message= _ "We're not flirting..." [/message] [message] speaker=Aryel message= _ "Speak for yourself, ehehe." [/message] [message] speaker=Yumi message= _ "(<i>rolls eyes</i>)" [/message] [message] speaker=Esther message= _ "(<i>sighs</i>) You two are horrible." [/message] [/case] [case] value=1 [message] speaker=Esther message= _ "Here we go again." [/message] [/case] [/switch] [objectives] {OBJECTIVE_VICTORY ( _ "Find the spirit of the lake")} {OBJECTIVE_DEFEAT ( _ "Death of Esther")} {OBJECTIVE_DEFEAT ( _ "Death of Yumi")} {OBJECTIVE_DEFEAT ( _ "Death of Aryl")} {OBJECTIVE_FULL_CARRYOVER} {OBJECTIVE_NOTE ( _ "Look for lit areas.")} [/objectives] [/else] [/if] [/event] # store the hexes for victory [event] name=turn 1 [store_locations] terrain=Ww^Ii,Wo^Ii variable=lit_hex [/store_locations] [set_variable] name=loc1 rand=0..7 [/set_variable] #ifndef HARD [set_variable] name=loc2 rand=0..7 [/set_variable] #endif [/event] # if you move to the correct locations... # only one place if hard, two otherwise [event] name=moveto #ifndef HARD [filter] x=$lit_hex[$loc1].x,$lit_hex[$loc2].x y=$lit_hex[$loc1].y,$lit_hex[$loc2].y side=1 [/filter] #endif #ifdef HARD [filter] x=$lit_hex[$loc1].x y=$lit_hex[$loc1].y side=1 [/filter] #endif [store_unit] [filter] x,y=$x1,$y1 [/filter] variable=move_unit [/store_unit] {SPAWN_ID_NAME ("Lady Lake") 3 $move_unit.x $move_unit.y ("Lady Lake") ("female") ("Lady of the Lake")} [message] speaker=Esther message= _ "Whoa. Hello?" [/message] [message] speaker=narrator message= _ "(<i>silence</i>)" [/message] [message] speaker=Yumi message= _ "(<i>whispers</i>) Maybe we should just leave." [/message] [switch] variable=black_cauldron [case] value=0 [message] speaker=Esther message= _ "(<i>whispers</i>) But we came here to meet her, right?" [/message] [message] speaker=Lady Lake message= _ "<i>You did, did you not?</i>" [/message] [message] speaker=Yumi message= _ "!!!" [/message] [message] speaker=Yumi message= _ "(<i>whispers</i>) She talked!" [/message] [message] speaker=Lady Lake message= _ "<i>Of course, I came here specifically to seek out you and your friend. Your kind is rare and powerful, enough to merit plenty of unwanted attention.</i>" [/message] [message] speaker=Esther message= _ "You know about us?" [/message] [message] speaker=Lady Lake message= _ "<i>Indeed. Do not worry, I have no intention of harming you. The others, however, I cannot make promises for.</i>" [/message] [message] speaker=Esther message= _ "The others?" [/message] [message] speaker=Lady Lake message= _ "<i>I will tell you more should the situation require it. I can only say that you should consider me your friend</i>" [/message] [message] speaker=Yumi message= _ "Who are you?" [/message] [message] speaker=Lady Lake message= _ "<i>You will find out when the time is right. Until then, be safe.</i>" [/message] [kill] id=Lady Lake animate=no [/kill] [message] speaker=Esther message= _ "That was weird, but she did seem familiar after all. I wonder who she is?" [/message] [message] speaker=Yumi message= _ "Uhh... who knows..." [/message] [message] speaker=Esther message= _ "Hmm. Mysterious as ever. Okay." [/message] [message] speaker=Yumi message= _ "What's that supposed to mean?" [/message] [message] speaker=Esther message= _ "Nothing. Let's head back." [/message] [/case] [case] value=1 [message] speaker=Aryel message= _ "So scared as always. Come on now, who was the one who wanted to find this 'spirit'? No point in running away now." [/message] [message] speaker=Lady Lake message= _ "<i>Indeed, that is true.</i>" [/message] [message] speaker=Yumi message= _ "!!!" [/message] [message] speaker=Yumi message= _ "(<i>whispers</i>) She talked!" [/message] [message] speaker=Lady Lake message= _ "<i>Of course, I came here specifically to seek out you and your friends. Your kind is rare and powerful, enough to merit plenty of unwanted attention.</i>" [/message] [message] speaker=Aryel message= _ "You know about us?" [/message] [message] speaker=Lady Lake message= _ "<i>Indeed. Do not worry, I have no intention of harming you. The others, however, I cannot make promises for.</i>" [/message] [message] speaker=Esther message= _ "The others? What are you talking about?" [/message] [message] speaker=Lady Lake message= _ "<i>It has to deal with what you are. The essence of your beings is quite unique, not entirely unlike what we are. It is this that some rather disreputable forces covet for themselves.</i>" [/message] [message] speaker=Esther message= _ "How would they know about us? Can we stop them?" [/message] [message] speaker=Lady Lake message= _ "<i>I do not know. For now, I can say that it is difficult to move against them. I would like to avoid war unless it is absolutely necessary.</i>" [/message] [message] speaker=Esther message= _ "I hate to say it, but aren't we already fighting one over here?" [/message] [message] speaker=Lady Lake message= _ "<i>So far, all you have experienced are small battles in the grander scheme of things. A true war would ravage your world and mine far beyond anything you have witnessed. I hope that you will never have to be confronted with that.</i>" [/message] [message] speaker=Yumi message= _ "Who are you?" [/message] [message] speaker=Lady Lake message= _ "<i>You will find out when the time is right. Until then, be safe.</i>" [/message] [kill] id=Lady Lake animate=no [/kill] [message] speaker=Aryel message= _ "I don't like this. She was hiding a lot of things like our little friend always does." [/message] [message] speaker=Yumi message= _ "I don't hide things!" [/message] [message] speaker=Esther message= _ "Aryel, stop teasing her so much. We have to figure out what to do about this spirit." [/message] [message] speaker=Aryel message= _ "What's there to do? She's gone now. If you're talking about who she is, well, I can agree with Yumi that she did seem familiar. Oh, I know! Maybe she's one of those souls I resurrected to torture for all eternity-" [/message] [message] speaker=Esther message= _ "Aryel!" [/message] [message] speaker=Aryel message= _ "Haha, I'm just joking. I'm not thaaaat sadistic." [/message] [message] speaker=Yumi message= _ "Not true..." [/message] [message] speaker=Aryel message= _ "You shush! Anyway, if you want a real answer, I'd guess that she's a demon lady from Ethea. But, with her gone, it's not like we can pry any more information out of her." [/message] [message] speaker=Esther message= _ "No use speculating on it for now then. Let's head back." [/message] #ifdef EASY [add_exp] [filter] id=Aryel [/filter] experience=75 [/add_exp] #endif #ifdef NORMAL [add_exp] [filter] id=Aryel [/filter] experience=60 [/add_exp] #endif #ifdef HARD [add_exp] [filter] id=Aryel [/filter] experience=35 [/add_exp] #endif [/case] [/switch] #ifdef EASY [add_exp] [filter] id=Esther [/filter] experience=75 [/add_exp] [add_exp] [filter] id=Yumi [/filter] experience=75 [/add_exp] #endif #ifdef NORMAL [add_exp] [filter] id=Esther [/filter] experience=60 [/add_exp] [add_exp] [filter] id=Yumi [/filter] experience=60 [/add_exp] #endif #ifdef HARD [add_exp] [filter] id=Esther [/filter] experience=35 [/add_exp] [add_exp] [filter] id=Yumi [/filter] experience=35 [/add_exp] #endif {DELAY 500} [set_variable] name=lady_of_the_lake value=2 [/set_variable] [set_variable] name=prev_scenario value="Lady of the Lake" [/set_variable] {CLEAR_VARIABLE move_unit} {CLEAR_VARIABLE lit_hex} {CLEAR_VARIABLE loc1} #ifndef HARD {CLEAR_VARIABLE loc2} #endif [endlevel] result=victory bonus=yes {NEW_GOLD_CARRYOVER 100} next_scenario=03_Northlands [/endlevel] [/event] # have more than one chance [event] name=time over [message] speaker=Esther message= _ "It's getting dark and the lights are disappearing. We should go back ashore and try again tomorrow." [/message] [set_variable] name=lady_of_the_lake value=1 [/set_variable] [set_variable] name=prev_scenario value="Lady of the Lake" [/set_variable] {CLEAR_VARIABLE lit_hex} {CLEAR_VARIABLE loc1} #ifndef HARD {CLEAR_VARIABLE loc2} #endif [endlevel] result=victory bonus=no {NEW_GOLD_CARRYOVER 40} carryover_report=no linger_mode=no next_scenario=03_Northlands [/endlevel] [/event] [/scenario] #undef GENERATE_DEEP_WATER_INIT #undef GENERATE_DEEP_WATER #undef GENERATE_LAKE_VILLAGE #undef GENERATE_LIT_SHALLOW #undef GENERATE_LIT_DEEP #undef GENERATE_ICE #undef GENERATE_REEF
#textdomain wesnoth-Genesis [scenario] id=04b_Woodland_Dreams name= _ "Woodland Dreams" map_data="{~add-ons/Genesis/episode1/maps/04b_Woodland_Dreams.map}" next_scenario=03_Northlands victory_when_enemies_defeated=no disallow_recall=yes {TURNS 15 14 13} {ETERNALDARKSWAMP} {SCENARIO_MUSIC underground.ogg} {EXTRA_SCENARIO_MUSIC weight_of_revenge.ogg} {EXTRA_SCENARIO_MUSIC transience.ogg} {FAE_DEATHS} [side] {PLAYER_FAE} side=1 recruit= {GOLD 150 120 60} fog=yes shroud=yes [/side] [side] side=2 no_leader=yes {SPIRIT_ENEMY_SIDE} {AGGRESSIVE_SIDE} [/side] [side] side=3 no_leader=yes team_name=fae controller=ai user_team_name= _ "team_name^Spirits" fog=no shroud=no {AGGRESSIVE_SIDE} color=lightblue [/side] # allied ghosts #ifdef HARD {RESPAWN_POINT_RANDOM_NONAME ("Manifestation") 3 5 12 21 25 3} {RESPAWN_POINT_RANDOM_NONAME ("Manifestation") 3 18 22 23 26 3} {RESPAWN_POINT_RANDOM_NONAME ("Manifestation") 3 1 5 17 20 3} #endif #ifdef NORMAL {RESPAWN_POINT_RANDOM_NONAME ("Manifestation") 3 5 12 21 25 2} {RESPAWN_POINT_RANDOM_NONAME ("Manifestation") 3 18 22 23 26 2} {RESPAWN_POINT_RANDOM_NONAME ("Manifestation") 3 1 5 17 20 2} #endif #ifdef EASY {RESPAWN_POINT_RANDOM_NONAME ("Manifestation") 3 5 12 21 25 1} {RESPAWN_POINT_RANDOM_NONAME ("Manifestation") 3 18 22 23 26 2} {RESPAWN_POINT_RANDOM_NONAME ("Manifestation") 3 1 5 17 20 1} #endif # enemy ghosts #ifdef HARD {RESPAWN_POINT_RANDOM ("Wraith","Shadow") 2 1 4 1 3 12} {RESPAWN_POINT_RANDOM ("Wraith","Shadow") 2 19 24 19 22 12} {RESPAWN_POINT ("Wraith","Shadow") 2 17 4 12} {RESPAWN_POINT ("Wraith","Shadow") 2 13 3 12} {RESPAWN_POINT ("Wraith") 2 14 6 8} {RESPAWN_POINT ("Wraith") 2 17 8 8} {RESPAWN_POINT ("Wraith") 2 15 13 8} {RESPAWN_POINT ("Wraith") 2 20 10 8} {RESPAWN_POINT ("Wraith") 2 26 9 8} {RESPAWN_POINT ("Wraith") 2 24 11 8} {RESPAWN_POINT ("Wraith") 2 25 13 8} {RESPAWN_POINT ("Wraith","Shadow") 2 25 17 12} {RESPAWN_POINT ("Wraith","Shadow") 2 21 16 12} #endif #ifdef NORMAL {RESPAWN_POINT_RANDOM ("Wraith","Shadow") 2 1 4 1 3 18} {RESPAWN_POINT_RANDOM ("Wraith","Shadow") 2 19 24 19 22 18} {RESPAWN_POINT ("Wraith","Shadow") 2 17 4 18} {RESPAWN_POINT ("Wraith","Shadow") 2 13 3 18} {RESPAWN_POINT ("Wraith") 2 14 6 12} {RESPAWN_POINT ("Wraith") 2 17 8 12} {RESPAWN_POINT ("Wraith") 2 15 13 12} {RESPAWN_POINT ("Wraith") 2 20 10 12} {RESPAWN_POINT ("Wraith") 2 26 9 12} {RESPAWN_POINT ("Wraith") 2 24 11 12} {RESPAWN_POINT ("Wraith") 2 25 13 12} {RESPAWN_POINT ("Wraith","Shadow") 2 25 17 18} {RESPAWN_POINT ("Wraith","Shadow") 2 21 16 18} #endif #ifdef EASY {RESPAWN_POINT_RANDOM ("Wraith","Shadow") 2 1 4 1 3 21} {RESPAWN_POINT_RANDOM ("Wraith","Shadow") 2 19 24 19 22 21} {RESPAWN_POINT ("Wraith","Shadow") 2 17 4 21} {RESPAWN_POINT ("Wraith","Shadow") 2 13 3 21} {RESPAWN_POINT ("Wraith") 2 14 6 16} {RESPAWN_POINT ("Wraith") 2 17 8 16} {RESPAWN_POINT ("Wraith") 2 15 13 16} {RESPAWN_POINT ("Wraith") 2 20 10 16} {RESPAWN_POINT ("Wraith") 2 26 9 16} {RESPAWN_POINT ("Wraith") 2 24 11 16} {RESPAWN_POINT ("Wraith") 2 25 13 16} {RESPAWN_POINT ("Wraith","Shadow") 2 25 17 21} {RESPAWN_POINT ("Wraith","Shadow") 2 21 16 21} #endif {RESPAWN_POINT_RANDOM_NONAME ("Manifestation") 2 9 19 15 19 8} {RESPAWN_POINT_RANDOM_NONAME ("Manifestation") 2 9 19 15 19 8} {RESPAWN_POINT_RANDOM_NONAME ("Manifestation") 2 9 19 15 19 8} {RESPAWN_POINT_RANDOM_NONAME ("Manifestation") 2 9 19 15 19 8} {RESPAWN_POINT_RANDOM_NONAME ("Manifestation") 2 9 19 15 19 8} {RESPAWN_POINT_RANDOM_NONAME ("Manifestation") 2 9 19 15 19 8} {RESPAWN_POINT_RANDOM_NONAME ("Manifestation") 2 9 19 15 19 8} {RESPAWN_POINT_RANDOM_NONAME ("Manifestation") 2 9 19 15 19 8} {RESPAWN_POINT_RANDOM_NONAME ("Manifestation") 2 9 19 15 19 8} [event] name=start [if] [variable] name=black_cauldron numerical_equals=0 [/variable] [then] {RECALL_YUMI_NOLOC} [message] speaker=Yumi message= _ "Ughh, my head..." [/message] [message] speaker=Esther message= _ "You okay? Are you hurt?" [/message] [message] speaker=Yumi message= _ "I'm fine." [/message] [message] speaker=Esther message= _ "Hmm, alright. So where are we?" [/message] [message] speaker=Yumi message= _ "I'm not sure." [/message] [message] speaker=Esther message= _ "Something feels off. This place somehow feels not quite... real. I don't know if that makes sense." [/message] [message] speaker=Yumi message= _ "(<i>nods</i>) <i>So that's where we are.</i>" [/message] [message] speaker=Yumi message= _ "There's something trapping us here. We need to hurry up or else we'll get stuck." [/message] [message] speaker=Esther message= _ "We'd better get going then." [/message] [objectives] {OBJECTIVE_VICTORY ( _ "Find a way to escape")} {OBJECTIVE_DEFEAT ( _ "Death of Esther")} {OBJECTIVE_DEFEAT ( _ "Death of Yumi")} {OBJECTIVE_DEFEAT ( _ "Turns run out")} {OBJECTIVE_FULL_CARRYOVER} {OBJECTIVE_NOTE ( _ "Units will automatically spawn to help you fight enemies.")} {OBJECTIVE_NOTE ( _ "You may recruit Manifestations from hexes adjacent to Yumi.")} {OBJECTIVE_NOTE ( _ "Recruited Manifestations will die at the end of the scenario.")} {OBJECTIVE_NOTE ( _ "Search to the north-east.")} [/objectives] [/then] [else] {RECALL_YUMI_NOLOC} {RECALL_ARYEL_NOLOC} [message] speaker=Yumi message= _ "Ughh, my head..." [/message] [message] speaker=Esther message= _ "You okay? Are you hurt?" [/message] [message] speaker=Yumi message= _ "I'm fine." [/message] [message] speaker=Esther message= _ "Hmm, alright. So where are we?" [/message] [message] speaker=Aryel message= _ "Let's see... well it seems like some kind of spell. (<i>turns</i>)" [/message] [message] speaker=Aryel message= _ "<i>It feels like something Yumi did, but at the same time not..?</i>" [/message] [message] speaker=Yumi message= _ "(<i>shivers</i>)" [/message] [message] speaker=Esther message= _ "Something feels off. This place somehow feels not quite... real. I don't know if that makes sense." [/message] [message] speaker=Yumi message= _ "(<i>nods</i>) <i>So that's where we are.</i>" [/message] [message] speaker=Aryel message= _ "(<i>glances at Yumi</i>) Kind of. There's something trapping us here. We need to hurry up or else we'll be stuck." [/message] [message] speaker=Esther message= _ "We'd better get going then." [/message] [objectives] {OBJECTIVE_VICTORY ( _ "Find a way to escape")} {OBJECTIVE_DEFEAT ( _ "Death of Esther")} {OBJECTIVE_DEFEAT ( _ "Death of Yumi")} {OBJECTIVE_DEFEAT ( _ "Death of Aryel")} {OBJECTIVE_DEFEAT ( _ "Turns run out")} {OBJECTIVE_CARRYOVER} {OBJECTIVE_NOTE ( _ "Units will automatically spawn to help you fight enemies.")} {OBJECTIVE_NOTE ( _ "You may recruit Manifestations from hexes adjacent to Yumi.")} {OBJECTIVE_NOTE ( _ "Recruited Manifestations will die at the end of the scenario.")} {OBJECTIVE_NOTE ( _ "Search to the north-east.")} [/objectives] [/else] [/if] [set_menu_item] id=recruit_ghost description= _ "Recruit Ghost" image="attacks/wail.png~SCALE(18,18)" [show_if] [variable] name=side_number numerical_equals=1 [/variable] [/show_if] [filter_location] [not] [filter][/filter] [/not] [filter_adjacent_location] [filter] side=1 id=Aryel [/filter] [/filter_adjacent_location] [/filter_location] [command] [store_gold] [filter_side] side=1 [/filter_side] variable=side1gold [/store_gold] [if] [variable] name=side1gold less_than=20 [/variable] [then] {MESSAGE_NOT_ENOUGH_GOLD} [/then] [else] [unit] side=1 type=Ghost x,y=$x1,$y1 moves,attacks_left=0,0 animate=yes [/unit] {VARIABLE_OP side1gold sub 20} [modify_side] side=1 gold=$side1gold [/modify_side] {CLEAR_VARIABLE side1gold} [/else] [/if] [/command] [/set_menu_item] [set_menu_item] id=recruit_manifestation description= _ "Recruit Manifestation" image="attacks/wail.png~SCALE(18,18)" [show_if] [variable] name=side_number numerical_equals=1 [/variable] [/show_if] [filter_location] [not] [filter][/filter] [/not] [filter_adjacent_location] [filter] side=1 id=Yumi [/filter] [/filter_adjacent_location] [/filter_location] [command] [store_gold] [filter_side] side=1 [/filter_side] variable=side1gold [/store_gold] [if] [variable] name=side1gold less_than=6 [/variable] [then] {MESSAGE_NOT_ENOUGH_GOLD} [/then] [else] [unit] side=1 type=Manifestation x,y=$x1,$y1 moves,attacks_left=0,0 animate=yes upkeep=free [modifications] {TRAIT_LOYAL} [/modifications] [/unit] {VARIABLE_OP side1gold sub 6} [modify_side] side=1 gold=$side1gold [/modify_side] {CLEAR_VARIABLE side1gold} [/else] [/if] [/command] [/set_menu_item] [/event] [event] name=sighted first_time_only=yes [filter] side=2 [/filter] [message] speaker=Esther message= _ "Spirits? Strange. I would've thought that demons would be behind this." [/message] [if] [variable] name=black_cauldron numerical_equals=1 [/variable] [then] [message] speaker=Aryel message= _ "Some of them appear to be on our side too. That's odd." [/message] [/then] [else] [message] speaker=Yumi message= _ "Not all of them are against us..." [/message] [/else] [/if] [message] speaker=Esther message= _ "That's good. Maybe we'll have an easier time then." [/message] [/event] [event] name=turn 3 [message] speaker=narrator message= _ "<i>Can you feel it? By this point, a sensitive one like you surely must have realized...</i>" [/message] [message] speaker=Yumi message= _ "(<i>holds head</i>)" [/message] [message] speaker=Yumi message= _ "Ugh..." [/message] [message] speaker=Esther message= _ "Is something wrong?" [/message] [message] speaker=Yumi message= _ "No... it's nothing." [/message] [if] [variable] name=black_cauldron numerical_equals=0 [/variable] [then] [message] speaker=narrator message= _ "<i>You must think that this is all just your imagination. You shouldn't underestimate that. The imagination is a powerful thing, especially yours.</i>" [/message] [message] speaker=Yumi message= _ "It's not just... just..." [/message] [message] speaker=Esther message= _ "Yumi? Snap out of it!" [/message] {DELAY 1500} [message] speaker=Yumi message= _ "(<i>shakes head</i>) I'm okay... I just realized, this is a fake world. It'll collapse more the longer we stay here." [/message] [message] speaker=Esther message= _ "Okay, but there's something else you haven't said." [/message] [message] speaker=Yumi message= _ "I haven't figured anything else out yet. Sorry." [/message] [message] speaker=Esther message= _ "That's not what I meant." [/message] [message] speaker=Yumi message= _ "(<i>bites lip</i>) I wasn't going to say anything else." [/message] [message] speaker=Esther message= _ "Sure, you weren't." [/message] [message] speaker=Yumi message= _ "I wasn't! Esther, nothing's wrong. I promise." [/message] [message] speaker=Esther message= _ "(<i>sighs</i>)" [/message] [/then] [else] [message] speaker=Aryel message= _ "(<i>frowns</i>) She's lying-" [/message] [message] speaker=Yumi message= _ "I'm not..!" [/message] [message] speaker=narrator message= _ "<i>You must think that this is all just your imagination. You shouldn't underestimate that. The imagination is a powerful thing, especially yours.</i>" [/message] [message] speaker=Yumi message= _ "It's not just... just..." [/message] [message] speaker=Esther message= _ "Yumi? Snap out of it!" [/message] {DELAY 1500} [message] speaker=Aryel message= _ "Yumi. Yuuumi." [/message] {DELAY 1000} [message] speaker=Yumi message= _ "(<i>shakes head</i>) I'm okay... I just realized, this is a fake world. It'll collapse more the longer we stay here." [/message] [message] speaker=Aryel message= _ "<i>Like I couldn't figure out that much.</i> You're keeping something from us." [/message] [message] speaker=Yumi message= _ "I'm not!" [/message] [message] speaker=Aryel message= _ "Liar! Seriously, why do you insist on making us worry?" [/message] [message] speaker=Esther message= _ "We're your friends, right? You don't have to hide from us." [/message] [message] speaker=Yumi message= _ "(<i>bites lip</i>) I wasn't going to say anything else. There's nothing else to say." [/message] [message] speaker=Esther message= _ "Right." [/message] [message] speaker=Yumi message= _ "Nothing's wrong. I promise." [/message] [message] speaker=Esther message= _ "(<i>sighs</i>)" [/message] [/else] [/if] [/event] [event] name=turn 6 [message] speaker=narrator message= _ "<i>Why do you hide from everyone? What do you fear?</i>" [/message] [message] speaker=Yumi message= _ "<i>I'm afraid? ...even if I am, why does that matter?</i>" [/message] [message] speaker=narrator message= _ "<i>The more you fear, the more things fall apart. In a way, you are the trigger.</i>" [/message] [message] speaker=Yumi message= _ "<i>... what do you mean?</i>" [/message] [message] speaker=narrator message= _ "<i>Surely you must have some grasp of your own powers.</i>" [/message] [message] speaker=Yumi message= _ "<i>... I'm just a normal faerie?</i>" [/message] [message] speaker=narrator message= _ "<i>Normal is hardly the word to describe you.</i>" [/message] [message] speaker=Yumi message= _ "<i>I'm not special at all. I'm definitely not. I don't want to be.</i>" [/message] [message] speaker=Esther message= _ "Yumi? Hello?" [/message] [message] speaker=Yumi message= _ "Huh? Oh, I thought I saw something, but it was just a weirdly shaped tree." [/message] [message] speaker=Esther message= _ "... right. Okay." [/message] [/event] [event] name=turn 9 [store_unit] [filter] id=Yumi [/filter] variable=yumi [/store_unit] [message] speaker=Yumi message= _ "(<i>pales</i>)" [/message] [message] speaker=Esther message= _ "Yumi? You don't look so good." [/message] [message] speaker=Yumi message= _ "I... feel... sick. (<i>cough</i>)" [/message] [if] [variable] name=black_cauldron numerical_equals=0 [/variable] [then] [message] speaker=Esther message= _ "That's- <i>I don't want to be pushy, but I can't just let her be...</i> Tell me what's wrong." [/message] [message] speaker=Yumi message= _ "I... I..." [/message] [message] speaker=narrator message= _ "<i>Your own fear will be the destruction of yourself.</i>" [/message] [if] [variable] name=yumi.hitpoints numerical_equals=1 [/variable] [then] [harm_unit] [filter] id=Yumi [/filter] amount=0 animate=yes [/harm_unit] [/then] [else] [harm_unit] [filter] id=Yumi [/filter] amount=2 kill=no animate=yes [/harm_unit] [/else] [/if] [message] speaker=Esther message= _ "Are you okay? Yumi? Please, look at me." [/message] [message] speaker=Yumi message= _ "Try-ing - (<i>gasps</i>)" [/message] [message] speaker=narrator message= _ "<i>Your own potential will be the destruction of yourself.</i>" [/message] [message] speaker=narrator message= _ "<i>If you cannot control it, it will be the end.</i>" [/message] [if] [variable] name=yumi.hitpoints numerical_equals=1 [/variable] [then] [harm_unit] [filter] id=Yumi [/filter] amount=0 animate=yes [/harm_unit] [/then] [else] [harm_unit] [filter] id=Yumi [/filter] amount=2 kill=no animate=yes [/harm_unit] [/else] [/if] {DELAY 300} [if] [variable] name=yumi.hitpoints numerical_equals=1 [/variable] [then] [harm_unit] [filter] id=Yumi [/filter] amount=0 animate=yes [/harm_unit] [/then] [else] [harm_unit] [filter] id=Yumi [/filter] amount=3 kill=no animate=yes [/harm_unit] [/else] [/if] [message] speaker=Esther message= _ "Yumi!" [/message] {DELAY 1500} [message] speaker=Yumi message= _ "(<i>breathes deeply</i>)" [/message] [message] speaker=Yumi message= _ "Sorry... sorry, something got in my head and... I don't know..." [/message] [message] speaker=Esther message= _ "Yumi..." [/message] [message] speaker=Yumi message= _ "I'm okay, Esther. I really am. I just want to get out of here. I'll be fine once we are." [/message] [message] speaker=Esther message= _ "Are you sure..?" [/message] [message] speaker=Yumi message= _ "(<i>shakes head</i>) You don't believe me?" [/message] [message] speaker=Esther message= _ "<i>Not exactly, but I can't just say that, can I?</i> I... suppose I do. You're right, we should focus on getting out of here before it's too late." [/message] [message] speaker=Yumi message= _ "(<i>nods</i>)" [/message] [message] speaker=Esther message= _ "<i>I wonder what she's hiding this time, hmm.</i>" [/message] [/then] [else] [message] speaker=Aryel message= _ "Stop hiding things from us! Whatever it is, you don't have to deal with it alone!" [/message] [message] speaker=Esther message= _ "Yumi, there's no need to be scared of us. We're here to help you!" [/message] [message] speaker=Yumi message= _ "I... I..." [/message] [message] speaker=narrator message= _ "<i>Your own fear will be the destruction of yourself.</i>" [/message] [if] [variable] name=yumi.hitpoints numerical_equals=1 [/variable] [then] [harm_unit] [filter] id=Yumi [/filter] amount=0 animate=yes [/harm_unit] [/then] [else] [harm_unit] [filter] id=Yumi [/filter] amount=2 kill=no animate=yes [/harm_unit] [/else] [/if] [message] speaker=Esther message= _ "Are you okay? Please, look at me." [/message] [message] speaker=Yumi message= _ "Try-ing - (<i>gasps</i>)" [/message] [message] speaker=narrator message= _ "<i>Your own potential will be the destruction of yourself.</i>" [/message] [message] speaker=narrator message= _ "<i>If you cannot control it, it will be the end.</i>" [/message] [if] [variable] name=yumi.hitpoints numerical_equals=1 [/variable] [then] [harm_unit] [filter] id=Yumi [/filter] amount=0 animate=yes [/harm_unit] [/then] [else] [harm_unit] [filter] id=Yumi [/filter] amount=2 kill=no animate=yes [/harm_unit] [/else] [/if] {DELAY 300} [if] [variable] name=yumi.hitpoints numerical_equals=1 [/variable] [then] [harm_unit] [filter] id=Yumi [/filter] amount=0 animate=yes [/harm_unit] [/then] [else] [harm_unit] [filter] id=Yumi [/filter] amount=3 kill=no animate=yes [/harm_unit] [/else] [/if] [message] speaker=Aryel message= _ "Yumi! We have to help her!" [/message] [move_unit] id=Aryel to_x=$yumi.x to_y=$yumi.y [/move_unit] {DELAY 1500} [message] speaker=Yumi message= _ "(<i>breathes deeply</i>)" [/message] [message] speaker=Yumi message= _ "Sorry... sorry, something got in my head and... I don't know..." [/message] [message] speaker=Aryel message= _ "..." [/message] [message] speaker=Yumi message= _ "(<i>holds head</i>) I'm not keeping secrets on purpose. I just want to get out of here. I'll be fine once we're out." [/message] [message] speaker=Aryel message= _ "..." [/message] [message] speaker=Yumi message= _ "I'm being serious!" [/message] [message] speaker=Aryel message= _ "I don't believe you." [/message] [message] speaker=Yumi message= _ "(<i>shakes head</i>) I'm actually okay. I'm not making it up. Esther, you believe me, right?" [/message] [message] speaker=Esther message= _ "Uhm... I think... well, she seems like she's being honest about that." [/message] [message] speaker=Aryel message= _ "(<i>glares</i>) Trust me, she's lying." [/message] [message] speaker=Yumi message= _ "I'm not! Aryel, please." [/message] [message] speaker=Aryel message= _ "You totally are." [/message] [message] speaker=Yumi message= _ "(<i>pouts</i>)" [/message] [message] speaker=Aryel message= _ "Ugh, whatever. You're hopeless..." [/message] [/else] [/if] {CLEAR_VARIABLE yumi} [/event] [event] name=turn 11 [message] speaker=Yumi message= _ "We should hurry up..." [/message] [/event] [event] name=turn 12 [message] speaker=Yumi message= _ "We really should get out of here." [/message] [/event] [event] name=moveto [filter] [filter_location] x,y=23,3 radius=7 [/filter_location] side=1 [/filter] [message] speaker=Esther message= _ "Forests! And look, I see a dead tree over there. Yumi, you should come here and take a look at it. That might be our way out of here!" [/message] [/event] [event] name=moveto [filter] x,y=23,3 id=Esther,Aryel [/filter] [message] speaker=unit message= _ "Yumi, you should come take a look at this." [/message] [/event] [event] name=moveto [filter] x,y=23,3 id=Yumi [/filter] [switch] variable=black_cauldron [case] value=0 [message] speaker=Yumi message= _ "Something is sapping the life from the tree." [/message] [message] speaker=Esther message= _ "Can you heal it?" [/message] [message] speaker=Yumi message= _ "I think so. Let me try." [/message] {DELAY 500} {PLAY_SOUND "magic-dark.ogg"} {DELAY 500} {PLAY_SOUND "magic-faeriefire.ogg"} {DELAY 500} [message] speaker=Yumi message= _ "I think that worked. It should start healing soon." [/message] {DELAY 750} [terrain] x=34 y=4 terrain=Gg^Fet [/terrain] {DELAY 750} [message] speaker=Esther message= _ "I feel a little woozy." [/message] [message] speaker=Yumi message= _ "Me too." [/message] [message] speaker=Esther message= _ "Hopefully we'll be out of here in a moment..." [/message] {DELAY 750} [/case] [case] value=1 [message] speaker=Yumi message= _ "Something is sapping the life from the tree." [/message] [message] speaker=Aryel message= _ "<i>Not just something. It's another bit of magic that feels suspiciously like Yumi's... there's no way she hasn't recognized that.</i>" [/message] [message] speaker=Esther message= _ "Can you heal it?" [/message] [message] speaker=Yumi message= _ "I think so. Let me try." [/message] {DELAY 500} {PLAY_SOUND "magic-dark.ogg"} {DELAY 500} {PLAY_SOUND "magic-faeriefire.ogg"} {DELAY 500} [message] speaker=Yumi message= _ "I think that worked. It should start healing soon." [/message] {DELAY 750} [terrain] x=34 y=4 terrain=Gg^Fet [/terrain] {DELAY 750} [message] speaker=Esther message= _ "I feel a little woozy." [/message] [message] speaker=Yumi message= _ "Me too." [/message] [message] speaker=Aryel message= _ "The spell's lifting. We should be out of here any minute now." [/message] {DELAY 750} [/case] [/switch] {PLAY_SOUND "lightning.ogg"} {DELAY 500} [clear_menu_item] id=recruit_ghost,recruit_manifestation [/clear_menu_item] [set_variable] name=woodland_dreams value=1 [/set_variable] [set_variable] name=prev_scenario value="Woodland Dreams" [/set_variable] [kill] side=1 type=Manifestation [/kill] [endlevel] result=victory bonus=yes {NEW_GOLD_CARRYOVER 100} carryover_report=no linger_mode=no next_scenario=03_Northlands [/endlevel] [/event] [event] name=time over [message] speaker=Yumi message= _ "We're going to be stuck in here forever..." [/message] [endlevel] result=defeat [/endlevel] [/event] [/scenario]
#textdomain wesnoth-Genesis [scenario] id=04c_Blue_Moon name= _ "Blue Moon" map_data="{~add-ons/Genesis/episode1/maps/04c_Blue_Moon.map}" next_scenario=03_Northlands victory_when_enemies_defeated=no disallow_recall=yes turns=19 {ETERNALDARKDREAM} {STORYTXT_BLUE_MOON} {SCENARIO_MUSIC into_the_shadows.ogg} {EXTRA_SCENARIO_MUSIC returning_in_time.ogg} {EXTRA_SCENARIO_MUSIC snowfall.ogg} {EXTRA_SCENARIO_MUSIC wind3.ogg} [side] {PLAYER_FAE} side=1 recruit= {GOLD 180 160 120} {NO_INCOME_SIDE} fog=yes shroud=yes [/side] [side] {YUURE_SIDE} side=2 [ai] aggression=1 caution=0 grouping=false [goal] [criteria] id=Yumi [/criteria] value=200 [/goal] [/ai] [/side] [side] side=3 no_leader=yes hidden=yes controller=ai team_name=yuure color=green [/side] #define GENERATE_ICE [set_variable] name=x_coord rand=1..33,6..28 [/set_variable] [set_variable] name=y_coord rand=1..33,6..28 [/set_variable] [terrain] x=$x_coord y=$y_coord terrain=Ai [/terrain] {CLEAR_VARIABLE x_coord} {CLEAR_VARIABLE y_coord} [store_locations] variable=hex [filter_adjacent_location] terrain=Ai [/filter_adjacent_location] [/store_locations] [for] array=hex [do] [set_variable] name=change_terrain rand=1..25 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$hex[$i].x,$hex[$i].y terrain=Ai [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE hex} #enddef #define GENERATE_SNOW [set_variable] name=x_coord rand=1..33,6..28 [/set_variable] [set_variable] name=y_coord rand=1..33,6..28 [/set_variable] [terrain] x=$x_coord y=$y_coord terrain=Aa [/terrain] {CLEAR_VARIABLE x_coord} {CLEAR_VARIABLE y_coord} [store_locations] variable=hex [filter_adjacent_location] terrain=Aa [/filter_adjacent_location] [/store_locations] [for] array=hex [do] [set_variable] name=change_terrain rand=1..25 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$hex[$i].x,$hex[$i].y terrain=Aa [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE hex} #enddef #define GENERATE_SNOW_PINE_FOREST [set_variable] name=x_coord rand=1..33,6..28,10..24 [/set_variable] [set_variable] name=y_coord rand=1..33,6..28,10..24 [/set_variable] [terrain] x=$x_coord y=$y_coord terrain=Aa^Fpa [/terrain] {CLEAR_VARIABLE x_coord} {CLEAR_VARIABLE y_coord} [store_locations] variable=hex [filter_adjacent_location] terrain=Aa^Fma,Aa^Fpa [/filter_adjacent_location] [/store_locations] [for] array=hex [do] [set_variable] name=change_terrain rand=1..20 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$hex[$i].x,$hex[$i].y terrain=Aa^Fpa [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE hex} #enddef #define GENERATE_SNOW_MIXED_FOREST [set_variable] name=x_coord rand=1..33,6..28,10..24 [/set_variable] [set_variable] name=y_coord rand=1..33,6..28,10..24 [/set_variable] [terrain] x=$x_coord y=$y_coord terrain=Aa^Fma [/terrain] {CLEAR_VARIABLE x_coord} {CLEAR_VARIABLE y_coord} [store_locations] variable=hex [filter_adjacent_location] terrain=Aa^Fma,Aa^Fpa [/filter_adjacent_location] [/store_locations] [for] array=hex [do] [set_variable] name=change_terrain rand=1..20 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$hex[$i].x,$hex[$i].y terrain=Aa^Fma [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE hex} #enddef #define GENERATE_SNOW_HILLS [set_variable] name=x_coord rand=1..33,6..28,10..24 [/set_variable] [set_variable] name=y_coord rand=1..33,6..28,10..24 [/set_variable] [terrain] x=$x_coord y=$y_coord terrain=Ha [/terrain] {CLEAR_VARIABLE x_coord} {CLEAR_VARIABLE y_coord} [store_locations] variable=hex [filter_adjacent_location] terrain=Ha [/filter_adjacent_location] [/store_locations] [for] array=hex [do] [set_variable] name=change_terrain rand=1..15 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$hex[$i].x,$hex[$i].y terrain=Ha [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE hex} #enddef #define GENERATE_SHALLOW_WATER [set_variable] name=x_coord rand=1..33 [/set_variable] [set_variable] name=y_coord rand=1..33 [/set_variable] [terrain] x=$x_coord y=$y_coord terrain=Wwg [/terrain] {CLEAR_VARIABLE x_coord} {CLEAR_VARIABLE y_coord} [store_locations] variable=hex [filter_adjacent_location] terrain=Wwg [/filter_adjacent_location] [/store_locations] [for] array=hex [do] [set_variable] name=change_terrain rand=1..40 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$hex[$i].x,$hex[$i].y terrain=Wwg [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE hex} #enddef #define GENERATE_DEEP_WATER [set_variable] name=x_coord rand=1..33 [/set_variable] [set_variable] name=y_coord rand=1..33 [/set_variable] [terrain] x=$x_coord y=$y_coord terrain=Wog [/terrain] {CLEAR_VARIABLE x_coord} {CLEAR_VARIABLE y_coord} [store_locations] variable=hex [filter_adjacent_location] terrain=Wog [/filter_adjacent_location] [/store_locations] [for] array=hex [do] [set_variable] name=change_terrain rand=1..40 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$hex[$i].x,$hex[$i].y terrain=Wog [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE hex} #enddef # enemy spawns #ifdef HARD {RESPAWN_POINT_RANDOM ("Demon Dreamwalker","Demon Apparition") 2 4 30 4 30 9} {RESPAWN_POINT_RANDOM ("Demon Dreamwalker","Demon Apparition") 2 4 30 4 30 9} {RESPAWN_POINT_RANDOM ("Demon Dreamwalker","Demon Apparition") 2 4 30 4 30 9} {RESPAWN_POINT_RANDOM ("Demon Dreamwalker","Demon Apparition") 2 4 30 4 30 9} {RESPAWN_POINT_RANDOM ("Demon Dreamwalker","Demon Apparition") 2 4 30 4 30 9} {RESPAWN_POINT_RANDOM ("Demon Dreamwalker","Demon Apparition") 2 4 30 4 30 9} {RESPAWN_POINT_RANDOM ("Demon Dreamwalker","Demon Apparition") 2 4 30 4 30 9} {RESPAWN_POINT_RANDOM ("Demon Dreamwalker","Demon Apparition") 2 4 30 4 30 9} {RESPAWN_POINT_RANDOM ("Demon Dreamwalker","Demon Apparition") 2 4 30 4 30 9} #endif #ifdef NORMAL {RESPAWN_POINT_RANDOM ("Demon Dreamwalker","Demon Apparition") 2 4 30 4 30 18} {RESPAWN_POINT_RANDOM ("Demon Dreamwalker") 2 4 30 4 30 18} {RESPAWN_POINT_RANDOM ("Demon Dreamwalker","Demon Apparition") 2 4 30 4 30 18} {RESPAWN_POINT_RANDOM ("Demon Dreamwalker") 2 4 30 4 30 18} {RESPAWN_POINT_RANDOM ("Demon Dreamwalker","Demon Apparition") 2 4 30 4 30 18} {RESPAWN_POINT_RANDOM ("Blue Demon") 2 4 30 4 30 9} {RESPAWN_POINT_RANDOM ("Blue Demon") 2 4 30 4 30 9} {RESPAWN_POINT_RANDOM ("Blue Demon") 2 4 30 4 30 9} {RESPAWN_POINT_RANDOM ("Blue Demon") 2 4 30 4 30 9} {RESPAWN_POINT_RANDOM ("Blue Demon") 2 4 30 4 30 9} #endif #ifdef EASY {RESPAWN_POINT_RANDOM ("Demon Dreamwalker") 2 4 30 4 30 24} {RESPAWN_POINT_RANDOM ("Demon Dreamwalker","Demon Apparition") 2 4 30 4 30 24} {RESPAWN_POINT_RANDOM ("Demon Dreamwalker") 2 4 30 4 30 24} {RESPAWN_POINT_RANDOM ("Demon Dreamwalker","Demon Apparition") 2 4 30 4 30 24} {RESPAWN_POINT_RANDOM ("Demon Dreamwalker") 2 4 30 4 30 24} {RESPAWN_POINT_RANDOM ("Blue Demon") 2 4 30 4 30 12} {RESPAWN_POINT_RANDOM ("Blue Demon") 2 4 30 4 30 12} {RESPAWN_POINT_RANDOM ("Blue Demon") 2 4 30 4 30 12} {RESPAWN_POINT_RANDOM ("Blue Demon") 2 4 30 4 30 12} {RESPAWN_POINT_RANDOM ("Blue Demon") 2 4 30 4 30 12} #endif [event] name=prestart # be very careful about the number of repeats # adding an extra one can have drastic results # mixing up the generation also seems to give better performance {REPEAT 20 ({GENERATE_SHALLOW_WATER})} {REPEAT 7 ({GENERATE_ICE})} {REPEAT 7 ({GENERATE_SNOW})} {REPEAT 10 ({GENERATE_SHALLOW_WATER})} {REPEAT 6 ({GENERATE_ICE})} {REPEAT 6 ({GENERATE_SNOW})} {REPEAT 10 ({GENERATE_SHALLOW_WATER})} {REPEAT 5 ({GENERATE_ICE})} {REPEAT 5 ({GENERATE_SNOW})} {REPEAT 5 ({GENERATE_SNOW_HILLS})} {REPEAT 3 ({GENERATE_SNOW_PINE_FOREST})} {REPEAT 3 ({GENERATE_SNOW_MIXED_FOREST})} {REPEAT 3 ({GENERATE_ICE})} {REPEAT 3 ({GENERATE_SNOW})} {REPEAT 5 ({GENERATE_SNOW_HILLS})} {REPEAT 3 ({GENERATE_SNOW_PINE_FOREST})} {REPEAT 3 ({GENERATE_SNOW_MIXED_FOREST})} {REPEAT 2 ({GENERATE_ICE})} {REPEAT 2 ({GENERATE_SNOW})} {REPEAT 2 ({GENERATE_SNOW_HILLS})} {REPEAT 2 ({GENERATE_SNOW_PINE_FOREST})} {REPEAT 2 ({GENERATE_SNOW_MIXED_FOREST})} {RECALL_YUMI_NOLOC} [set_variable] name=x_coord rand=9..25 [/set_variable] [set_variable] name=y_coord rand=9..25 [/set_variable] [move_unit] id=Yumi to_x,to_y=$x_coord,$y_coord [/move_unit] [store_unit] [filter] id=Esther [/filter] variable=esther_tmp [/store_unit] [kill] id=Esther [/kill] # recruiting code for this scenario [set_menu_item] id=recruit_manifestation description= _ "Recruit Manifestation" image="attacks/wail.png~SCALE(18,18)" [show_if] [variable] name=side_number numerical_equals=1 [/variable] [/show_if] [filter_location] [not] [filter][/filter] [/not] [filter_adjacent_location] [filter] side=1 id=Yumi [/filter] [/filter_adjacent_location] [/filter_location] [command] [store_gold] [filter_side] side=1 [/filter_side] variable=side1gold [/store_gold] [if] [variable] name=side1gold less_than=6 [/variable] [then] {MESSAGE_NOT_ENOUGH_GOLD} [/then] [else] [unit] side=1 type=Manifestation x,y=$x1,$y1 moves,attacks_left=0,0 animate=yes upkeep=free [modifications] {TRAIT_LOYAL} [/modifications] [/unit] {VARIABLE_OP side1gold sub 6} [modify_side] side=1 gold=$side1gold [/modify_side] {CLEAR_VARIABLE side1gold} [/else] [/if] [/command] [/set_menu_item] {CLEAR_VARIABLE x_coord} {CLEAR_VARIABLE y_coord} [/event] [event] name=start [message] speaker=Yumi message= _ "(<i>shivers</i>)" [/message] [message] speaker=Yumi message= _ "..." [/message] [message] speaker=Yumi message= _ "Is this a dream..?" [/message] [message] speaker=Yumi message= _ "Is anyone else here? Anyone?" [/message] [multi_turn_unit] [filter] id=Yumi [/filter] times=5 [/multi_turn_unit] [message] speaker=Yumi message= _ "(<i>sighs</i>) Why does all the weird stuff happen to me..?" [/message] {DELAY 1000} [message] speaker=Yumi message= _ "There are more demons around." [/message] [message] speaker=Yumi message= _ "I wonder if they're going to attack me." [/message] [message] speaker=Yumi message= _ "..." [/message] [objectives] {OBJECTIVE_VICTORY ( _ "Survive until the end of turns")} {OBJECTIVE_VICTORY ( _ "OR: Find a way to escape")} {OBJECTIVE_DEFEAT ( _ "Death of Yumi")} {OBJECTIVE_FULL_CARRYOVER} {OBJECTIVE_NOTE ( _ "You may recruit by right clicking on a hex next to Yumi.")} [/objectives] [/event] [event] name=menu item recruit_manifestation first_time_only=yes [message] speaker=Yumi message= _ "I can make spirits just by thinking." [/message] [/event] [event] name=new turn first_time_only=no {REPEAT 5 ({GENERATE_SHALLOW_WATER})} {GENERATE_ICE} {GENERATE_SNOW} {GENERATE_SNOW_HILLS} {GENERATE_SNOW_PINE_FOREST} {GENERATE_SNOW_MIXED_FOREST} {REPEAT 5 ({GENERATE_DEEP_WATER})} [/event] [event] name=turn 4 [store_unit] [filter] id=Yumi [/filter] variable=yumi [/store_unit] [message] speaker=narrator message= _ "<i>(feminine voice) Yumi... Yuummiii</i>" [/message] [message] speaker=Yumi message= _ "(<i>shudders</i>)" [/message] [message] speaker=narrator message= _ "<i>Yumi, I'm coming. I'm coming for you...</i>" [/message] [message] speaker=Yumi message= _ "... Esther?" [/message] [unit] id=Fake Esther type=Fake Fire Fae side=3 x,y=$yumi.x,$yumi.y name= _ "Esther" random_traits=no [modifications] {TRAIT_FEARLESS} [/modifications] [/unit] [message] speaker=Fake Esther message= _ "Hello Yumi." [/message] [message] speaker=Yumi message= _ "Esther! Oh, thank goodness you're here. I was-" [/message] {DELAY 1000} [message] speaker=Yumi message= _ "Wait a second." [/message] [message] speaker=Fake Esther message= _ "Yes?" [/message] [message] speaker=Yumi message= _ "S-something's not right. You're- you're not her. You're a fake." [/message] [message] speaker=Fake Esther message= _ "What are you talking about?" [/message] [message] speaker=Yumi message= _ "You're not actually Esther. You can't be-" [/message] [message] speaker=Fake Esther message= _ "Are you feeling okay? You seem a bit... hello? Yumi? Are you paying attention?" [/message] [message] speaker=Yumi message= _ "(<i>frowns</i>) S-stop it. Stop trying to trick me." [/message] [message] speaker=narrator message= _ "<i>Not feeling nervous now, are you?</i>" [/message] [message] speaker=Yumi message= _ "Stop!" [/message] [message] speaker=Fake Esther message= _ "Yumi, calm down! You're really starting to worry me. I just want to help you!" [/message] [message] speaker=Yumi message= _ "I can take care of myself! I don't need a babysitter. I can handle my own problems." [/message] [message] speaker=Fake Esther message= _ "Yumi, please..." [/message] [message] speaker=narrator message= _ "<i>Listen to her.</i>" [/message] [message] speaker=Yumi message= _ "(<i>pales</i>) You're not Esther... you're not..." [/message] {CLEAR_VARIABLE yumi} [/event] [event] name=turn 9 [store_unit] [filter] id=Yumi [/filter] variable=yumi [/store_unit] {SPAWN_ID_NAME ("Fake Blood Fae") 3 $yumi.x $yumi.y ("Fake Aryel") ("female") ("Aryel")} [message] speaker=Yumi message= _ "Ugh, not more..." [/message] [message] speaker=Fake Aryel message= _ "... You're crazy, you know that? I went through the trouble of finding you and-" [/message] [message] speaker=Yumi message= _ "Liar. You're not Aryel." [/message] [message] speaker=Fake Aryel message= _ "Then who am I supposed to be? Sheesh, you're so irrational at times." [/message] [message] speaker=Yumi message= _ "I- that's..." [/message] [message] speaker=Yumi message= _ "... I <i>really</i> hope you're not her..." [/message] [message] speaker=Fake Aryel message= _ "What are you talking about?" [/message] [message] speaker=Fake Aryel message= _ "Are you crazy? Snap out of it. Just let me-" [/message] [message] speaker=Yumi message= _ "No! Stay back, or I'll- I'll..." [/message] [message] speaker=Fake Aryel message= _ "You'll do what? Stupid Yumi, sometimes I wonder why you're so weird. Now quit being dumb and come here." [/message] [message] speaker=Yumi message= _ "Stay away!" [/message] [message] speaker=Fake Aryel message= _ "I've had enough of you. Looks like we have to do this the hard way." [/message] [message] speaker=Yumi message= _ "(<i>whispers</i>) Aryel would never threaten me like that. You're not her." [/message] {CLEAR_VARIABLE yumi} [/event] [event] name=turn 14 [store_unit] [filter] id=Yumi [/filter] variable=yumi [/store_unit] {SPAWN_ID_NAME ("Fake Shadow Fae") 3 $yumi.x $yumi.y ("Fake Yumi") ("female") ("Yumi")} [message] speaker=Yumi message= _ "You have got to be kidding me." [/message] [message] speaker=Fake Yumi message= _ "Hello." [/message] {WHITE_SCREEN} {DELAY 500} [message] speaker=Yumi message= _ "Ugh, my head-" [/message] [message] speaker=narrator message= _ "<i>(feminine voice) Look at her. What do you see?</i>" [/message] [message] speaker=Yumi message= _ "... I-I don't know..." [/message] [message] speaker=narrator message= _ "<i>Yourself? Who are you? What are you?</i>" [/message] [message] speaker=Yumi message= _ "I... don't know. I'm... not normal." [/message] [message] speaker=narrator message= _ "<i>Is this why are you are shunned by the other faerie?</i>" [/message] [message] speaker=Yumi message= _ "..." [/message] [message] speaker=narrator message= _ "<i>(feminine voice) And what about your friends?</i>" [/message] [message] speaker=Yumi message= _ "They don't know..." [/message] [message] speaker=narrator message= _ "<i>What don't they know?</i>" [/message] [message] speaker=Yumi message= _ "I-it hurts... (<i>shivers</i>)" [/message] [message] speaker=narrator message= _ "<i>(feminine voice) What are you? What is she?</i>" [/message] [message] speaker=Yumi message= _ "..." [/message] [message] speaker=Yumi message= _ "... she's me?" [/message] {UNWHITE_SCREEN} [message] speaker=Yumi message= _ "(<i>holds head</i>) Ugh, my head feels like it's going to explode..." [/message] [message] speaker=Fake Yumi message= _ "Hello." [/message] [message] speaker=Yumi message= _ "(<i>mutters</i>) Not even going to bother with you." [/message] {CLEAR_VARIABLE yumi} [/event] [event] name=last breath [filter] id=Fake Aryel [/filter] [message] speaker=Fake Aryel message= _ "(<i>gasps</i>)" [/message] [message] speaker=Fake Aryel message= _ "Wa-it-" [/message] [message] speaker=Yumi message= _ "..." [/message] [message] speaker=Fake Aryel message= _ "Why... do you... hate me?" [/message] [message] speaker=Yumi message= _ "(<i>closes eyes</i>)" [/message] {DELAY 1000} [message] speaker=Yumi message= _ "(<i>breathes deeply</i>)" [/message] {FLASH_RED_EXTREME ({DELAY 500})} [kill] id=Fake Aryel animate=yes [/kill] [/event] [event] name=last breath [filter] id=Fake Esther [/filter] [message] speaker=Fake Esther message= _ "Yumi... (<i>gasp</i>) ... why?" [/message] [message] speaker=Yumi message= _ "You- you're not real. (<i>turns away</i>) Esther would never attack me." [/message] [message] speaker=Fake Esther message= _ "Yumi... no... you're hurting me..." [/message] [message] speaker=Yumi message= _ "Go away." [/message] [message] speaker=Fake Esther message= _ "Yu-mi-I-need-" [/message] [message] speaker=Yumi message= _ "Get away from me!" [/message] [kill] id=Fake Esther animate=yes [/kill] {DELAY 1500} [message] speaker=Yumi message= _ "Ugh." [/message] [/event] [event] name=last breath [filter] id=Fake Yumi [/filter] [message] speaker=Fake Yumi message= _ "..." [/message] [message] speaker=Yumi message= _ "Who are you?" [/message] [message] speaker=Fake Yumi message= _ "Who are you?" [/message] [message] speaker=Yumi message= _ "..." [/message] [message] speaker=Fake Yumi message= _ "Why do you hunt me?" [/message] [message] speaker=Yumi message= _ "Why are you hunting <i>me?</i>" [/message] [message] speaker=Fake Yumi message= _ "I-" [/message] [message] speaker=narrator message= _ "<i>(feminine voice) She is fading.</i>" [/message] [message] speaker=Fake Yumi message= _ "But-" [/message] [kill] id=Fake Yumi animate=yes [/kill] [message] speaker=Yumi message= _ "What's going on..?" [/message] [message] speaker=narrator message= _ "<i>Do not fret. Close your eyes. Rest.</i>" [/message] [message] speaker=Yumi message= _ "Uhh, but..." [/message] {FLASH_DARK ({DELAY 500})} [message] speaker=Yumi message= _ "What... was... that?" [/message] {FLASH_DARK ({DELAY 500})} [message] speaker=narrator message= _ "<i>(feminine voice) Sleep...</i>" [/message] {FADE_SCREEN} {DELAY 1250} [endlevel] result=victory bonus=yes {NEW_GOLD_CARRYOVER 100} carryover_report=no linger_mode=no next_scenario=03_Northlands [/endlevel] [/event] [event] name=time over [message] speaker=Yumi message= _ "I think... I think I hear someone calling my name." [/message] [message] speaker=narrator message= _ "<i>Yumi... Yumi, wake up... </i>" [/message] [message] speaker=Yumi message= _ "(<i>squints</i>)" [/message] {FLASH_DARK ({DELAY 750})} [message] speaker=Yumi message= _ "(<i>swaying</i>) I feel... strange." [/message] {FLASH_DARK ({DELAY 1000})} [message] speaker=Yumi message= _ "(<i>closes eyes</i>)" [/message] [message] speaker=Yumi message= _ "(<i>yawns</i>)" [/message] [message] speaker=narrator message= _ "<i>It's time to get up, sleepyhead... </i>" [/message] {FADE_SCREEN} {DELAY 1250} [endlevel] result=victory bonus=yes {NEW_GOLD_CARRYOVER 100} carryover_report=no linger_mode=no next_scenario=03_Northlands [/endlevel] [/event] # don't forget to unstore Esther [event] name=victory [kill] side=1 type=Manifestation [/kill] [set_variable] name=blue_moon value=1 [/set_variable] [set_variable] name=prev_scenario value="Blue Moon" [/set_variable] [unstore_unit] variable=esther_tmp find_vacant=yes [/unstore_unit] [unhide_unit] [filter] id=Esther [/filter] [/unhide_unit] [clear_menu_item] id=recruit_manifestation [/clear_menu_item] {CLEAR_VARIABLE esther_tmp} [/event] [event] name=last breath [filter] id=Yumi [/filter] [message] speaker=Yumi message= _ "I- can't... breathe - (<i>gasp</i>)" [/message] [endlevel] result=defeat [/endlevel] [/event] [/scenario] #undef GENERATE_DEEP_WATER #undef GENERATE_SHALLOW_WATER #undef GENERATE_ICE #undef GENERATE_SNOW #undef GENERATE_SNOW_HILLS #undef GENERATE_SNOW_PINE_FOREST #undef GENERATE_SNOW_MIXED_FOREST
#textdomain wesnoth-Genesis [scenario] id=04d_Black_Cauldron name= _ "Black Cauldron" map_data="{~add-ons/Genesis/episode1/maps/04d_Black_Cauldron.map}" next_scenario=03_Northlands victory_when_enemies_defeated=no turns=6 {UNDERGROUND} {STORYTXT_BLACK_CAULDRON} {FAE_DEATHS} {SCENARIO_MUSIC underground.ogg} {EXTRA_SCENARIO_MUSIC siege_of_laurelmor.ogg} {EXTRA_SCENARIO_MUSIC knalgan_theme.ogg} {EXTRA_SCENARIO_MUSIC waves.ogg} {EXTRA_SCENARIO_MUSIC the_dangerous_symphony.ogg} [side] {PLAYER_FAE} side=1 recruit= {GOLD 200 170 100} {INCOME 6 5 4} fog=yes shroud=yes [/side] [side] {ETHEA_ENEMY_SIDE} {AGGRESSIVE_SIDE} side=2 type=Demon Stromguarde id=boss canrecruit=yes [/side] {STARTING_VILLAGES 2 6} [side] {ETHEA_ENEMY_SIDE} {AGGRESSIVE_SIDE} side=3 no_leader=yes [/side] [side] side=4 no_leader=yes {SPIRIT_ENEMY_SIDE} {AGGRESSIVE_SIDE} [/side] [side] side=5 no_leader=yes controller=ai team_name=spirits hidden=yes color=black {AGGRESSIVE_SIDE} [/side] {PLACE_IMAGE items/bones.png 52 35} #define GENERATE_FUNGUS [store_locations] variable=cave_hex terrain=Uu [filter_adjacent_location] terrain=Xu,Xuc,Xue,Xuce [/filter_adjacent_location] [/store_locations] [for] array=cave_hex [do] [set_variable] name=change_terrain rand=1..6 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$cave_hex[$i].x,$cave_hex[$i].y terrain=Uu^Uf [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE cave_hex} [store_locations] variable=cave_hex terrain=Uu [/store_locations] [for] array=cave_hex [do] [set_variable] name=change_terrain rand=1..15 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$cave_hex[$i].x,$cave_hex[$i].y terrain=Uu^Uf [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE cave_hex} # we can do this for cave hills too, for a bit of visual variety [store_locations] variable=cave_hill_hex terrain=Uh [filter_adjacent_location] terrain=Xu,Xuc,Xue,Xuce [/filter_adjacent_location] [/store_locations] [for] array=cave_hill_hex [do] [set_variable] name=change_terrain rand=1..5 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$cave_hill_hex[$i].x,$cave_hill_hex[$i].y terrain=Uh^Uf [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE cave_hill_hex} [store_locations] variable=cave_hill_hex terrain=Uh [filter_adjacent_location] terrain=Uu^Uf [/filter_adjacent_location] [/store_locations] [for] array=cave_hill_hex [do] [set_variable] name=change_terrain rand=1..2 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$cave_hill_hex[$i].x,$cave_hill_hex[$i].y terrain=Uh^Uf [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE cave_hill_hex} #enddef #define GENERATE_CAVE_HILL [store_locations] variable=cave_hex terrain=Uu [filter_adjacent_location] terrain=Xu,Xuc,Xue,Xuce [/filter_adjacent_location] [/store_locations] [for] array=cave_hex [do] [set_variable] name=change_terrain rand=1..5 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$cave_hex[$i].x,$cave_hex[$i].y terrain=Uh [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE cave_hex} [store_locations] variable=cave_hex terrain=Uu [not] [filter_adjacent_location] terrain=Xu,Xuc,Xue,Xuce,Wwg [/filter_adjacent_location] [/not] [/store_locations] [for] array=cave_hex [do] [set_variable] name=change_terrain rand=1..15 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$cave_hex[$i].x,$cave_hex[$i].y terrain=Uh [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE cave_hex} [store_locations] variable=cave_hex terrain=Uu [filter_adjacent_location] terrain=Wwg [/filter_adjacent_location] [/store_locations] [for] array=cave_hex [do] [set_variable] name=change_terrain rand=1..30 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$cave_hex[$i].x,$cave_hex[$i].y terrain=Uh [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE cave_hex} #enddef #define GENERATE_CAVE_PATH [store_locations] variable=cave_hex terrain=Uu [not] [filter_adjacent_location] terrain=Ur [/filter_adjacent_location] [/not] [/store_locations] [for] array=cave_hex [do] [set_variable] name=change_terrain rand=1..10 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$cave_hex[$i].x,$cave_hex[$i].y terrain=Ur [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE cave_hex} [store_locations] variable=cave_hex terrain=Uu [filter_adjacent_location] terrain=Ur [/filter_adjacent_location] [/store_locations] [for] array=cave_hex [do] [set_variable] name=change_terrain rand=1..2 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$cave_hex[$i].x,$cave_hex[$i].y terrain=Ur [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE cave_hex} #enddef # ghost spawns {RESPAWN_POINT ("Ghost") 4 4 12 12} {RESPAWN_POINT ("Ghost") 4 20 12 12} {RESPAWN_POINT ("Ghost") 4 26 15 12} {RESPAWN_POINT ("Ghost") 4 15 13 12} {RESPAWN_POINT ("Ghost") 4 21 19 12} {RESPAWN_POINT ("Ghost") 4 5 15 12} {RESPAWN_POINT ("Ghost") 4 4 20 12} {RESPAWN_POINT ("Ghost") 4 12 10 12} #ifdef HARD {RESPAWN_POINT ("Demon","Red Demon,Imp") 3 52 21 18} {RESPAWN_POINT ("Demon","Red Demon,Imp") 3 47 19 18} {RESPAWN_POINT ("Demon","Red Demon,Imp") 3 40 15 18} {RESPAWN_POINT ("Demon","Red Demon,Imp") 3 40 20 18} {RESPAWN_POINT ("Demon","Red Demon,Imp") 3 44 21 18} {RESPAWN_POINT ("Demon","Red Demon,Imp") 3 45 23 18} {RESPAWN_POINT ("Demon","Red Demon,Imp") 3 43 24 18} {RESPAWN_POINT ("Demon","Red Demon,Imp") 3 50 18 18} {RESPAWN_POINT ("Demon","Red Demon,Imp") 3 41 16 18} {RESPAWN_POINT ("Demon Sword Dancer","Demon Grunt","Fire Demon") 3 51 15 32} {RESPAWN_POINT ("Demon Sword Dancer","Demon Grunt","Fire Demon") 3 53 15 32} {RESPAWN_POINT ("Demon Sword Dancer","Demon Grunt","Fire Demon") 3 44 14 32} {RESPAWN_POINT ("Demon Sword Dancer","Demon Grunt","Fire Demon") 3 42 14 32} {RESPAWN_POINT ("Demon Sword Dancer","Demon Grunt","Fire Demon") 3 56 18 32} {RESPAWN_POINT ("Demon Sword Dancer","Demon Grunt","Fire Demon") 3 48 16 32} {RESPAWN_POINT ("Demon Sword Dancer","Demon Grunt","Fire Demon") 3 49 17 32} {RESPAWN_POINT ("Demon Sword Dancer","Demon Grunt","Fire Demon") 3 55 18 32} {RESPAWN_POINT_RANDOM ("Demon Zephyr") 2 54 58 14 17 28} {RESPAWN_POINT_RANDOM ("Demon Zephyr") 2 46 50 12 16 28} {RESPAWN_POINT_RANDOM ("Demon Zephyr") 2 57 61 14 19 28} {RESPAWN_POINT_RANDOM ("Demon Zephyr") 2 38 40 21 23 28} {RESPAWN_POINT_RANDOM ("Demon Zephyr") 2 42 45 24 25 28} {RESPAWN_POINT_RANDOM ("Demon Zephyr") 2 37 39 25 27 28} {RESPAWN_POINT_RANDOM ("Demon Zephyr") 2 56 60 9 13 28} #endif #ifdef NORMAL {RESPAWN_POINT ("Demon","Red Demon,Imp") 3 52 21 24} {RESPAWN_POINT ("Demon","Red Demon,Imp") 3 47 19 24} {RESPAWN_POINT ("Demon","Red Demon,Imp") 3 40 15 24} {RESPAWN_POINT ("Demon","Red Demon,Imp") 3 40 20 24} {RESPAWN_POINT ("Demon","Red Demon,Imp") 3 44 21 24} {RESPAWN_POINT ("Demon","Red Demon,Imp") 3 45 23 24} {RESPAWN_POINT ("Demon","Red Demon,Imp") 3 43 24 24} {RESPAWN_POINT ("Demon","Red Demon,Imp") 3 50 18 24} {RESPAWN_POINT ("Demon","Red Demon,Imp") 3 41 16 24} {RESPAWN_POINT ("Demon Sword Dancer","Demon Grunt","Fire Demon") 3 51 15 40} {RESPAWN_POINT ("Demon Sword Dancer","Demon Grunt","Fire Demon") 3 53 15 40} {RESPAWN_POINT ("Demon Sword Dancer","Demon Grunt","Fire Demon") 3 44 14 40} {RESPAWN_POINT ("Demon Sword Dancer","Demon Grunt","Fire Demon") 3 42 14 40} {RESPAWN_POINT ("Demon Sword Dancer","Demon Grunt","Fire Demon") 3 56 18 40} {RESPAWN_POINT ("Demon Sword Dancer","Demon Grunt","Fire Demon") 3 48 16 40} {RESPAWN_POINT ("Demon Sword Dancer","Demon Grunt","Fire Demon") 3 49 17 40} {RESPAWN_POINT ("Demon Sword Dancer","Demon Grunt","Fire Demon") 3 55 18 40} {RESPAWN_POINT_RANDOM ("Demon Zephyr") 2 54 58 14 17 38} {RESPAWN_POINT_RANDOM ("Demon Zephyr") 2 46 50 12 16 38} {RESPAWN_POINT_RANDOM ("Demon Zephyr") 2 57 61 14 19 38} {RESPAWN_POINT_RANDOM ("Demon Zephyr") 2 38 40 21 23 38} {RESPAWN_POINT_RANDOM ("Demon Zephyr") 2 42 45 24 25 38} {RESPAWN_POINT_RANDOM ("Demon Zephyr") 2 37 39 25 27 38} {RESPAWN_POINT_RANDOM ("Demon Zephyr") 2 56 60 9 13 38} #endif #ifdef EASY {RESPAWN_POINT ("Demon","Red Demon,Imp") 3 52 21 30} {RESPAWN_POINT ("Demon","Red Demon,Imp") 3 47 19 30} {RESPAWN_POINT ("Demon","Red Demon,Imp") 3 40 15 30} {RESPAWN_POINT ("Demon","Red Demon,Imp") 3 40 20 30} {RESPAWN_POINT ("Demon","Red Demon,Imp") 3 44 21 30} {RESPAWN_POINT ("Demon","Red Demon,Imp") 3 45 23 30} {RESPAWN_POINT ("Demon","Red Demon,Imp") 3 43 24 30} {RESPAWN_POINT ("Demon","Red Demon,Imp") 3 50 18 30} {RESPAWN_POINT ("Demon","Red Demon,Imp") 3 41 16 30} {RESPAWN_POINT ("Demon Sword Dancer","Demon Grunt","Fire Demon") 3 51 15 44} {RESPAWN_POINT ("Demon Sword Dancer","Demon Grunt","Fire Demon") 3 53 15 44} {RESPAWN_POINT ("Demon Sword Dancer","Demon Grunt","Fire Demon") 3 44 14 44} {RESPAWN_POINT ("Demon Sword Dancer","Demon Grunt","Fire Demon") 3 42 14 44} {RESPAWN_POINT ("Demon Sword Dancer","Demon Grunt","Fire Demon") 3 56 18 44} {RESPAWN_POINT ("Demon Sword Dancer","Demon Grunt","Fire Demon") 3 48 16 44} {RESPAWN_POINT ("Demon Sword Dancer","Demon Grunt","Fire Demon") 3 49 17 44} {RESPAWN_POINT ("Demon Sword Dancer","Demon Grunt","Fire Demon") 3 55 18 44} {RESPAWN_POINT_RANDOM ("Demon Zephyr") 2 54 58 14 17 42} {RESPAWN_POINT_RANDOM ("Demon Zephyr") 2 46 50 12 16 42} {RESPAWN_POINT_RANDOM ("Demon Zephyr") 2 57 61 14 19 42} {RESPAWN_POINT_RANDOM ("Demon Zephyr") 2 38 40 21 23 42} {RESPAWN_POINT_RANDOM ("Demon Zephyr") 2 42 45 24 25 42} {RESPAWN_POINT_RANDOM ("Demon Zephyr") 2 37 39 25 27 42} {RESPAWN_POINT_RANDOM ("Demon Zephyr") 2 56 60 9 13 42} #endif # generate some terrain and do some housekeeping [event] name=prestart {GENERATE_CAVE_HILL} {GENERATE_FUNGUS} {GENERATE_CAVE_PATH} {RECALL_YUMI_NOLOC} [set_variable] name=have_aryel value=0 [/set_variable] [set_variable] name=lose_ghost value=0 [/set_variable] [set_variable] name=volcano value=0 [/set_variable] [set_recruit] side=1 recruit= [/set_recruit] {SPAWN ("Demon Grunt") 2 55 9} {SPAWN ("Demon Grunt") 2 61 12} {SPAWN ("Demon Sword Dancer") 2 57 12} {SPAWN ("Fire Demon") 2 59 9} {SPAWN ("Ghost") 4 15 13} [/event] [event] name=start [message] speaker=Yumi message= _ "(<i>shivers</i>)" [/message] [message] speaker=Yumi message= _ "Esther, there are demons here." [/message] [message] speaker=Esther message= _ "Then we should get moving and find Aryel before they do. Can you sense where she is?" [/message] [message] speaker=Yumi message= _ "Somewhere to the south, I think." [/message] {DELAY 250} [move_unit] id=Yumi to_x,to_y=8,7 [/move_unit] [redraw] side=1 clear_shroud=yes [/redraw] {DELAY 250} [message] speaker=Esther message= _ "That way? Alright." [/message] [move_unit] id=Esther to_x,to_y=8,6 [/move_unit] [objectives] {OBJECTIVE_VICTORY ( _ "Find Aryel")} {OBJECTIVE_DEFEAT ( _ "Death of Yumi")} {OBJECTIVE_DEFEAT ( _ "Death of Esther")} {OBJECTIVE_DEFEAT ( _ "Turns run out")} {OBJECTIVE_CARRYOVER} [/objectives] [/event] [event] name=sighted first_time_only=yes [filter] side=2,3 [/filter] [filter_second] side=1 [/filter_second] [message] speaker=unit message= _ "There they are! Seize them!" [/message] [message] speaker=Esther message= _ "Run!" [/message] [/event] [event] name=sighted first_time_only=yes [filter] side=4 [/filter] [filter_second] side=1 [/filter_second] [message] speaker=Esther message= _ "Undead?" [/message] [message] speaker=Yumi message= _ "Aryel likes necromancy..." [/message] [message] speaker=Esther message= _ "I know that. That's not what surprised me. What's strange is that they seem hostile. Aryel wouldn't attack us..." [/message] [message] speaker=Yumi message= _ "Maybe she lost control. (<i>bites lip</i>) Maybe she... got hurt." [/message] [message] speaker=Esther message= _ "More reason to find her as soon as we can." [/message] [/event] [event] name=moveto [filter] x,y=13,18 side=1 [/filter] [message] speaker=Yumi message= _ "Umm, hello? Aryel, are you there?" [/message] {DELAY 1000} [unit] side=1 type=Blood Fae variation=BF1 canrecruit=yes x,y=13,18 name= _ "Aryel" id=Aryel unrenamable=yes # profile=portraits/aryel.png animate=yes experience=37 [/unit] [message] speaker=Aryel message= _ "Shush! Do you intend to draw all those spirits over here?" [/message] [message] speaker=Yumi message= _ "I thought you were controlling them..." [/message] [message] speaker=Aryel message= _ "I was until the demons came here. Something about their energy breaks my hold on them. Annoying pests." [/message] [message] speaker=Esther message= _ "Aryel, listen, the demons-" [/message] [message] speaker=Aryel message= _ "I already know. Irdya's being invaded. It's another war." [/message] [message] speaker=Esther message= _ "It's not exactly all out war yet. I guess they're trying to keep it small for now so Xia'el doesn't have a reason to wipe them out." [/message] [message] speaker=Aryel message= _ "Right, like that matters. Thinking a Guardian is going to do anything but sit on their butt and watch us die." [/message] [message] speaker=Esther message= _ "She'd help us if we really needed it." [/message] [message] speaker=Aryel message= _ "Uh huh. Then where is she? You know the demons are specifically targeting us. We're already in trouble." [/message] [if] [variable] name=white_city numerical_equals=1 [/variable] [then] [message] speaker=Esther message= _ "Let's say you're right and we can't afford to wait around. In that case, there's a crypt in Caerleon that Yumi said you could open. We were planning to go there." [/message] [message] speaker=Aryel message= _ "That place? Yes, we could go there, but I don't know what you're expecting. (<i>turns to Yumi</i>)" [/message] [message] speaker=Aryel message= _ "..." [/message] [message] speaker=Aryel message= _ "Yumi? Hello? Wake up, daydreamer." [/message] [message] speaker=Yumi message= _ "Uhm... I don't know. I thought I sensed something inside of it." [/message] [/then] [else] [message] speaker=Esther message= _ "Let's say you're right and we can't afford to wait around. We need to come up with a plan. Do something." [/message] [message] speaker=Aryel message= _ "Hmm. Well, the first thing that comes to mind is the crypt in Caerleon. There's definitely some powerful magic inside of it, though I'm not exactly sure what it's for." [/message] [/else] [/if] [message] speaker=Esther message= _ "I suppose it wouldn't hurt to pay a visit, would it?" [/message] [message] speaker=Aryel message= _ "We could go, but it was locked up a long time ago. Xia'el helped me do it, actually. Apparently she didn't want the humans messing with stuff obviously beyond their grasp. I shoved the key down somewhere deep in these caves." [/message] [message] speaker=Esther message= _ "Then let's go get it. Think you can summon up some help?" [/message] [message] speaker=Aryel message= _ "Maybe, but I can't guarantee that I'll be able to maintain control with the demons around. We might have to brute force our way through them." [/message] [message] speaker=Yumi message= _ "Not like you mind..." [/message] [message] speaker=Aryel message= _ "Of course not. Actually, it would be my pleasure." [/message] [message] speaker=Yumi message= _ "(<i>rolls eyes</i>)" [/message] [modify_side] side=1 {UNDEAD_RECRUITS} [/modify_side] [set_variable] name=have_aryel value=1 [/set_variable] # recruiting code for this scenario [set_menu_item] id=recruit_ghost description= _ "Recruit Ghost" image="attacks/wail.png~SCALE(18,18)" [show_if] [variable] name=side_number numerical_equals=1 [/variable] [/show_if] [filter_location] [not] [filter][/filter] [/not] [filter_adjacent_location] [filter] side=1 id=Aryel [/filter] [/filter_adjacent_location] [/filter_location] [command] [store_gold] [filter_side] side=1 [/filter_side] variable=side1gold [/store_gold] [if] [variable] name=side1gold less_than=20 [/variable] [then] {MESSAGE_NOT_ENOUGH_GOLD} [/then] [else] [unit] side=1 type=Ghost x,y=$x1,$y1 moves,attacks_left=0,0 animate=yes [/unit] {VARIABLE_OP side1gold sub 20} [modify_side] side=1 gold=$side1gold [/modify_side] {CLEAR_VARIABLE side1gold} [/else] [/if] [/command] [/set_menu_item] [remove_shroud] side=1 x=52,51,51,52,50,53 y=29,30,29,28,30,29 [/remove_shroud] {SCROLL_TO 51 30} {DELAY 1000} [modify_turns] value=50 [/modify_turns] [modify_unit] [filter] id=Yumi,Esther,Aryel [/filter] moves=6 attacks_left=1 [/modify_unit] {SCROLL_TO 18 13} [objectives] {OBJECTIVE_VICTORY ( _ "Proceed southeast to locate the key to the crypt of Caerleon")} {OBJECTIVE_DEFEAT ( _ "Death of Yumi")} {OBJECTIVE_DEFEAT ( _ "Death of Esther")} {OBJECTIVE_DEFEAT ( _ "Death of Aryel")} {OBJECTIVE_DEFEAT ( _ "Turns run out")} {OBJECTIVE_NOTE ( _ "You may recruit ghosts by right-clicking a hex next to Aryel.")} {OBJECTIVE_NOTE ( _ "Every turn, you have a chance to lose control of ghosts.")} [/objectives] [/event] # side 5 spawns #ifdef HARD {RESPAWN_POINT_CONDITIONAL ("Wraith") 5 12 32 12 ("have_aryel")} {RESPAWN_POINT_CONDITIONAL ("Wraith") 5 7 34 12 ("have_aryel")} {RESPAWN_POINT_CONDITIONAL ("Wraith") 5 14 33 12 ("have_aryel")} {RESPAWN_POINT_CONDITIONAL ("Wraith") 5 28 35 12 ("have_aryel")} {RESPAWN_POINT_CONDITIONAL ("Wraith") 5 26 39 12 ("have_aryel")} {RESPAWN_POINT_CONDITIONAL ("Wraith") 5 27 32 12 ("have_aryel")} {RESPAWN_POINT_CONDITIONAL ("Wraith,Shadow") 5 22 44 15 ("have_aryel")} {RESPAWN_POINT_CONDITIONAL ("Wraith,Shadow") 5 4 37 15 ("have_aryel")} {RESPAWN_POINT_CONDITIONAL ("Wraith,Shadow") 5 27 44 15 ("have_aryel")} #endif #ifdef NORMAL {RESPAWN_POINT_CONDITIONAL ("Wraith") 5 12 32 18 ("have_aryel")} {RESPAWN_POINT_CONDITIONAL ("Wraith") 5 7 34 18 ("have_aryel")} {RESPAWN_POINT_CONDITIONAL ("Wraith") 5 14 33 18 ("have_aryel")} {RESPAWN_POINT_CONDITIONAL ("Wraith") 5 28 35 18 ("have_aryel")} {RESPAWN_POINT_CONDITIONAL ("Wraith") 5 26 39 18 ("have_aryel")} {RESPAWN_POINT_CONDITIONAL ("Wraith") 5 27 32 18 ("have_aryel")} {RESPAWN_POINT_CONDITIONAL ("Wraith") 5 22 44 18 ("have_aryel")} {RESPAWN_POINT_CONDITIONAL ("Wraith,Shadow") 5 4 37 20 ("have_aryel")} {RESPAWN_POINT_CONDITIONAL ("Wraith,Shadow") 5 27 44 20 ("have_aryel")} #endif #ifdef EASY {RESPAWN_POINT_CONDITIONAL ("Wraith") 5 12 32 21 ("have_aryel")} {RESPAWN_POINT_CONDITIONAL ("Wraith") 5 7 34 21 ("have_aryel")} {RESPAWN_POINT_CONDITIONAL ("Wraith") 5 14 33 21 ("have_aryel")} {RESPAWN_POINT_CONDITIONAL ("Wraith") 5 28 35 21 ("have_aryel")} {RESPAWN_POINT_CONDITIONAL ("Wraith") 5 26 39 21 ("have_aryel")} {RESPAWN_POINT_CONDITIONAL ("Wraith") 5 27 32 21 ("have_aryel")} {RESPAWN_POINT_CONDITIONAL ("Wraith") 5 22 44 21 ("have_aryel")} {RESPAWN_POINT_CONDITIONAL ("Wraith,Shadow") 5 4 37 24 ("have_aryel")} {RESPAWN_POINT_CONDITIONAL ("Wraith,Shadow") 5 27 44 24 ("have_aryel")} #endif # lose ghosts event [event] name=new turn first_time_only=no [store_unit] [filter] type=Ghost side=1 [/filter] variable=ghosts [/store_unit] [for] array=ghosts [do] [set_variable] name=change_side rand=1..30 [/set_variable] [if] [variable] name=change_side numerical_equals=1 [/variable] [then] [set_variable] name=ghosts[$i].side value=4 [/set_variable] [unstore_unit] variable=ghosts[$i] find_vacant=no [/unstore_unit] # only do this once [if] [variable] name=lose_ghost numerical_equals=0 [/variable] [then] [message] speaker=Aryel message= _ "Damn it. Stupid demon magic." [/message] [set_variable] name=lose_ghost value=1 [/set_variable] [/then] [/if] [/then] [/if] {CLEAR_VARIABLE change_side} [/do] [/for] {CLEAR_VARIABLE ghosts} [/event] [event] name=last breath first_time_only=yes [filter] side=2,3 [/filter] [filter_second] id=Aryel [/filter_second] [message] speaker=Aryel message= _ "Mmmmm, you feel that? Savor your last breaths before I send you back to hell with everyone else." [/message] [kill] id=unit animate=yes [/kill] [message] speaker=Esther message= _ "Getting kind of excited, aren't you?" [/message] [message] speaker=Aryel message= _ "Can you blame me? It's been years since I got to let loose." [/message] [/event] [event] name=turn 9 [message] speaker=Esther message= _ "So... Aryel, remind me when you moved down here into this rat dump again. Why'd you even come here?" [/message] [message] speaker=Aryel message= _ "That wasn't really so long ago. I just came back up here to keep an eye on those humans. They've been more troublesome lately." [/message] [message] speaker=Esther message= _ "You sure it wasn't to get away from people?" [/message] [message] speaker=Aryel message= _ "Hah. There was some of that in it too. I'm not really a social butterfly, like you." [/message] [message] speaker=Esther message= _ "It's not that bad. All you have to do is talk a bit. Act as normal as possible." [/message] [message] speaker=Aryel message= _ "And you've always been miss goody goody sunshine. Must be easy for you." [/message] [message] speaker=Esther message= _ "Come on. You, of all people, should know better than to judge me like that." [/message] [message] speaker=Aryel message= _ "(<i>smirks</i>) Yeah, yeah. Just teasing." [/message] [message] speaker=Yumi message= _ "Wait, what is Esther really like?" [/message] [message] speaker=Aryel message= _ "Don't ask silly questions! What you see is what you get." [/message] [message] speaker=Yumi message= _ "(<i>frowns</i>)" [/message] [message] speaker=Esther message= _ "Just be content with the way things are." [/message] [/event] [event] name=turn 12 [message] speaker=Yumi message= _ "(<i>whispers</i>) Aryel?" [/message] [message] speaker=Aryel message= _ "Yes?" [/message] [message] speaker=Yumi message= _ "(<i>whispers</i>) Is Esther scary?" [/message] [message] speaker=Aryel message= _ "Wha-? What kind of question is that?" [/message] [message] speaker=Yumi message= _ "(<i>whispers</i>) Shhh!" [/message] [message] speaker=Aryel message= _ "(<i>whispers</i>) I don't get it. Don't you think you can trust her?" [/message] [message] speaker=Yumi message= _ "(<i>whispers</i>) I... it's not that..." [/message] [message] speaker=Aryel message= _ "(<i>whispers</i>) You're so dumb sometimes, you know that? Of all people, why wouldn't you trust Esther?" [/message] [message] speaker=Esther message= _ "Is something going on that I should be aware about?" [/message] [message] speaker=Yumi message= _ "N-no. W-we were just, you know... uhh..." [/message] [message] speaker=Aryel message= _ "This brat, how do you deal with her..." [/message] [message] speaker=Esther message= _ "Haha, just be patient. Give her some room and she might open up in time." [/message] [/event] [event] name=turn 19 [message] speaker=Aryel message= _ "Esther, do you still remember what happened the last time the demons invaded?" [/message] [message] speaker=Esther message= _ "What, when the Valdemons started running amuck when Shardia and Valdir had another one of their feuds?" [/message] [message] speaker=Aryel message= _ "Yeah. I'm pretty sure Xia'el stepped in to help us then, right?" [/message] [message] speaker=Yumi message= _ "... what are you two talking about?" [/message] [message] speaker=Esther message= _ "I keep forgetting how young you are. There are other worlds besides our own, like how the Guardian of Life Uria is from Ethea. The Valdemons are from Norsula, the world of Water and Fire. They're a particularly bloodthirsty lot and they're always fighting against Shardia's subjects, but sometimes they invade other worlds too. Last time, Xia'el took care of business rather quickly." [/message] [message] speaker=Yumi message= _ "Why would the demons attack us? Or each other?" [/message] [message] speaker=Esther message= _ "Power. The more land and peoples they can conquer, the more power is available to them. A lot of the time, they fight under the orders of a strong demon lord or even a Guardian. You have to understand, most of the Guardians positively hate each other and don't mind letting their subjects fight." [/message] [message] speaker=Aryel message= _ "You're giving them too much credit. They're a bunch of egotistical tyrants who couldn't give a crap about anything but themselves. Well, not Xia'el, but she's got a different problem. She doesn't do anything useful. She's too passive." [/message] [message] speaker=Yumi message= _ "So that's why we're being ditched now..." [/message] [message] speaker=Aryel message= _ "Exactly. The only puzzling thing is why the Urdemons are suddenly involved this time, since they're usually on our side. Of all the Guardians, Uria and Xia'el are the chummiest." [/message] [message] speaker=Esther message= _ "Who knows! I've never met Uria, personally. And Xia'el only a couple times. She seemed kind of scatterbrained, to be honest." [/message] [message] speaker=Aryel message= _ "You said it. I guess it's better than living under that brute Valdir though. But that means we've really got to fend for ourselves." [/message] [message] speaker=Esther message= _ "Pretty much." [/message] [/event] [event] name=enter_hex first_time_only=yes [filter] x=15-21 y=25-30 side=1 [/filter] [filter_condition] [variable] name=have_aryel numerical_equals=1 [/variable] [/filter_condition] [message] speaker=Esther message= _ "Uhh, which way?" [/message] [message] speaker=Aryel message= _ "The path east leads to our intended destination. The path south leads through the chasm. I've never been there myself, but it might be worth checking out if we have the time." [/message] [/event] [event] name=sighted first_time_only=yes [filter] side=5 [/filter] [filter_second] side=1 [/filter_second] [message] speaker=Esther message= _ "Those spirits look pretty dangerous." [/message] [message] speaker=Aryel message= _ "I never had any control over the ones from the chasms. They're not that hard to kill, but certainly stronger than your average ghost." [/message] [/event] # reach the volcano peak [event] name=moveto first_time_only=no [filter] x,y=12,41 id=Esther,Yumi,Aryel [/filter] # this gets set to 1 if we complete the event, so you can't get the bonuses over and over [filter_condition] [variable] name=have_aryel numerical_equals=1 [/variable] [variable] name=volcano numerical_equals=0 [/variable] [/filter_condition] # everyone should be nearby [if] [have_unit] id=Aryel [filter_location] x,y=12,41 radius=6 [/filter_location] [/have_unit] [and] [have_unit] id=Esther [filter_location] x,y=12,41 radius=6 [/filter_location] [/have_unit] [/and] [and] [have_unit] id=Yumi [filter_location] x,y=12,41 radius=6 [/filter_location] [/have_unit] [/and] [then] [move_unit] id=Esther to_x,to_y=11,42 [/move_unit] [move_unit] id=Yumi to_x,to_y=12,42 [/move_unit] [move_unit] id=Aryel to_x,to_y=13,42 [/move_unit] [message] speaker=Aryel message= _ "Try touching the lava." [/message] [message] speaker=Yumi message= _ "But-" [/message] [message] speaker=Aryel message= _ "Don't be a chicken. Just do it." [/message] [message] speaker=Yumi message= _ "Well, uhm..." [/message] {DELAY 1000} [move_unit] id=Yumi to_x,to_y=12,41 [/move_unit] [message] speaker=Yumi message= _ "It stings a little. Almost like iron." [/message] [message] speaker=Aryel message= _ "Just stay there for a moment. Esther, you come too." [/message] [message] speaker=Esther message= _ "What exactly is supposed to happen?" [/message] {WHITE_SCREEN} {DELAY 500} {UNWHITE_SCREEN} [object] [filter] id=Esther [/filter] [effect] apply_to=resistance [resistance] blade=-10 impact=-10 pierce=-10 [/resistance] [/effect] silent=yes duration=forever [/object] [object] [filter] id=Yumi [/filter] [effect] apply_to=resistance [resistance] blade=-10 impact=-10 pierce=-10 [/resistance] [/effect] silent=yes duration=forever [/object] [object] [filter] id=Aryel [/filter] [effect] apply_to=resistance [resistance] blade=-10 impact=-10 pierce=-10 [/resistance] [/effect] silent=yes duration=forever [/object] [message] speaker=Aryel message= _ "It doesn't hurt any more, right?" [/message] [message] speaker=Esther message= _ "Whoa. What did you do?" [/message] [message] speaker=Aryel message= _ "Negated our natural weakness to cold iron. Physical attacks shouldn't hurt as much now." [/message] [message] speaker=Esther message= _ "That's so helpful! It's amazing that you can do that!" [/message] [message] speaker=Yumi message= _ "Yeah, amazing." [/message] [message] speaker=Aryel message= _ "You jealous? (<i>smirks</i>)" [/message] [message] speaker=Yumi message= _ "(<i>sticks tongue out</i>)" [/message] [set_variable] name=volcano value=1 [/set_variable] [/then] [else] [if] [have_unit] id=Yumi x,y=12,41 [/have_unit] [then] [message] speaker=Yumi message= _ "Esther? Aryel? I think I found something." [/message] [/then] [else] [message] speaker=unit message= _ "You two should check this out." [/message] [/else] [/if] [/else] [/if] [/event] [event] name=sighted first_time_only=yes [filter] id=boss [/filter] [filter_second] side=1 [/filter_second] [message] speaker=boss message= _ "Faerie like you have no business challenging a demon!" [/message] [message] speaker=Esther message= _ "Faerie like us are not as docile as you think. We're not afraid of you." [/message] [message] speaker=boss message= _ "So be it! My blood boils for the glory of battle!" [/message] [message] speaker=Aryel message= _ "Your blood boils? Let me show you what happens when your blood <i>really</i> boils." [/message] {DELAY 500} {PLAY_SOUND "fire.wav"} {DELAY 250} [harm_unit] [filter] id=boss [/filter] [filter_second] id=Aryel [/filter_second] [primary_attack] name=blood boil [/primary_attack] [secondary_attack] name=blood boil [/secondary_attack] animate=yes amount=11 [/harm_unit] [message] speaker=boss message= _ "Aaargh! Insignificant wretch! Prepare to die!" [/message] [message] speaker=Yumi message= _ "(<i>whispers</i>) Aryel, you're just making him angry..." [/message] [message] speaker=Aryel message= _ "Who cares? There's no need to be scared of a little fighting. In fact, this is the perfect time to see how strong these demons really are." [/message] [/event] [event] name=last breath [filter] id=boss [/filter] [message] speaker=boss message= _ "I... shall return." [/message] [kill] id=boss animate=no [/kill] [message] speaker=Yumi message= _ "That was scary..." [/message] [message] speaker=Esther message= _ "He seemed fairly strong, at least more so than the small fry we've been fighting up until now." [/message] [message] speaker=Aryel message= _ "Hmph. Still wasn't on the level of real demon lords." [/message] [message] speaker=Esther message= _ "Well, do you really want to fight a demon lord?" [/message] [message] speaker=Aryel message= _ "It'd be interesting, at least." [/message] [message] speaker=Yumi message= _ "She's crazy, Esther, I told you!" [/message] [message] speaker=Aryel message= _ "So what? You're not planning to tell me you're normal, are you?" [/message] [message] speaker=Yumi message= _ "(<i>pouts</i>)" [/message] [message] speaker=Esther message= _ "(<i>sighs</i>) You two. We still have to get that key and get out of here, so save it for later." [/message] [/event] [event] name=turn 25 [message] speaker=Esther message= _ "Geez, sometimes I wonder how you two can handle so much darkness. It really gets to you after a while." [/message] [message] speaker=Aryel message= _ "Maybe it gets to you, but some of us enjoy it. I, for one, bet Yumi doesn't like it when you force her to get up at dawn. Right, Yumi?" [/message] [message] speaker=Yumi message= _ "... uh huh..." [/message] [message] speaker=Esther message= _ "If you like the dark so much, go live on Yrathid. Sheesh." [/message] [message] speaker=Yumi message= _ "The world of darkness?" [/message] [message] speaker=Aryel message= _ "Yup. And, no thanks. Merthiaal isn't as nice as Xia'el. Actually, she's honestly pretty creepy most of the time." [/message] [message] speaker=Esther message= _ "Not unlike both of you. Maybe she just has self image issues, like Yumi." [/message] [message] speaker=Yumi message= _ "(<i>sulks</i>)" [/message] [/event] [event] name=moveto first_time_only=yes [filter] x=51,52 y=30,29 side=1 [not] id=Aryel [/not] [/filter] [filter_condition] [variable] name=destroy_wall_one numerical_not_equals=1 [/variable] [/filter_condition] [message] speaker=Yumi message= _ "There's something behind this wall." [/message] [message] speaker=Esther message= _ "Looks like we need Aryel to get through." [/message] [objectives] {OBJECTIVE_VICTORY ( _ "Move Aryel to the lit hexes")} {OBJECTIVE_DEFEAT ( _ "Death of Yumi")} {OBJECTIVE_DEFEAT ( _ "Death of Esther")} {OBJECTIVE_DEFEAT ( _ "Death of Aryel")} {OBJECTIVE_DEFEAT ( _ "Turns run out")} {OBJECTIVE_CARRYOVER} [/objectives] [/event] [event] name=moveto first_time_only=yes [filter] x=51,52 y=30,29 id=Aryel [/filter] [message] speaker=Aryel message= _ "It takes some skill to notice that this wall blocks off a hidden path. It's not the easiest thing to open either, so give me a moment." [/message] {DELAY 750} [terrain] x=51,52 y=30,29 terrain=Uu [/terrain] [redraw] clear_shroud=yes [/redraw] [terrain] x=51,52 y=31,30 terrain=Uu [/terrain] {DELAY 250} [message] speaker=Aryel message= _ "There. Follow me." [/message] [set_variable] name=destroy_wall_one value=1 [/set_variable] [/event] [event] name=moveto first_time_only=no [filter] x,y=52,35 side=1 [/filter] [message] speaker=narrator message= _ "Here lies Wodahs Retsam. She never found the way out." [/message] [/event] [event] name=moveto first_time_only=yes [filter] x=59,60,58 y=35,34,34 side=1 [not] id=Aryel [/not] [/filter] [filter_condition] [variable] name=destroy_wall_two numerical_not_equals=1 [/variable] [/filter_condition] [message] speaker=Esther message= _ "Aryel, it seems that we need you again." [/message] [/event] [event] name=moveto first_time_only=yes [filter] x=59,60,58 y=35,34,34 id=Aryel [/filter] [message] speaker=Aryel message= _ "Stand back." [/message] {DELAY 250} [terrain] x=60,59,58 y=35,36,35 terrain=Uue [/terrain] [redraw][/redraw] [set_variable] name=destroy_wall_two value=1 [/set_variable] [/event] [event] name=moveto first_time_only=yes [filter] side=1 [filter_location] x,y=59,41 radius=5 [/filter_location] [/filter] [remove_shroud] side=1 x,y=59,47 radius=10 [/remove_shroud] [lift_fog] [filter_side] side=1 [/filter_side] x,y=59,47 radius=10 multiturn=yes [/lift_fog] [scroll_to] x,y=59,47 [/scroll_to] {DELAY 2000} [message] speaker=Esther message= _ "Whoa." [/message] [message] speaker=Aryel message= _ "You like it? I found this place a while ago and thought it'd be a good hideout. Had to make a few modifications so that the trees could grow, of course." [/message] [message] speaker=Esther message= _ "What was it originally?" [/message] [message] speaker=Aryel message= _ "A shrine to Xia'el. If you get closer to the center, you can see the light coming down in the form of her symbol. The energies here used to be stronger, but they've faded with time. I guess it's because she doesn't bless this place with her presence any more." [/message] [message] speaker=Esther message= _ "And I thought Yumi was supposed to be the sarcastic one. 'Bless this place with her presence'. You have quite the sense of humor." [/message] [message] speaker=Yumi message= _ "... I don't get it." [/message] [message] speaker=Esther message= _ "Xia'el hasn't shown up in several decades, dear. She really leaves us to figure things out by ourselves. I guess in an ironic sort of way, she really would be blessing us if she decided to appear all of a sudden." [/message] [message] speaker=Aryel message= _ "Yeah. The best place to live is probably Ethea, since Uria <i>usually</i> keeps a tighter grip on her subjects. Remember that if you're ever left on your own, Yumi." [/message] [message] speaker=Yumi message= _ "I... don't want to think about that." [/message] [message] speaker=Esther message= _ "Yeah, no need to talk like that. Let's get that key and get out of here." [/message] [objectives] {OBJECTIVE_VICTORY ( _ "Move Aryel to the center of the chamber")} {OBJECTIVE_DEFEAT ( _ "Death of Yumi")} {OBJECTIVE_DEFEAT ( _ "Death of Esther")} {OBJECTIVE_DEFEAT ( _ "Death of Aryel")} {OBJECTIVE_DEFEAT ( _ "Turns run out")} {OBJECTIVE_CARRYOVER} [/objectives] [/event] # we don't need any conditions since if Aryel moves here, you win [event] name=moveto first_time_only=yes [filter] x,y=59,47 side=1 [not] id=Aryel [/not] [/filter] [message] speaker=unit message= _ "Aryel should be the one to look at this." [/message] [/event] [event] name=moveto first_time_only=yes [filter] x,y=59,47 id=Aryel [/filter] [message] speaker=Yumi message= _ "... where's the key you were talking about?" [/message] [message] speaker=Aryel message= _ "Silly girl. It's not a physical key. As if I would leave such a thing lying around for anyone else to use." [/message] [message] speaker=Yumi message= _ "(<i>sulks</i>)" [/message] [message] speaker=Aryel message= _ "Well, that's all taken care of. I do wonder what's inside that crypt. I never really explored thoroughly enough before." [/message] [message] speaker=Esther message= _ "You don't seem like you're scared." [/message] [message] speaker=Aryel message= _ "Not really, I'm not. It's just that dealing with powerful magics draws unwanted attention. And lately, we've been getting enough of that." [/message] [message] speaker=Esther message= _ "But, you are okay with opening it." [/message] [message] speaker=Aryel message= _ "Like I said, I'm also not scared. There's no need to be. Right, Yumi?" [/message] [message] speaker=Yumi message= _ "(<i>looks away</i>)" [/message] [message] speaker=Aryel message= _ "Hmph. Well, it's up to us, I guess. Shall we give it a shot, or do we sit on our butts and wait for Xia'el to miraculously do something for once?" [/message] [message] speaker=Esther message= _ "We might as well act on our own. We can't rely on anyone else right now. Besides, dabbling in dangerous magic is kind of something we're built to do." [/message] [message] speaker=Aryel message= _ "Fine. Then let's get out of here before more demons come." [/message] [endlevel] result=victory bonus=yes {NEW_GOLD_CARRYOVER 40} next_scenario=03_Northlands [/endlevel] [/event] # cleaning up some variables [event] name=victory {CLEAR_VARIABLE volcano} {CLEAR_VARIABLE destroy_wall_one} {CLEAR_VARIABLE destroy_wall_two} {CLEAR_VARIABLE have_aryel} {CLEAR_VARIABLE lose_ghost} [clear_menu_item] id=recruit_ghost [/clear_menu_item] [set_variable] name=black_cauldron value=1 [/set_variable] [set_variable] name=white_city value=2 [/set_variable] [set_variable] name=prev_scenario value="Black Cauldron" [/set_variable] [/event] [event] name=turn 47 [message] speaker=Yumi message= _ "(<i>shudders</i>) The demons are coming again. Strong ones. Really strong ones." [/message] [message] speaker=Aryel message= _ "I can feel it too. We'd better hurry up." [/message] [/event] [event] name=time over [store_unit] [filter] id=Yumi [/filter] variable=yumi [/store_unit] [store_unit] [filter] id=Esther [/filter] variable=esther [/store_unit] [store_unit] [filter] id=Aryel [/filter] variable=aryel [/store_unit] [message] speaker=Yumi message= _ "Uhh, Esther? I sense something. Something really bad." [/message] [message] speaker=Esther message= _ "What is it-" [/message] {FLASH_RED_EXTREME ({DELAY 500})} {SPAWN_ID ("Demon Stromguarde") 2 $yumi.x $yumi.y ("boss1") ("male")} {SPAWN_ID ("Demon Stromguarde") 2 $yumi.x $yumi.y ("boss2") ("male")} {SPAWN_ID ("Demon Stromguarde") 2 $yumi.x $yumi.y ("boss3") ("male")} {SPAWN_ID ("Demon Stromguarde") 2 $esther.x $esther.y ("boss4") ("male")} {SPAWN_ID ("Demon Stromguarde") 2 $esther.x $esther.y ("boss5") ("male")} {SPAWN_ID ("Demon Stromguarde") 2 $esther.x $esther.y ("boss6") ("male")} {SPAWN_ID ("Demon Stromguarde") 2 $aryel.x $aryel.y ("boss7") ("male")} {SPAWN_ID ("Demon Stromguarde") 2 $aryel.x $aryel.y ("boss8") ("male")} {SPAWN_ID ("Demon Stromguarde") 2 $aryel.x $aryel.y ("boss9") ("male")} {CLEAR_VARIABLE yumi} {CLEAR_VARIABLE esther} {CLEAR_VARIABLE aryel} [message] speaker=boss1 message= _ "Meet your makers, heathens!" [/message] [message] speaker=Yumi message= _ "Ugh, we're totally doomed now." [/message] [endlevel] result=defeat [/endlevel] [/event] [/scenario] #undef GENERATE_CAVE_HILL #undef GENERATE_FUNGUS #undef GENERATE_CAVE_PATH
#textdomain wesnoth-Genesis [scenario] id=04e_The_White_City name= _ "The White City" map_data="{~add-ons/Genesis/episode1/maps/04e_The_White_City.map}" next_scenario=03_Northlands victory_when_enemies_defeated=no theme=Cutscene turns=-1 {DEFAULT_SCHEDULE_24H} {STORYTXT_WHITE_CITY} {SCENARIO_MUSIC wanderer.ogg} {EXTRA_SCENARIO_MUSIC silvan_sanctuary.ogg} [side] {PLAYER_FAE} {NO_GOLD_SIDE} side=1 recruit= [/side] [side] side=2 no_leader=yes {HUMAN_ALLY} [/side] [event] name=prestart [label] x,y=7,19 text = _ "Colosseum" [/label] [label] x,y=36,20 text = _ "Marketplace" [/label] [label] x,y=2,1 text = _ "Upper District" [/label] [label] x,y=3,9 text = _ "Temple" [/label] [label] x,y=38,2 text = _ "Crypt" [/label] [set_recruit] side=1 recruit= [/set_recruit] [set_variable] name=bought_peach value=0 [/set_variable] [/event] {SPAWN_POINT ("Royal Guard") 2 20 35} {SPAWN_POINT ("Royal Guard") 2 22 35} {SPAWN_POINT ("Master Bowman") 2 31 29} {SPAWN_POINT ("Master Bowman") 2 37 29} {SPAWN_POINT ("Master Bowman") 2 8 29} {SPAWN_POINT ("Master Bowman") 2 12 29} {SPAWN_POINT ("Master Bowman") 2 17 31} {SPAWN_POINT ("Master Bowman") 2 19 31} {SPAWN_POINT ("Master Bowman") 2 23 31} {SPAWN_POINT ("Master Bowman") 2 25 31} {SPAWN_POINT ("Master at Arms") 2 10 22} {SPAWN_POINT ("Peasant") 2 34 21} {SPAWN_POINT ("Peasant") 2 38 21} {SPAWN_POINT ("Peasant") 2 33 19} {SPAWN_POINT ("Peasant") 2 37 19} {SPAWN_POINT ("White Mage") 2 1 10} {SPAWN_POINT ("Royal Guard") 2 17 8} {SPAWN_POINT ("Royal Guard") 2 18 8} {SPAWN_POINT ("Royal Guard") 2 19 8} {SPAWN_POINT ("Royal Guard") 2 37 2} {SPAWN_POINT ("Royal Guard") 2 38 2} {SPAWN_POINT ("Royal Guard") 2 39 2} [event] name=start {RECALL_YUMI_NOLOC} [message] speaker=Yumi message= _ "(<i>looks up</i>)" [/message] [message] speaker=Esther message= _ "Impressed? It's pretty grand for a human settlement." [/message] [message] speaker=Yumi message= _ "(<i>shrugs</i>)" [/message] [message] speaker=Esther message= _ "No? Oh well. Let's go in and see what we can find." [/message] [objectives] {OBJECTIVE_VICTORY ( _ "Explore")} {OBJECTIVE_NOTE ( _ "Move next to other units to trigger events.")} [/objectives] [/event] [event] name=moveto first_time_only=no [filter] id=Esther [/filter] {MODIFY_UNIT (id=Esther) moves 10} [/event] [event] name=moveto first_time_only=no [filter] id=Yumi [/filter] {MODIFY_UNIT (id=Yumi) moves 10} [/event] # reach the gate [event] name=moveto [filter] x=19-23 y=36 side=1 [/filter] [message] speaker=spawn_20_35 message= _ "Welcome to Caerleon, faeries. What brings you here?" [/message] [message] speaker=Esther message= _ "Just looking around. We might go buy some food from the marketplace." [/message] [message] speaker=spawn_22_35 message= _ "Very well. Abide by the law of the city while you are inside. No magic is permitted without a license and fighting is strictly forbidden except within the Colosseum." [/message] [message] speaker=Esther message= _ "Yes, of course." [/message] [move_unit] id=spawn_20_35 to_x,to_y=19,36 [/move_unit] [move_unit] id=spawn_22_35 to_x,to_y=23,36 [/move_unit] [terrain] x=20,22 y=34,34 terrain=Brym^Sy| [/terrain] [/event] # if you get to the colosseum [event] name=moveto [filter] x=9-11,11 y=23,22 side=1 [/filter] [message] speaker=spawn_10_22 message= _ "Sorry ladies, the Colosseum is closed today. Come back some other time to place bets or watch a fight!" [/message] [/event] # shops [event] name=moveto [filter] x=33,34,35,33-35 y=21,20,21,22 side=1 [/filter] [filter_condition] [variable] name=bought_peach numerical_equals=0 [/variable] [/filter_condition] [message] speaker=spawn_34_21 message= _ "Fresh fruits and vegetables! Come and get them while they last!" [/message] [message] speaker=Esther message= _ "Hey, Yumi, some of these look pretty good. Want me to get you a peach?" [/message] [message] speaker=Yumi [option] message= _ "Uhhh sure." [command] [message] speaker=spawn_34_21 message= _ "One for each of you? That'll be 2 gold pieces." [/message] [store_gold] [filter_side] side=1 [/filter_side] variable=side1gold [/store_gold] {VARIABLE_OP side1gold sub 2} [modify_side] side=1 gold=$side1gold [/modify_side] {CLEAR_VARIABLE side1gold} [message] speaker=Esther message= _ "Thanks." [/message] [message] speaker=Yumi message= _ "<i>Mmm... yummy... </i>" [/message] [store_unit] [filter] id=Esther [/filter] variable=esther [/store_unit] {VARIABLE_OP esther.max_hitpoints add 1} {VARIABLE_OP esther.hitpoints add 1} [unstore_unit] variable=esther find_vacant=no [/unstore_unit] {CLEAR_VARIABLE esther} [store_unit] [filter] id=Yumi [/filter] variable=yumi [/store_unit] {VARIABLE_OP yumi.max_hitpoints add 1} {VARIABLE_OP yumi.hitpoints add 1} [unstore_unit] variable=yumi find_vacant=no [/unstore_unit] {CLEAR_VARIABLE yumi} [set_variable] name=bought_peach value=1 [/set_variable] [/command] [/option] [option] message= _ "Maybe some other time." [command] [message] speaker=Esther message= _ "Okay." [/message] [/command] [/option] [/message] [/event] [event] name=moveto [filter] x=32,33,34,32-34 y=19,20,19,18 side=1 [/filter] [filter_condition] [variable] name=bought_cloak numerical_equals=0 [/variable] [/filter_condition] [message] speaker=spawn_33_19 message= _ "Hello ladies. Could I interest you in some of my fine cloaks or dresses?" [/message] [message] speaker=Esther message= _ "I'm okay. Yumi, what about you? You want one?" [/message] [message] speaker=Yumi message= _ "(<i>shakes head</i>)" [/message] [message] speaker=Esther message= _ "Hmm, alright. Not today, sorry." [/message] [/event] [event] name=moveto [filter] x=36,37,38,36-38 y=19,20,19,18 side=1 [/filter] [message] speaker=spawn_37_19 message= _ "Need to get somewhere fast? Buy a horse here!" [/message] [message] speaker=Esther message= _ "Maybe some other time." [/message] [/event] [event] name=moveto [filter] x=37,38,39,37-39 y=21,20,21,22 side=1 [/filter] [message] speaker=spawn_38_21 message= _ "Weapons and armor! Only the finest steel and leather, all at the most affordable prices!" [/message] [message] speaker=Esther message= _ "Ehhh, that kind of stuff isn't really my thing." [/message] [/event] [event] name=moveto [filter] x=2-4,3 y=8-9,10 side=1 [/filter] [if] [have_unit] x=2-4,3 y=8-9,10 id=Esther [/have_unit] [then] [message] speaker=Esther message= _ "Whoa, what's up with this water?" [/message] [message] speaker=spawn_1_10 message= _ "The water is blessed by the priests within the temple. Many of the citizens in the upper district come here to drink it. It is good for your soul." [/message] [message] speaker=Esther message= _ "Hey, Yumi! You should come here and check this out!" [/message] [/then] [else] [message] speaker=Yumi message= _ "(<i>sips</i>)" [/message] [message] speaker=Yumi message= _ "<i>This tastes good...</i>" [/message] [message] speaker=spawn_1_10 message= _ "This is blessed water, young faerie. May it bring you strength and good health." [/message] [/else] [/if] [/event] [event] name=moveto [filter] x=16,20,17-19 y=8,8,9 side=1 [/filter] [message] speaker=spawn_18_8 message= _ "Halt! You do not have the proper authority to enter the Pantheon and the king is not seeing visitors at this time." [/message] [/event] [event] name=moveto [filter] x=37-39,36,40 y=3,2,2 side=1 [/filter] [message] speaker=spawn_38_2 message= _ "Halt! This crypt is infested with powerful magics! The mage council has closed it off to regular civilians- oh wait. You girls are faeries, huh. What can I do for you?" [/message] [message] speaker=Esther message= _ "We want to know what's inside there." [/message] [message] speaker=spawn_38_2 message= _ "I do not know. I am told this crypt has been sealed since before Caerleon itself was built. The mage council divined that there were powerful enchantments inside, but were unable to open these doors." [/message] [message] speaker=Esther message= _ "Would it be okay if we tried to open it?" [/message] [message] speaker=spawn_38_2 message= _ "I do not have the proper authority to grant that request, but I can pass along your appeal to the mage council. What is it that you seek inside?" [/message] [message] speaker=Esther message= _ "If you must know, the magics that your magi sensed are of faerie work. Naturally, we came here to investigate." [/message] [message] speaker=Yumi message= _ "(<i>raises eyebrows</i>)" [/message] [message] speaker=Esther message= _ "(<i>whispers</i>) Shhh!" [/message] [message] speaker=spawn_38_2 message= _ "Well, that sounds reasonable... but we must have your word that you will not do anything that could jeopardize the order of our city." [/message] [message] speaker=Esther message= _ "Of course." [/message] [message] speaker=spawn_38_2 message= _ "Good. I will inform the magi of your request, so please return in a few days and you may then be allowed to open the crypt. You may have a look from the outside for now, if you like." [/message] [message] speaker=Esther message= _ "Well, hmm. It doesn't seem like I even know how to break the enchantments on the doors. That's really sealed up nice and tight. Yumi?" [/message] [message] speaker=Yumi message= _ "(<i>shakes head</i>)" [/message] [message] speaker=Yumi message= _ "(<i>whispers</i>) There's a little bit of Aryel's magic in the seal. The rest isn't faerie magic, it's demon sorcery." [/message] [message] speaker=Esther message= _ "(<i>whispers</i>) All the more reason to investigate this crypt. We really need to find Aryel, then. If she's been through here, she might have some idea of what's inside." [/message] [message] speaker=Esther message= _ "Sorry about that, we'll be back later." [/message] [endlevel] result=victory bonus=no {NEW_GOLD_CARRYOVER 100} carryover_report=no linger_mode=no next_scenario=03_Northlands [/endlevel] [/event] # cleaning up some variables [event] name=victory {CLEAR_VARIABLE bought_peach} {CLEAR_VARIABLE bought_cloak} [set_variable] name=white_city value=1 [/set_variable] [set_variable] name=prev_scenario value="White City" [/set_variable] [/event] [/scenario]
#textdomain wesnoth-Genesis [scenario] id=04f_Glacial_Shrine name= _ "Glacial Shrine" map_data="{~add-ons/Genesis/episode1/maps/04f_Glacial_Shrine.map}" next_scenario=03_Northlands victory_when_enemies_defeated=no {TURNS 17 16 15} {DEFAULT_SCHEDULE_24H} {SCENARIO_MUSIC loyalists.ogg} {EXTRA_SCENARIO_MUSIC knolls.ogg} {EXTRA_SCENARIO_MUSIC battle.ogg} {FAE_DEATHS} [side] {PLAYER_FAE} side=1 controller=human recruit=Spearman,Bowman,Horseman,Cavalryman {GOLD 150 120 60} shroud=yes fog=yes [/side] [side] type=General id=Humanleader4f generate_name=yes canrecruit=yes side=2 recruit= gold=100 shroud=yes fog=yes {DEFENSIVE_SIDE} {HUMAN_ALLY} [/side] [side] side=3 {MONSTER_SIDE} {AGGRESSIVE_SIDE} [/side] [side] no_leader=yes side=4 {SPIRIT_ENEMY_SIDE} {AGGRESSIVE_SIDE} [/side] #define GENERATE_MOUNTAIN [store_locations] variable=ice_hex terrain=Ai,Ha [not] [filter_adjacent_location] terrain=Xu [/filter_adjacent_location] [/not] [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..100 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Ms [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=ice_hex terrain=Ai [filter_adjacent_location] terrain=Ms count=1,2 [/filter_adjacent_location] [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..4 [/set_variable] [if] [variable] name=change_terrain less_than=4 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Ms [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} #enddef #define GENERATE_HILL [store_locations] variable=ice_hex terrain=Ai [filter_adjacent_location] terrain=Ms [/filter_adjacent_location] [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..4 [/set_variable] [if] [variable] name=change_terrain less_than=4 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Ha [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=ice_hex terrain=Ai [not] [filter_adjacent_location] terrain=Xu [/filter_adjacent_location] [/not] [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..20 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Ha [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=ice_hex terrain=Ai [filter_adjacent_location] terrain=Ha [/filter_adjacent_location] [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..4 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Ha [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} #enddef #define GENERATE_FOREST [store_locations] variable=ice_hex terrain=Ai [not] [filter_adjacent_location] terrain=Xu [/filter_adjacent_location] [/not] [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..40 [/set_variable] [if] [variable] name=change_terrain less_than=5 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Aa^Fpa [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=5 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Aa^Fma [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=ice_hex terrain=Ai [filter_adjacent_location] terrain=Aa^Fpa,Aa^Fma [/filter_adjacent_location] [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..15 [/set_variable] [if] [variable] name=change_terrain less_than=4 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Aa^Fpa [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=4 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Aa^Fma [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=hill_hex terrain=Ha [/store_locations] [for] array=hill_hex [do] [set_variable] name=change_terrain rand=1..15 [/set_variable] [if] [variable] name=change_terrain less_than=3 [/variable] [then] [terrain] x,y=$hill_hex[$i].x,$hill_hex[$i].y terrain=Ha^Fpa [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=3 [/variable] [then] [terrain] x,y=$hill_hex[$i].x,$hill_hex[$i].y terrain=Ha^Fma [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE hill_hex} [store_locations] variable=hill_hex terrain=Ha [filter_adjacent_location] terrain=Aa^Fpa,Aa^Fma,Ha^Fpa,Ha^Fma [/filter_adjacent_location] [/store_locations] [for] array=hill_hex [do] [set_variable] name=change_terrain rand=1..6 [/set_variable] [if] [variable] name=change_terrain less_than=4 [/variable] [then] [terrain] x,y=$hill_hex[$i].x,$hill_hex[$i].y terrain=Ha^Fpa [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=4 [/variable] [then] [terrain] x,y=$hill_hex[$i].x,$hill_hex[$i].y terrain=Ha^Fma [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE hill_hex} #enddef #define GENERATE_SNOW [store_locations] variable=ice_hex terrain=Ai [not] [filter_adjacent_location] terrain=Xu [/filter_adjacent_location] [/not] [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..10 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Aa [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=ice_hex terrain=Ai [filter_adjacent_location] terrain=Aa [/filter_adjacent_location] [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..3 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Aa [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} #enddef #define GENERATE_VILLAGE [store_locations] variable=ice_hex terrain=Ai [not] [filter_adjacent_location] terrain=Xu,Ai^V*a,Aa^V*a [/filter_adjacent_location] [/not] [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..400 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Ai^Vea [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=2 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Ai^Vha [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=3 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Ai^Vca [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=4 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Ai^Vla [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=5 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Aa^Vea [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=6 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Aa^Vha [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=7 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Aa^Vca [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=8 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Aa^Vla [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=hill_hex terrain=Ha [not] [filter_adjacent_location] terrain=Ai^V*a,Aa^V*a,Ha^Vhha [/filter_adjacent_location] [/not] [/store_locations] [for] array=hill_hex [do] [set_variable] name=change_terrain rand=1..100 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$hill_hex[$i].x,$hill_hex[$i].y terrain=Ha^Vhha [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE hill_hex} #enddef {PLACE_IMAGE items/crystal-glyph-message.png 5 9} {PLACE_IMAGE items/crystal-glyph-message.png 11 5} {PLACE_IMAGE items/crystal-glyph-message.png 3 7} {PLACE_IMAGE items/crystal-glyph-message.png 9 3} {PLACE_IMAGE items/crystal-glyph-message.png 4 3} # generate some terrain [event] name=prestart {GENERATE_MOUNTAIN} {GENERATE_HILL} {GENERATE_FOREST} {GENERATE_SNOW} {GENERATE_VILLAGE} {GUARDIAN_NOID ("Iron Mauler") 2 31 20} {GUARDIAN_NOID ("Iron Mauler") 2 29 21} {GUARDIAN_NOID ("Iron Mauler") 2 28 22} {GUARDIAN_NOID ("Iron Mauler") 2 30 22} {GUARDIAN_NOID ("Iron Mauler") 2 32 21} [set_variable] name=turn_dmg value=0 [/set_variable] [set_variable] name=num_found value=0 [/set_variable] [if] [variable] name=black_cauldron numerical_equals=1 [/variable] [then] [set_recruit] side=1 recruit=Ghost,Skeleton,Skeleton Archer,Bowman,Spearman,Horseman,Cavalryman [/set_recruit] [/then] [/if] [/event] # let's do spawns a bit differently this time [event] name=new turn first_time_only=no [store_locations] variable=hill_hex terrain=Ha,Ha^Fpa,Ha^Fma [not] x=35-53 y=15-32 [/not] [/store_locations] [for] array=hill_hex [do] #ifdef HARD [set_variable] name=spawn_val rand=1..500 [/set_variable] #endif #ifdef NORMAL [set_variable] name=spawn_val rand=1..800 [/set_variable] #endif #ifdef EASY [set_variable] name=spawn_val rand=1..1000 [/set_variable] #endif [if] [variable] name=spawn_val less_than=3 [/variable] [then] {SPAWN_NOID ("Wolf") 3 $hill_hex[$i].x $hill_hex[$i].y} [/then] [/if] [if] [variable] name=spawn_val numerical_equals=20 [/variable] [then] {SPAWN_NOID ("Great Wolf") 3 $hill_hex[$i].x $hill_hex[$i].y} [/then] [/if] {CLEAR_VARIABLE spawn_val} [/do] [/for] {CLEAR_VARIABLE hill_hex} [store_locations] variable=hill_hex terrain=Ms [not] x=35-53 y=15-32 [/not] [/store_locations] [for] array=hill_hex [do] #ifdef HARD [set_variable] name=spawn_val rand=1..600 [/set_variable] #endif #ifdef NORMAL [set_variable] name=spawn_val rand=1..900 [/set_variable] #endif #ifdef EASY [set_variable] name=spawn_val rand=1..1100 [/set_variable] #endif [if] [variable] name=spawn_val numerical_equals=1 [/variable] [then] {SPAWN_NOID ("Direwolf") 3 $hill_hex[$i].x $hill_hex[$i].y} [/then] [/if] {CLEAR_VARIABLE spawn_val} [/do] [/for] {CLEAR_VARIABLE hill_hex} [store_locations] variable=hill_hex terrain=Ms [not] x=35-53 y=15-32 [/not] [/store_locations] [for] array=hill_hex [do] #ifdef HARD [set_variable] name=spawn_val rand=1..2000 [/set_variable] #endif #ifdef NORMAL [set_variable] name=spawn_val rand=1..3000 [/set_variable] #endif #ifdef EASY [set_variable] name=spawn_val rand=1..3500 [/set_variable] #endif [if] [variable] name=spawn_val numerical_equals=1 [/variable] [then] {SPAWN_NOID ("Yeti") 3 $hill_hex[$i].x $hill_hex[$i].y} [/then] [/if] {CLEAR_VARIABLE spawn_val} [/do] [/for] {CLEAR_VARIABLE hill_hex} [store_locations] variable=ice_hex terrain=Aa,Ai [not] x=35-53 y=15-32 [/not] [and] [not] [filter_adjacent_location] terrain=Xu [/filter_adjacent_location] [/not] [/and] [/store_locations] [for] array=ice_hex [do] #ifdef HARD [set_variable] name=spawn_val rand=1..300 [/set_variable] #endif #ifdef NORMAL [set_variable] name=spawn_val rand=1..400 [/set_variable] #endif #ifdef EASY [set_variable] name=spawn_val rand=1..450 [/set_variable] #endif [if] [variable] name=spawn_val numerical_equals=1 [/variable] [then] {SPAWN_NOID ("Ghost") 4 $ice_hex[$i].x $ice_hex[$i].y} [/then] [/if] {CLEAR_VARIABLE spawn_val} [/do] [/for] {CLEAR_VARIABLE ice_hex} [/event] # turn on turn_dmg to invoke this event # for snowstorm [event] name=new turn first_time_only=no [if] [variable] name=turn_dmg numerical_not_equals=0 [/variable] [then] [store_unit] [filter] side=1,2 [not] id=Yumi [/not] [and] [not] race=undead [/not] [/and] [/filter] variable=frozen_unit [/store_unit] {PLAY_SOUND "gust.wav"} [/then] [/if] [for] array=frozen_unit [do] [if] [variable] name=frozen_unit[$i].hitpoints greater_than=$turn_dmg [/variable] [then] {VARIABLE_OP frozen_unit[$i].hitpoints sub $turn_dmg} [/then] [else] {VARIABLE frozen_unit[$i].hitpoints 1} [/else] [/if] [unstore_unit] variable=frozen_unit[$i] find_vacant=no text= _ "CHILLED" blue=255 [/unstore_unit] [/do] [/for] {CLEAR_VARIABLE frozen_unit} [/event] [event] name=recruit first_time_only=no [filter] race=human side=1 [/filter] [object] silent=yes [filter] x,y=$x1,$y1 [/filter] [effect] apply_to=movement_costs replace=yes [movement_costs] frozen=1 [/movement_costs] [/effect] [effect] apply_to=defense replace=yes [defense] frozen=70 [/defense] [/effect] [/object] [/event] [event] name=start [if] [variable] name=black_cauldron numerical_equals=0 [/variable] [then] {RECALL_YUMI_NOLOC} [objectives] {OBJECTIVE_VICTORY ( _ "Explore to the northwest")} {OBJECTIVE_DEFEAT ( _ "Death of Esther")} {OBJECTIVE_DEFEAT ( _ "Death of Yumi")} {OBJECTIVE_DEFEAT ( _ "Turns run out")} {OBJECTIVE_CARRYOVER} {OBJECTIVE_NOTE ( _ "Human recruits will be modified to gain bonus movement and defense on snow and ice.")} [/objectives] [/then] [else] {RECALL_YUMI_NOLOC} {RECALL_ARYEL_NOLOC} [objectives] {OBJECTIVE_VICTORY ( _ "Explore to the northwest")} {OBJECTIVE_DEFEAT ( _ "Death of Esther")} {OBJECTIVE_DEFEAT ( _ "Death of Yumi")} {OBJECTIVE_DEFEAT ( _ "Death of Aryel")} {OBJECTIVE_DEFEAT ( _ "Turns run out")} {OBJECTIVE_CARRYOVER} {OBJECTIVE_NOTE ( _ "Human recruits will be modified to gain bonus movement and defense on snow and ice.")} [/objectives] [/else] [/if] [message] speaker=Humanleader4f message= _ "Welcome to Fort Helemoor, faeries. What brings you here?" [/message] [message] speaker=Esther message= _ "One of your men told us that there was some sort of temple a little ways away from here." [/message] [message] speaker=Humanleader4f message= _ "Ah, yes, that place. As far as our notes document, that place has been devoid of all life." [/message] [message] speaker=Esther message= _ "For how long?" [/message] [message] speaker=Humanleader4f message= _ "This fort has stood for several decades, but we have never ventured into the temple. Supposedly, my predecessor led an excursion there, but all they found were some indecipherable glyphs which were of no use to us. However, perhaps you may have better luck with them. If you wish to go, I can send some men with you to keep you safe. The wolves can be dangerous in large numbers." [/message] [message] speaker=Esther message= _ "Maybe. Why the interest in the temple now?" [/message] [message] speaker=Humanleader4f message= _ "Not now, in particular, but rarely do faeries such as yourselves come up here. It is a bit of an opportunity for my guards, I suppose. A little excursion now and then is healthy." [/message] [message] speaker=Esther message= _ "Alright. Let's get going, then." [/message] [/event] [event] name=sighted first_time_only=yes [filter] type=Yeti [/filter] [message] speaker=unit message= _ "Raawrrrgg!" [/message] [message] speaker=Esther message= _ "Oh dear." [/message] [if] [variable] name=black_cauldron numerical_equals=1 [/variable] [then] [message] speaker=Aryel message= _ "Better stay clear of that thing." [/message] [/then] [/if] [/event] [event] name=sighted first_time_only=yes [filter] side=4 [/filter] [message] speaker=Esther message= _ "More spirits, huh." [/message] [message] speaker=Yumi message= _ "Looks like they're the ghosts of people who died out here... or got eaten by the wolves." [/message] [/event] [event] name=turn 5 end #ifndef HARD [set_variable] name=turn_dmg value=2 [/set_variable] #endif #ifdef HARD [set_variable] name=turn_dmg value=3 [/set_variable] #endif {COLOR_ADJUST 0 0 30} [message] speaker=Yumi message= _ "It's getting colder. Esther, I think a snowstorm is coming." [/message] [message] speaker=Esther message= _ "We should start moving faster." [/message] [/event] [event] name=turn 9 end #ifndef HARD [set_variable] name=turn_dmg value=4 [/set_variable] #endif #ifdef HARD [set_variable] name=turn_dmg value=6 [/set_variable] #endif {COLOR_ADJUST 0 0 60} [message] speaker=Yumi message= _ "Are you... okay? You look kind of pale." [/message] [message] speaker=Esther message= _ "(<i>shivers</i>) It's cold." [/message] [if] [variable] name=black_cauldron numerical_equals=1 [/variable] [then] [message] speaker=Aryel message= _ "We'll need to get to that temple quickly before Esther freezes out here." [/message] [/then] [/if] [/event] [event] name=turn 13 end #ifndef HARD [set_variable] name=turn_dmg value=6 [/set_variable] #endif #ifdef HARD [set_variable] name=turn_dmg value=8 [/set_variable] #endif {COLOR_ADJUST 0 0 90} [message] speaker=Esther message= _ "W-we r-really need t-to hur-ry up." [/message] [/event] [event] name=moveto first_time_only=no [filter] side=1 x=4,9,11,3,5 y=3,3,5,7,9 [and] [not] id=Esther,Aryel,Yumi [/not] [not] race=undead [/not] [/and] [/filter] [message] speaker=unit message= _ "I can't make sense of this." [/message] [/event] [event] name=moveto first_time_only=yes [filter] x,y=11,5 id=Esther,Aryel,Yumi [/filter] [message] speaker=narrator message= _ "Of all the races to emerge following the rebirth after the War of the First Gods, the fae most closely resemble the Guardians of the new universe. While the Guardians are typically thought of as the most powerful entities in the universe, barring the Arcane Lord himself, the most powerful among the fae can reach levels of power similar to those of the Guardians. It is not known how the fae emerged nor where their power stems from." [/message] {VARIABLE_OP num_found add 1} [/event] [event] name=moveto first_time_only=yes [filter] x,y=5,9 id=Esther,Aryel,Yumi [/filter] [message] speaker=narrator message= _ "The demons are perhaps the most diverse and widespread race, although each subgroup of demons is generally significantly homogeneous. Among the demons, there exist powerful demon lords who possess powers apparently unrelated to those of normal demons, raising questions about the nature of demonkind itself." [/message] {VARIABLE_OP num_found add 1} [/event] [event] name=moveto first_time_only=yes [filter] x,y=9,3 id=Esther,Aryel,Yumi [/filter] [message] speaker=narrator message= _ "There exist ten worlds, each of which is presided over by a Guardian. It is unclear what, exactly, the Guardians are and what their role is in governing these worlds. Despite their name, the Guardians are often warlike and apathetic toward mortal races, with the exception of Xia'el, the Guardian of Earth, and Uria, the Guardian of Life. They are at odds with those like the Guardian of Water, Valdir, who revel only in bloodshed and chaos." [/message] {VARIABLE_OP num_found add 1} [/event] [event] name=moveto first_time_only=yes [filter] x,y=3,7 id=Esther,Aryel,Yumi [/filter] [message] speaker=narrator message= _ "Each of the ten worlds is associated with one of the ten aspects of the universe. Irdya's aspect is that of Earth, the shelter and promise of life, which fosters its growth and allows it to prosper. Closely related is the aspect of Life itself, which is connected to the world of Ethea. The two Guardians of these worlds, Xia'el and Uria, are purported to be the favorites of the Arcane Lord, Yarae." [/message] {VARIABLE_OP num_found add 1} [/event] [event] name=moveto first_time_only=no [filter] x,y=4,3 id=Esther,Aryel [/filter] [filter_condition] [variable] name=num_found numerical_not_equals=4 [/variable] [/filter_condition] [message] speaker=unit message= _ "I can't seem to decipher this one, but the energies are similar to those on the other glyphs. Maybe we need to look at the others first." [/message] [/event] [event] name=moveto first_time_only=no [filter] x,y=4,3 id=Yumi [/filter] [filter_condition] [variable] name=num_found numerical_not_equals=4 [/variable] [/filter_condition] [message] speaker=Yumi message= _ "This one doesn't make sense..." [/message] [/event] [event] name=moveto first_time_only=yes [filter] x,y=4,3 id=Esther,Aryel,Yumi [/filter] [filter_condition] [variable] name=num_found numerical_equals=4 [/variable] [/filter_condition] [message] speaker=narrator message= _ "In the beginning, there existed only the First Gods." [/message] [message] speaker=narrator message= _ "Powerful and knowledgeable, they built a mighty society stretching across the entire universe to probe its secrets. Yet, despite their wisdom, the day came when a cataclysm ravaged their civilization, leaving almost nothing behind in its wake. Some surmise that this was a corruption in the universe itself. Other speculate that the First Gods themselves had a hand in their own demise." [/message] [message] speaker=narrator message= _ "On the precipice of annihilation, the remnants of the First Gods banded together created the new world. Among them, one is known to us as Yarae. Through his efforts, life was birthed in the new universe... ten worlds, each corresponding to an aspect of creation, and ten Guardians to govern them." [/message] [message] speaker=narrator message= _ "However, the Guardians do not possess the same power as the First Gods, who themselves could not avoid utter destruction. Our worlds are chaos and death, where each Guardian curries favor with Yarae in hopes that he will reveal to them the secret of creation - how to combine the elements and to create life itself. Yet in the end, he is merely a remnant of a band of false idols who could not save themselves." [/message] [message] speaker=narrator message= _ "Yarae is the demented king of a long dead civilization who the Guardians accept as lord due to reputation only. To stop the force that destroyed even his people, we must find something that will allow us to rise beyond the power of Yarae and the First Gods, that will allow us to dispel the encroaching void and prevent the destruction of our world." [/message] [message] speaker=narrator message= _ "But the other Guardians fail to realize this! They are too self-absorbed with their own agendas! They know only how to play with those petty little mortal races, to war with one another as sport. They are blind to the trepidation that awaits us, thinking Yarae has the power, the wisdom to save us... but these eyes that have peered into the depths of the void know that there is only one way to stop it. It's up to me." [/message] [if] [variable] name=black_cauldron numerical_equals=1 [/variable] [then] [message] speaker=Esther message= _ "Whoa. The last few lines were really different." [/message] [message] speaker=Aryel message= _ "Sounds like a bunch of rambling to me." [/message] [message] speaker=Esther message= _ "Maybe, but what if it's true? What if our universe is really falling apart and we can't stop it?" [/message] [message] speaker=Aryel message= _ "There's always talk about the 'corruption of the universe' or whatnot. Sure, it could be true, but what are we supposed to do about it?" [/message] [message] speaker=Esther message= _ "I guess there's too much that we don't know. Not yet, at least." [/message] [message] speaker=Aryel message= _ "The Guardians tend to do their own thing. Even if we were to try to get involved, I doubt they'd let us help. Besides, it might just turn out to be a bunch of crap." [/message] [message] speaker=Esther message= _ "But don't you think that whoever wrote this is somehow linked to the demons?" [/message] [message] speaker=Aryel message= _ "Isn't that a stretch?" [/message] [message] speaker=Yumi message= _ "I... think Esther's right." [/message] [message] speaker=Aryel message= _ "Really." [/message] [message] speaker=Esther message= _ "Well, the demons are after us for some reason. Not just any normal faerie, but specifically us. It's not impossible that we possess powers that the Guardians are interested in-" [/message] [message] speaker=Aryel message= _ "(<i>looks around</i>) Yes, yes. It's not impossible. But let's discuss this some other time, when there are less people around." [/message] [message] speaker=Esther message= _ "Oops, yeah. And we should probably get out of here before we get snowed in too hard." [/message] [store_unit] [filter] id=Aryel [/filter] variable=aryel [/store_unit] #ifdef EASY {VARIABLE_OP aryel.experience add 125} [unstore_unit] variable=aryel find_vacant=no text= _ "+125 XP" red,green,blue=255,0,255 [/unstore_unit] #endif #ifdef NORMAL {VARIABLE_OP aryel.experience add 110} [unstore_unit] variable=aryel find_vacant=no text= _ "+110 XP" red,green,blue=255,0,255 [/unstore_unit] #endif #ifdef HARD {VARIABLE_OP aryel.experience add 55} [unstore_unit] variable=aryel find_vacant=no text= _ "55 XP" red,green,blue=255,0,255 [/unstore_unit] #endif [/then] [else] [message] speaker=Esther message= _ "Whoa. The last few lines were really different." [/message] [message] speaker=Yumi message= _ "They seemed creepy... talking about the void, how it was going to destroy our universe, how nobody was listening to them..." [/message] [message] speaker=Esther message= _ "Doesn't it seem like whoever wrote that is linked to these demons?" [/message] [message] speaker=Yumi message= _ "Maybe..." [/message] [message] speaker=Esther message= _ "The demons are after us specifically, right? Us, not ordinary faerie. We probably possess something that they're looking for. So the combination of elements-" [/message] [message] speaker=Yumi message= _ "(<i>looks around</i>) Esther, there are lots of people around." [/message] [message] speaker=Esther message= _ "Oops, yeah. We can talk about this later. And we should probably get out of here before we get snowed in too hard." [/message] [/else] [/if] [store_unit] [filter] id=Esther [/filter] variable=esther [/store_unit] [store_unit] [filter] id=Yumi [/filter] variable=yumi [/store_unit] #ifdef EASY {VARIABLE_OP esther.experience add 125} {VARIABLE_OP yumi.experience add 125} [unstore_unit] variable=esther find_vacant=no text= _ "+125 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=yumi find_vacant=no text= _ "+125 XP" red,green,blue=255,0,255 [/unstore_unit] #endif #ifdef NORMAL {VARIABLE_OP esther.experience add 110} {VARIABLE_OP yumi.experience add 110} [unstore_unit] variable=esther find_vacant=no text= _ "+110 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=yumi find_vacant=no text= _ "+110 XP" red,green,blue=255,0,255 [/unstore_unit] #endif #ifdef HARD {VARIABLE_OP esther.experience add 55} {VARIABLE_OP yumi.experience add 55} [unstore_unit] variable=esther find_vacant=no text= _ "+55 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=yumi find_vacant=no text= _ "+55 XP" red,green,blue=255,0,255 [/unstore_unit] #endif {DELAY 500} [endlevel] result=victory bonus=yes {NEW_GOLD_CARRYOVER 100} next_scenario=03_Northlands [/endlevel] [/event] # cleaning up some variables [event] name=victory {CLEAR_VARIABLE esther} {CLEAR_VARIABLE yumi} {CLEAR_VARIABLE aryel} {CLEAR_VARIABLE turn_dmg} {CLEAR_VARIABLE num_found} [set_variable] name=glacial_shrine value=1 [/set_variable] [set_variable] name=prev_scenario value="Glacial Shrine" [/set_variable] [/event] [event] name=time over [message] speaker=Esther message= _ "(<i>teeth chattering</i>) Yumi... (<i>shivers</i>) it's... so cold..." [/message] [message] speaker=Yumi message= _ "(<i>shudders</i>) We're going to freeze to death out here." [/message] [endlevel] result=defeat [/endlevel] [/event] [/scenario] #undef GENERATE_MOUNTAIN #undef GENERATE_HILL #undef GENERATE_FOREST #undef GENERATE_SNOW #undef GENERATE_VILLAGE
#textdomain wesnoth-Genesis [scenario] id=05_Crypt name= _ "Crypt" map_data="{~add-ons/Genesis/episode1/maps/05_Crypt.map}" next_scenario=06_Caerleon victory_when_enemies_defeated=no {TURNS 50 45 40} {UNDERGROUND} {STORYTXT_CRYPT} {FAE_DEATHS2} {SCENARIO_MUSIC suspense.ogg} {EXTRA_SCENARIO_MUSIC siege_of_laurelmor.ogg} {EXTRA_SCENARIO_MUSIC heroes_rite.ogg} {EXTRA_SCENARIO_MUSIC underground.ogg} {EXTRA_SCENARIO_MUSIC weight_of_revenge.ogg} [side] {PLAYER_FAE} side=1 recruit= {GOLD 180 150 90} fog=yes shroud=yes [/side] {STARTING_VILLAGES_ALL 1} [side] {YUURE_SIDE} {AGGRESSIVE_SIDE} side=2 hidden=yes [/side] [side] {BLACK_DEMON_SIDE} {AGGRESSIVE_SIDE} side=3 hidden=yes [/side] [side] {ETHEA_ENEMY_SIDE} {AGGRESSIVE_SIDE} side=4 no_leader=yes income=5 #ifdef EASY recruit=Winged Demon,Demon,Red Demon,Imp #else recruit=Fire Demon,Demon Grunt,Demon Zephyr,Demon Sword Dancer,Blood Imp #endif hidden=yes [/side] [side] {ETHEA_ENEMY_SIDE} {AGGRESSIVE_SIDE} side=5 no_leader=yes income=5 recruit=Fire Demon,Demon Grunt,Demon Zephyr,Demon Sword Dancer,Blood Imp hidden=yes [/side] [side] {ETHEA_ENEMY_SIDE} {AGGRESSIVE_SIDE} side=6 no_leader=yes income=5 recruit=Fire Demon,Demon Grunt,Demon Zephyr,Demon Sword Dancer,Blood Imp hidden=yes [/side] [side] {ETHEA_ENEMY_SIDE} {AGGRESSIVE_SIDE} side=7 no_leader=yes income=5 #ifdef EASY recruit=Winged Demon,Demon,Red Demon,Imp #else recruit=Fire Demon,Demon Grunt,Demon Zephyr,Demon Sword Dancer,Blood Imp #endif hidden=yes [/side] [side] {ETHEA_ENEMY_SIDE} {AGGRESSIVE_SIDE} side=8 no_leader=yes income=5 recruit=Winged Demon,Demon,Red Demon,Imp hidden=yes [/side] [side] side=9 no_leader=yes team_name=fae controller=ai color=green hidden=yes user_team_name= _ "team_name^Guardians" [/side] #define GENERATE_FUNGUS [store_locations] variable=cave_hex terrain=Uu* [filter_adjacent_location] terrain=Xu,Xuc,Xue,Xuce [/filter_adjacent_location] [/store_locations] [for] array=cave_hex [do] [set_variable] name=change_terrain rand=1..24 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$cave_hex[$i].x,$cave_hex[$i].y layer=overlay terrain=*^Uf [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=2 [/variable] [then] [terrain] x,y=$cave_hex[$i].x,$cave_hex[$i].y layer=overlay terrain=*^Emf [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE cave_hex} [store_locations] variable=cave_hex terrain=Uu* [/store_locations] [for] array=cave_hex [do] [set_variable] name=change_terrain rand=1..40 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$cave_hex[$i].x,$cave_hex[$i].y layer=overlay terrain=*^Uf [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=2 [/variable] [then] [terrain] x,y=$cave_hex[$i].x,$cave_hex[$i].y layer=overlay terrain=*^Emf [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=3 [/variable] [then] [terrain] x,y=$cave_hex[$i].x,$cave_hex[$i].y layer=overlay terrain=*^Em [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=4 [/variable] [then] [terrain] x,y=$cave_hex[$i].x,$cave_hex[$i].y layer=overlay terrain=*^Em [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=5 [/variable] [then] [terrain] x,y=$cave_hex[$i].x,$cave_hex[$i].y layer=overlay terrain=*^Es [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE cave_hex} # we can do this for cave hills too, for a bit of visual variety [store_locations] variable=cave_hill_hex terrain=Uh [filter_adjacent_location] terrain=Xu,Xuc,Xue,Xuce [/filter_adjacent_location] [/store_locations] [for] array=cave_hill_hex [do] [set_variable] name=change_terrain rand=1..8 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$cave_hill_hex[$i].x,$cave_hill_hex[$i].y terrain=Uh^Uf [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE cave_hill_hex} [store_locations] variable=cave_hill_hex terrain=Uh [filter_adjacent_location] terrain=Uue^Uf [/filter_adjacent_location] [/store_locations] [for] array=cave_hill_hex [do] [set_variable] name=change_terrain rand=1..8 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$cave_hill_hex[$i].x,$cave_hill_hex[$i].y terrain=Uh^Uf [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE cave_hill_hex} [store_locations] variable=cave_hex terrain=Uu*,Uh [filter_adjacent_location] terrain=*^Uf [/filter_adjacent_location] [/store_locations] [for] array=cave_hex [do] [set_variable] name=change_terrain rand=1..9 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$cave_hex[$i].x,$cave_hex[$i].y terrain=*^Emf layer=overlay [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=2 [/variable] [then] [terrain] x,y=$cave_hex[$i].x,$cave_hex[$i].y terrain=*^Em layer=overlay [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=3 [/variable] [then] [terrain] x,y=$cave_hex[$i].x,$cave_hex[$i].y terrain=*^Em layer=overlay [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=4 [/variable] [then] [terrain] x,y=$cave_hex[$i].x,$cave_hex[$i].y terrain=*^Es layer=overlay [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE cave_hex} #enddef #define GENERATE_CAVE_HILL [store_locations] variable=cave_hex terrain=Uue [filter_adjacent_location] terrain=Xu,Xuc,Xue,Xuce [/filter_adjacent_location] [/store_locations] [for] array=cave_hex [do] [set_variable] name=change_terrain rand=1..9 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$cave_hex[$i].x,$cave_hex[$i].y terrain=Uh [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE cave_hex} [store_locations] variable=cave_hex terrain=Uue [not] [filter_adjacent_location] terrain=Xu,Xuc,Xue,Xuce,Wwg [/filter_adjacent_location] [/not] [/store_locations] [for] array=cave_hex [do] [set_variable] name=change_terrain rand=1..18 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$cave_hex[$i].x,$cave_hex[$i].y terrain=Uh [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE cave_hex} [store_locations] variable=cave_hex terrain=Uue [filter_adjacent_location] terrain=Uh [/filter_adjacent_location] [/store_locations] [for] array=cave_hex [do] [set_variable] name=change_terrain rand=1..8 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$cave_hex[$i].x,$cave_hex[$i].y terrain=Uh [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] #enddef #define GENERATE_CAVE_PATH [store_locations] variable=cave_hex terrain=Uue [not] [filter_adjacent_location] terrain=Ur [/filter_adjacent_location] [/not] [/store_locations] [for] array=cave_hex [do] [set_variable] name=change_terrain rand=1..10 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$cave_hex[$i].x,$cave_hex[$i].y terrain=Ur [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE cave_hex} [store_locations] variable=cave_hex terrain=Uue [filter_adjacent_location] terrain=Ur [/filter_adjacent_location] [/store_locations] [for] array=cave_hex [do] [set_variable] name=change_terrain rand=1..3 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$cave_hex[$i].x,$cave_hex[$i].y terrain=Ur [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE cave_hex} #enddef #define GENERATE_CAVE [store_locations] variable=cave_hex terrain=Uue [/store_locations] [for] array=cave_hex [do] [set_variable] name=change_terrain rand=1..6 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$cave_hex[$i].x,$cave_hex[$i].y terrain=Uu [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE cave_hex} [store_locations] variable=cave_hex terrain=Uue [filter_adjacent_location] terrain=Uu [/filter_adjacent_location] [/store_locations] [for] array=cave_hex [do] [set_variable] name=change_terrain rand=1..3 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$cave_hex[$i].x,$cave_hex[$i].y terrain=Uu [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE cave_hex} #enddef #ifdef HARD {RESPAWN_POINT_CONDITIONAL ("Demon Apparition","Demon Dreamwalker") 2 7 31 2 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Apparition","Demon Dreamwalker") 2 12 36 3 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Apparition","Demon Dreamwalker") 2 13 32 2 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Apparition","Demon Dreamwalker") 2 10 29 3 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Apparition","Demon Dreamwalker") 2 17 30 2 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Apparition","Demon Dreamwalker") 2 14 27 3 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Apparition","Demon Dreamwalker") 2 20 26 2 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Apparition","Demon Dreamwalker") 2 18 24 3 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Voidhunter","Demon Voidreaver") 3 10 4 7 ("black_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Voidhunter","Demon Voidreaver") 3 14 4 7 ("black_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Voidhunter","Demon Voidreaver") 3 18 4 7 ("black_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Voidhunter","Demon Voidreaver") 3 22 4 7 ("black_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Voidhunter","Demon Voidreaver") 3 25 4 7 ("black_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Voidhunter","Demon Voidreaver") 3 29 4 7 ("black_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Voidhunter","Demon Voidreaver") 3 33 4 7 ("black_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Voidhunter","Demon Voidreaver") 3 36 3 7 ("black_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Voidhunter","Demon Voidreaver") 3 38 5 7 ("black_spawns")} #endif #ifdef NORMAL {RESPAWN_POINT_CONDITIONAL ("Demon Apparition","Demon Dreamwalker") 2 7 31 5 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL ("Blue Demon") 2 12 36 4 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL ("Blue Demon") 2 13 32 4 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Apparition","Demon Dreamwalker") 2 10 29 5 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Apparition","Demon Dreamwalker") 2 17 30 5 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL ("Blue Demon") 2 14 27 4 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Apparition","Demon Dreamwalker") 2 20 26 5 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL ("Blue Demon") 2 18 24 4 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL ("Black Demon") 3 10 4 12 ("black_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Voidhunter","Demon Voidreaver") 3 14 4 15 ("black_spawns")} {RESPAWN_POINT_CONDITIONAL ("Black Demon") 3 18 4 12 ("black_spawns")} {RESPAWN_POINT_CONDITIONAL ("Black Demon") 3 22 4 12 ("black_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Voidhunter","Demon Voidreaver") 3 25 4 15 ("black_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Voidhunter","Demon Voidreaver") 3 29 4 15 ("black_spawns")} {RESPAWN_POINT_CONDITIONAL ("Black Demon") 3 33 4 12 ("black_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Voidhunter","Demon Voidreaver") 3 36 3 15 ("black_spawns")} {RESPAWN_POINT_CONDITIONAL ("Black Demon") 3 38 5 12 ("black_spawns")} #endif #ifdef EASY {RESPAWN_POINT_CONDITIONAL ("Blue Demon") 2 7 31 6 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL ("Blue Demon") 2 12 36 6 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL ("Blue Demon") 2 13 32 6 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Apparition","Demon Dreamwalker") 2 10 29 6 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Apparition","Demon Dreamwalker") 2 17 30 6 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL ("Blue Demon") 2 14 27 6 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Apparition","Demon Dreamwalker") 2 20 26 6 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Apparition","Demon Dreamwalker") 2 18 24 6 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL ("Black Demon") 3 10 4 15 ("black_spawns")} {RESPAWN_POINT_CONDITIONAL ("Black Demon") 3 14 4 15 ("black_spawns")} {RESPAWN_POINT_CONDITIONAL ("Black Demon") 3 18 4 15 ("black_spawns")} {RESPAWN_POINT_CONDITIONAL ("Black Demon") 3 22 4 15 ("black_spawns")} {RESPAWN_POINT_CONDITIONAL ("Black Demon") 3 25 4 15 ("black_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Voidhunter","Demon Voidreaver") 3 29 4 18 ("black_spawns")} {RESPAWN_POINT_CONDITIONAL ("Black Demon") 3 33 4 15 ("black_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Voidhunter","Demon Voidreaver") 3 36 3 18 ("black_spawns")} {RESPAWN_POINT_CONDITIONAL ("Black Demon") 3 38 5 15 ("black_spawns")} #endif {PLACE_IMAGE items/crystal-glyph-message.png 8 24} {PLACE_IMAGE items/crystal-glyph-message.png 3 21} {PLACE_IMAGE items/crystal-glyph-message.png 3 23} {PLACE_IMAGE items/crystal-glyph-message.png 13 21} {PLACE_IMAGE items/crystal-glyph-message.png 13 23} {PLACE_IMAGE items/book3.png 9 26} {PLACE_IMAGE items/book3.png 35 11} [event] name=prestart {GENERATE_CAVE_HILL} {GENERATE_CAVE_HILL} {GENERATE_FUNGUS} {GENERATE_CAVE_PATH} {GENERATE_CAVE} {GENERATE_FUNGUS} {RECALL_YUMI_NOLOC} {RECALL_ARYEL_NOLOC} [set_recruit] side=1 recruit=Spearman,Bowman,Ghost,Skeleton,Skeleton Archer [/set_recruit] [set_variable] name=blue_spawns value=0 [/set_variable] [set_variable] name=black_spawns value=0 [/set_variable] [set_variable] name=door_open value=0 [/set_variable] [set_variable] name=puzzle_done value=0 [/set_variable] [set_variable] name=wall_open value=0 [/set_variable] [set_variable] name=turn_counter value=0 [/set_variable] [/event] [event] name=start [message] speaker=Esther message= _ "So, here we are. Another cave." [/message] [message] speaker=Aryel message= _ "Hey, some of us like caves." [/message] [message] speaker=Esther message= _ "That's because you're basically a troglodyte." [/message] [message] speaker=Aryel message= _ "But am I a pretty troglodyte?" [/message] [message] speaker=Esther message= _ "Errmmm, sure. Haha, a beautiful troglodyte." [/message] [message] speaker=Aryel message= _ "I'll take it." [/message] [unit] type=Royal Guard id=guardsman x,y=7,46 animate=yes side=1 [modifications] {TRAIT_LOYAL} {TRAIT_RESILIENT} {TRAIT_QUICK} [/modifications] [/unit] [unit] type=Swordsman x,y=8,46 animate=yes side=1 [modifications] {TRAIT_LOYAL} {TRAIT_RESILIENT} {TRAIT_QUICK} [/modifications] [/unit] [unit] type=Swordsman x,y=7,47 animate=yes side=1 [modifications] {TRAIT_LOYAL} {TRAIT_RESILIENT} {TRAIT_QUICK} [/modifications] [/unit] [message] speaker=guardsman message= _ "Whew! Finally caught up. The captain ordered us to accompany you into the crypt. For everyone's safety." [/message] [message] speaker=Yumi message= _ "(<i>bites lip</i>)" [/message] [message] speaker=Esther message= _ "<i>Clearly they don't trust us.</i> Sure, come right along." [/message] [message] speaker=guardsman message= _ "So we're all curious... why the interest in this crypt now? None of the other faerie have asked about it before. Did you find out some sort of secret about it?" [/message] [message] speaker=Esther message= _ "No, no, nothing like that. While visiting a while ago, we just happened to notice magic emanating from within. We thought that it would be good if we investigated. You know, powerful unknown magics and all that - they can be kind of dangerous." [/message] [message] speaker=guardsman message= _ "What kind of unknown magics?" [/message] [message] speaker=Aryel message= _ "Something odd. Partly of faerie work, partly of something else. <i>Demon sorcery.</i>" [/message] [message] speaker=guardsman message= _ "Odd magic, huh. As odd as summoning undead creatures?" [/message] [message] speaker=Aryel message= _ "Haha, you know about that?" [/message] [message] speaker=guardsman message= _ "Yes, our mages are technically allowed to practice it, but they are asked to keep it to within the guilds. For a faerie, though... I've never heard of one with an affinity for the dead. It seems so different than the usual elements you all work with." [/message] [message] speaker=Yumi message= _ "(<i>pales</i>)" [/message] [message] speaker=Aryel message= _ "Ah, a common misconception. Think about it this way. It's a lot about the flow of energy in living beings. Sometimes, you can sense when a fresh soul has been lost and longs to take definite form once again. Or sometimes, one stumbles upon empty bodies, rotten flesh rife with death and decay. In whichever case, I can breathe a little life back into the dead form, allowing it a sense of stability once again." [/message] [message] speaker=Aryel message= _ "(<i>whispers</i>) But mostly I just do it for fun. (<i>grins</i>)" [/message] [message] speaker=Yumi message= _ "(<i>rolls eyes</i>)" [/message] [message] speaker=guardsman message= _ "I pray that it is not a corrupting influence." [/message] [message] speaker=Aryel message= _ "Like any other magic, it only is if you let it be." [/message] [message] speaker=Esther message= _ "Like the magic we intend to investigate in here. Shall we stop stalling and get going?" [/message] [message] speaker=Aryel message= _ "Sure." [/message] [objectives] {OBJECTIVE_VICTORY ( _ "Open the door to the crypt")} {OBJECTIVE_DEFEAT ( _ "Death of Yumi")} {OBJECTIVE_DEFEAT ( _ "Death of Esther")} {OBJECTIVE_DEFEAT ( _ "Death of Aryel")} {OBJECTIVE_FULL_CARRYOVER} [/objectives] [/event] [event] name=moveto first_time_only=no [filter] x,y=6,42 side=1 [and] [not] id=Aryel,Esther,Yumi [/not] [not] race=undead [/not] [/and] [/filter] [filter_condition] [variable] name=door_open numerical_equals=0 [/variable] [/filter_condition] [message] speaker=unit message= _ "I can't open this." [/message] [/event] [event] name=moveto first_time_only=no [filter] x=6 y=42 side=1 id=Esther [/filter] [filter_condition] [variable] name=door_open numerical_equals=0 [/variable] [/filter_condition] [message] speaker=unit message= _ "Aryel? We need you." [/message] [/event] [event] name=moveto first_time_only=no [filter] x=6 y=42 side=1 id=Yumi [/filter] [filter_condition] [variable] name=door_open numerical_equals=0 [/variable] [/filter_condition] [message] speaker=unit message= _ "(<i>looks at Aryel</i>)" [/message] [/event] [event] name=moveto first_time_only=no [filter] x=6 y=42 side=1 id=Aryel [/filter] [filter_condition] [variable] name=door_open numerical_equals=0 [/variable] [/filter_condition] [message] speaker=Aryel message= _ "Give me a moment and I'll have this open." [/message] {DELAY 550} {PLAY_SOUND "magic-faeriefire.ogg"} [terrain] x,y=6,41 terrain=Uue [/terrain] [terrain] x,y=6,42 terrain=Brym [/terrain] [redraw] clear_shroud=yes [/redraw] {DELAY 450} [message] speaker=Aryel message= _ "Alright, there. There's definitely something inside, so we should be careful." [/message] [message] speaker=Esther message= _ "Something like what?" [/message] [message] speaker=Aryel message= _ "<i>Demons.</i> I'm not entirely sure. Just be on your toes." [/message] {SPAWN ("Demon Apparition") 2 7 33} [set_variable] name=blue_spawns value=1 [/set_variable] [set_variable] name=door_open value=1 [/set_variable] [objectives] {OBJECTIVE_VICTORY ( _ "Explore")} {OBJECTIVE_DEFEAT ( _ "Death of Yumi")} {OBJECTIVE_DEFEAT ( _ "Death of Esther")} {OBJECTIVE_DEFEAT ( _ "Death of Aryel")} {OBJECTIVE_FULL_CARRYOVER} [/objectives] [/event] [event] name=sighted first_time_only=yes [filter] side=2 [/filter] [filter_second] side=1 [/filter_second] [message] speaker=guardsman message= _ "Demons! We're being invaded!" [/message] [message] speaker=Esther message= _ "Stay calm! There's not many of them and they don't seem very aggressive. It looks like they're searching for something. <i>And what kind of demons are these? I've never seen anything like them before...</i>" [/message] [message] speaker=guardsman message= _ "Are you sure?" [/message] [message] speaker=Aryel message= _ "(<i>glances at Esther</i>) Yes, are you sure?" [/message] [message] speaker=Yumi message= _ "(<i>shifts nervously</i>)" [/message] [message] speaker=Esther message= _ "We can handle them. (<i>looks at Aryel</i>) <i>For now, we don't need to tell the humans too much. We don't want them to panic.</i>" [/message] [message] speaker=guardsman message= _ "Even if that may be the case, we should be prepared for the worst. If this is only the vanguard and there is a demon army at the ready-" [/message] [message] speaker=Esther message= _ "Don't jump to conclusions. Raising your alarms right now is unnecessary. Just have a messenger on standby or something in the event that there really is trouble." [/message] [message] speaker=guardsman message= _ "Very well. We will fend them off on our own for now." [/message] [message] speaker=Aryel message= _ "... (<i>looks at Yumi</i>)" [/message] [message] speaker=Yumi message= _ "(<i>stares blankly</i>)" [/message] [message] speaker=Aryel message= _ "<i>She's scared for some reason...</i>" [/message] [/event] [event] name=attack first_time_only=yes [filter] side=1 [and] [not] id=Aryel,Yumi [/not] [not] race=undead [/not] [/and] [/filter] [filter_second] side=2 [/filter_second] [kill] x,y=$x2,$y2 [/kill] [message] speaker=unit message= _ "What in the world? As soon as I attacked, it just disappeared." [/message] [message] speaker=Aryel message= _ "Yes, something's not quite right..." [/message] [message] speaker=Yumi message= _ "(<i>frowns</i>)" [/message] [message] speaker=Aryel message= _ "<i>Hmm, does she recognize these things?</i>" [/message] [/event] [event] name=new turn first_time_only=no [store_unit] [filter] side=2 [/filter] variable=bluedemons [/store_unit] [for] array=bluedemons [do] [set_variable] name=kill_unit rand=1..5 [/set_variable] [if] [variable] name=kill_unit numerical_equals=1 [/variable] [then] [kill] x,y=$bluedemons[$i].x,$bluedemons[$i].y [/kill] [/then] [/if] {CLEAR_VARIABLE kill_unit} [/do] [/for] {CLEAR_VARIABLE bluedemons} [/event] [event] name=moveto first_time_only=yes [filter] x,y=9,26 side=1 [/filter] [message] speaker=narrator message= _ "<i>To bridge the chasm, one requires the element of stability. Binding life first demands the flesh - all energies require a conduit. Matter is the starting point that shelters all of creation and is the medium that allows life to grow and prosper.</i>" [/message] {DELAY 750} [terrain] x,y=7-9,25 terrain=Uue [/terrain] [redraw] clear_shroud=yes [/redraw] {DELAY 450} [message] speaker=Esther message= _ "Hmm. There are some glyphs in the next room. I guess we'll have to activate them in the correct order before we can proceed." [/message] [message] speaker=Aryel message= _ "A puzzle? I have to use my brain? Boring." [/message] [message] speaker=Esther message= _ "(<i>snorts</i>) If you want to fight so badly, you could always go back there and fight those demons, you big brute." [/message] [message] speaker=Aryel message= _ "Sure, I'll go do that." [/message] [message] speaker=Yumi message= _ "(<i>rolls eyes</i>)" [/message] [objectives] {OBJECTIVE_VICTORY ( _ "Activate the glyphs in the correct order")} {OBJECTIVE_DEFEAT ( _ "Death of Yumi")} {OBJECTIVE_DEFEAT ( _ "Death of Esther")} {OBJECTIVE_DEFEAT ( _ "Death of Aryel")} {OBJECTIVE_FULL_CARRYOVER} [/objectives] [/event] [event] name=moveto first_time_only=no [filter] x,y=3,21 side=1 [/filter] [filter_condition] [variable] name=glyph_counter numerical_not_equals=5 [/variable] [/filter_condition] [message] speaker=narrator message= _ "<i>E - Existence was birthed when Yarae and the remaining First Gods utilized 'creation' to make the living worlds as we know them. Most of these First Gods faded into obscurity, but Yarae remained to watch over the Guardians and aid them in maintaining stability. However, the passage of time has reduced the Arcane Lord's influence and the Guardians of the new worlds are interested only in what benefits themselves. We have strayed from our original purpose and are the facilitators of war.</i>" [/message] {REMOVE_IMAGE 3 21} {PLACE_IMAGE items/crystal-glyph.png 3 21} [set_variable] name=glyph_counter value=1 [/set_variable] [/event] [event] name=moveto first_time_only=no [filter] x,y=8,24 side=1 [/filter] [filter_condition] [variable] name=glyph_counter numerical_not_equals=5 [/variable] [/filter_condition] [message] speaker=narrator message= _ "<i>A - Areza, the world designated as that of Fire, was the only world whose creation was unsuccessful. In a catastrophic failure of unimaginable proportions, Areza was destroyed and the seed of Fire dropped to Norsula, the world of Water. The Guardians of these two elements are Valdir of Water, and Shardia of Fire, existing as two antithetical forces on the same world. The result is a chaotic, unstable realm - a belligerent, bloodthirsty beast, Valdir often antagonizes Shardia, who embodies love and warmth. We on Iryda, the world of Earth, align ourselves with Shardia as messengers of peace.</i>" [/message] [if] [variable] name=glyph_counter numerical_equals=1 [/variable] [then] {REMOVE_IMAGE 8 24} {PLACE_IMAGE items/crystal-glyph.png 8 24} [set_variable] name=glyph_counter value=2 [/set_variable] [/then] [else] [set_variable] name=glyph_counter value=0 [/set_variable] {REMOVE_IMAGE 8 24} {REMOVE_IMAGE 3 21} {REMOVE_IMAGE 3 23} {REMOVE_IMAGE 13 21} {REMOVE_IMAGE 13 23} {PLACE_IMAGE items/crystal-glyph-message.png 8 24} {PLACE_IMAGE items/crystal-glyph-message.png 3 21} {PLACE_IMAGE items/crystal-glyph-message.png 3 23} {PLACE_IMAGE items/crystal-glyph-message.png 13 21} {PLACE_IMAGE items/crystal-glyph-message.png 13 23} [/else] [/if] [/event] [event] name=moveto first_time_only=no [filter] x,y=13,23 side=1 [/filter] [filter_condition] [variable] name=glyph_counter numerical_not_equals=5 [/variable] [/filter_condition] [message] speaker=narrator message= _ "<i>R - Reality is governed by ten aspects: Life, Water, Thunder, Earth, Fire, Darkness, Light, Air, Ice, and Existence. A Guardian may exist for each of these, governing a world associated with each element. The exception is Norsula, in which Fire and Water are combined into one. The conflict between the Guardians is the greatest here, where unending war ravages the deep oceans to the high mountains. In contrast, Ethea, the world of Life is usually the most peaceful, with Irdya of Earth as a near second. Of the remaining worlds, Yrathid, the world of Darkness, is home to the youngest Guardian, who often defers to the mightier demon lords in her realm. There does not yet exist a Guardian governing the aspect of Existence.</i>" [/message] [if] [variable] name=glyph_counter numerical_equals=2 [/variable] [then] [set_variable] name=glyph_counter value=3 [/set_variable] [/then] [else] [set_variable] name=glyph_counter value=0 [/set_variable] {REMOVE_IMAGE 8 24} {REMOVE_IMAGE 3 21} {REMOVE_IMAGE 3 23} {REMOVE_IMAGE 13 21} {REMOVE_IMAGE 13 23} {PLACE_IMAGE items/crystal-glyph-message.png 8 24} {PLACE_IMAGE items/crystal-glyph-message.png 3 21} {PLACE_IMAGE items/crystal-glyph-message.png 3 23} {PLACE_IMAGE items/crystal-glyph-message.png 13 21} {PLACE_IMAGE items/crystal-glyph-message.png 13 23} [/else] [/if] [/event] [event] name=moveto first_time_only=no [filter] x,y=13,21 side=1 [/filter] [message] speaker=narrator message= _ "<i>T - Terror. Fear is the origin of life and progress, but also the force that limits growth. For most beings, the greatest terror is from the sea of vast and all-consuming war. The fear of insignificance and death, being cast away as trifling lives without meaning, this is what plagues the lesser creatures. We Guardians are different. For us, it is the burden of being the caretakers of the new world, to safeguard the rebirthed universe after the catastrophe that destroyed our predecessors, the First Gods. As calamities continue to ravage our worlds, there may come a time when our worlds turn in on themselves and disintegrate into the void. In each Guardian's interest to achieve the greatest power for their own element, they often neglect the others, perpetuating unnecessary conflict.</i>" [/message] [if] [variable] name=glyph_counter numerical_equals=3 [/variable] [then] {REMOVE_IMAGE 13 21} {PLACE_IMAGE items/crystal-glyph.png 13 21} [set_variable] name=glyph_counter value=4 [/set_variable] [/then] [else] [set_variable] name=glyph_counter value=0 [/set_variable] {REMOVE_IMAGE 8 24} {REMOVE_IMAGE 3 21} {REMOVE_IMAGE 3 23} {REMOVE_IMAGE 13 21} {REMOVE_IMAGE 13 23} {PLACE_IMAGE items/crystal-glyph-message.png 8 24} {PLACE_IMAGE items/crystal-glyph-message.png 3 21} {PLACE_IMAGE items/crystal-glyph-message.png 3 23} {PLACE_IMAGE items/crystal-glyph-message.png 13 21} {PLACE_IMAGE items/crystal-glyph-message.png 13 23} [/else] [/if] [/event] [event] name=moveto first_time_only=no [filter] x,y=3,23 side=1 [/filter] [filter_condition] [variable] name=glyph_counter numerical_not_equals=5 [/variable] [/filter_condition] [message] speaker=narrator message= _ "<i>H - Hopelessness is the deciding factor. To us, it is the knowledge that we might be doomed, like the First Gods. If, in the end, fate deems that we will all be destroyed, why try to stop it at all? Must we suffer through staring into the jaws of impending annihilation? No. We can avoid it. Not through peace and stability, but by gaining power through progress - finding a way to obtain strength surpassing that of the Yarae and the First Gods. The question is, how does one achieve this?</i>" [/message] [if] [variable] name=glyph_counter numerical_equals=4 [/variable] [then] {REMOVE_IMAGE 3 23} {PLACE_IMAGE items/crystal-glyph.png 3 23} [terrain] x=8 y=17-18 terrain=Qxe^Bs| [/terrain] [terrain] x=7,9 y=17-18,17-18 terrain=Qxe [/terrain] [redraw] clear_shroud=yes [/redraw] [message] speaker=Esther message= _ "We did it!" [/message] [message] speaker=Aryel message= _ "Talk about a lot of information. Too bad it was mostly useless, since it was all so vague. Wish these Guardians would learn to be more helpful, but figures they'd never tell us anything." [/message] [message] speaker=Esther message= _ "(<i>whispers</i>) Well, it's all we've got while Xia'el isn't here." [/message] [message] speaker=Aryel message= _ "(<i>whispers</i>) Not like she's going to show up anyway. All these demons are crawling around and she's still doing anything about it. She can jabber on all she wants about being protective and whatnot, but it's useless until she acts on it." [/message] [message] speaker=Esther message= _ "(<i>whispers</i>) Yes, well maybe the time will come when she'll prove us wrong. (<i>looks up</i>) Don't be so quick to judge, there's still a lot more to explore!" [/message] [store_unit] [filter] id=Esther [/filter] variable=esther [/store_unit] [store_unit] [filter] id=Yumi [/filter] variable=yumi [/store_unit] [store_unit] [filter] id=Aryel [/filter] variable=aryel [/store_unit] #ifdef EASY {VARIABLE_OP esther.experience add 250} {VARIABLE_OP yumi.experience add 250} {VARIABLE_OP aryel.experience add 250} [unstore_unit] variable=esther find_vacant=no text= _ "+250 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=yumi find_vacant=no text= _ "+250 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=aryel find_vacant=no text= _ "+250 XP" red,green,blue=255,0,255 [/unstore_unit] #endif #ifdef NORMAL {VARIABLE_OP esther.experience add 175} {VARIABLE_OP yumi.experience add 175} {VARIABLE_OP aryel.experience add 175} [unstore_unit] variable=esther find_vacant=no text= _ "+175 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=yumi find_vacant=no text= _ "+175 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=aryel find_vacant=no text= _ "+175 XP" red,green,blue=255,0,255 [/unstore_unit] #endif #ifdef HARD {VARIABLE_OP esther.experience add 75} {VARIABLE_OP yumi.experience add 75} {VARIABLE_OP aryel.experience add 75} [unstore_unit] variable=esther find_vacant=no text= _ "+75 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=yumi find_vacant=no text= _ "+75 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=aryel find_vacant=no text= _ "+75 XP" red,green,blue=255,0,255 [/unstore_unit] #endif {CLEAR_VARIABLE esther} {CLEAR_VARIABLE yumi} {CLEAR_VARIABLE aryel} [objectives] {OBJECTIVE_VICTORY ( _ "Explore")} {OBJECTIVE_DEFEAT ( _ "Death of Yumi")} {OBJECTIVE_DEFEAT ( _ "Death of Esther")} {OBJECTIVE_DEFEAT ( _ "Death of Aryel")} {OBJECTIVE_FULL_CARRYOVER} [/objectives] [set_variable] name=blue_spawns value=0 [/set_variable] [set_variable] name=glyph_counter value=5 [/set_variable] [set_variable] name=black_spawns value=1 [/set_variable] {SPAWN ("Demon Voidreaver") 3 12 5} [/then] [else] [set_variable] name=glyph_counter value=0 [/set_variable] {REMOVE_IMAGE 8 24} {REMOVE_IMAGE 3 21} {REMOVE_IMAGE 3 23} {REMOVE_IMAGE 13 21} {REMOVE_IMAGE 13 23} {PLACE_IMAGE items/crystal-glyph-message.png 8 24} {PLACE_IMAGE items/crystal-glyph-message.png 3 21} {PLACE_IMAGE items/crystal-glyph-message.png 3 23} {PLACE_IMAGE items/crystal-glyph-message.png 13 21} {PLACE_IMAGE items/crystal-glyph-message.png 13 23} [/else] [/if] [/event] [event] name=sighted first_time_only=yes [filter] side=3 [/filter] [filter_second] side=1 [/filter_second] [message] speaker=Esther message= _ "Oh dear, what are those things?" [/message] [message] speaker=Aryel message= _ "(<i>eyes narrowed</i>) Their appearance is kind of like demons, but their energies are somewhat like the undead. Kind of, but just... emptier." [/message] [message] speaker=Esther message= _ "Whatever they are, they seem to be very powerful, especially around the chasm. We should get away from here as soon as possible." [/message] [/event] [event] name=moveto first_time_only=yes [filter] x,y=35,11 side=1 [/filter] [message] speaker=narrator message= _ "<i>Beyond the flesh, what else is needed for life? The mind and soul? The essence? The bridge between the inanimate and the sentient is brought about by the aspects. Sentience is formed from the combination of the elements, but only special souls are possessed of essence itself.</i>" [/message] {DELAY 750} [terrain] x=34,35,36 y=11,12,11 terrain=Uue [/terrain] [redraw] clear_shroud=yes [/redraw] {DELAY 450} [message] speaker=Esther message= _ "Another puzzle. (<i>whispers</i>) Looks like something related to us. Matching our 'essence', is that what it is?" [/message] [message] speaker=Aryel message= _ "(<i>frowns</i>) Seems like it." [/message] [objectives] {OBJECTIVE_VICTORY ( _ "Solve the puzzle")} {OBJECTIVE_DEFEAT ( _ "Death of Yumi")} {OBJECTIVE_DEFEAT ( _ "Death of Esther")} {OBJECTIVE_DEFEAT ( _ "Death of Aryel")} {OBJECTIVE_FULL_CARRYOVER} {OBJECTIVE_NOTE ( _ "To solve the puzzle, you need to have three units on the correct locations simultaneously.")} [/objectives] [/event] [event] name=moveto first_time_only=no [filter] x,y=28,13 side=1 [and] [not] id=Aryel,Yumi [/not] [not] race=undead [/not] [/and] [/filter] [filter_condition] [variable] name=puzzle_done numerical_equals=0 [/variable] [/filter_condition] [message] speaker=unit message= _ "It's... cold. I feel... numb..." [/message] [/event] [event] name=moveto first_time_only=no [filter] x,y=42,13 side=1 [and] [not] id=Aryel,Yumi [/not] [not] race=undead [/not] [/and] [/filter] [filter_condition] [variable] name=puzzle_done numerical_equals=0 [/variable] [/filter_condition] [message] speaker=unit message= _ "It's thick and sticky, almost like blood." [/message] [/event] [event] name=moveto first_time_only=no [filter] x,y=42,15 side=1 [and] [not] id=Aryel,Yumi [/not] [not] race=undead [/not] [/and] [/filter] [filter_condition] [variable] name=puzzle_done numerical_equals=0 [/variable] [/filter_condition] [message] speaker=unit message= _ "It's... so bright." [/message] [/event] [event] name=moveto first_time_only=no [filter] x,y=28,15 side=1 [and] [not] id=Aryel,Yumi [/not] [not] race=undead [/not] [/and] [/filter] [filter_condition] [variable] name=puzzle_done numerical_equals=0 [/variable] [/filter_condition] [message] speaker=unit message= _ "Something about this tree feels comforting." [/message] [/event] [event] name=moveto first_time_only=no [filter] x,y=42,17 side=1 [and] [not] id=Aryel,Esther [/not] [not] race=undead [/not] [/and] [/filter] [filter_condition] [variable] name=puzzle_done numerical_equals=0 [/variable] [/filter_condition] [message] speaker=unit message= _ "It's... so warm..." [/message] [/event] [event] name=moveto first_time_only=no [filter] x,y=28,17 side=1 [and] [not] id=Yumi [/not] [not] race=undead [/not] [/and] [/filter] [filter_condition] [variable] name=puzzle_done numerical_equals=0 [/variable] [/filter_condition] [message] speaker=unit message= _ "..." [/message] [/event] [event] name=moveto first_time_only=no [filter] x,y=28,13 id=Yumi [/filter] [filter_condition] [variable] name=puzzle_done numerical_equals=0 [/variable] [/filter_condition] [message] speaker=Yumi message= _ "(<i>stares at reflection</i>)" [/message] [/event] [event] name=moveto first_time_only=no [filter] x,y=28,13 id=Aryel [/filter] [filter_condition] [variable] name=puzzle_done numerical_equals=0 [/variable] [/filter_condition] [message] speaker=Aryel message= _ "Cold and frigid, like death. Ah, how wonderful." [/message] [/event] [event] name=moveto first_time_only=no [filter] x,y=42,13 id=Yumi [/filter] [filter_condition] [variable] name=puzzle_done numerical_equals=0 [/variable] [/filter_condition] [message] speaker=Yumi message= _ "(<i>draws circles in water</i>)" [/message] [/event] [event] name=moveto first_time_only=no [filter] x,y=42,13 id=Aryel [/filter] [filter_condition] [variable] name=puzzle_done numerical_equals=0 [/variable] [/filter_condition] [message] speaker=Aryel message= _ "(<i>sips at water</i>) Strange. This water tastes like blood." [/message] [/event] [event] name=moveto first_time_only=no [filter] x,y=42,15 id=Yumi,Aryel [/filter] [filter_condition] [variable] name=puzzle_done numerical_equals=0 [/variable] [/filter_condition] [message] speaker=unit message= _ "(<i>squints</i>)" [/message] [/event] [event] name=moveto first_time_only=no [filter] x,y=28,15 id=Yumi [/filter] [filter_condition] [variable] name=puzzle_done numerical_equals=0 [/variable] [/filter_condition] [message] speaker=Yumi message= _ "(<i>looks at Aryel</i>)" [/message] [/event] [event] name=moveto first_time_only=no [filter] x,y=42,17 id=Yumi [/filter] [filter_condition] [variable] name=puzzle_done numerical_equals=0 [/variable] [/filter_condition] [message] speaker=Yumi message= _ "(<i>steps back</i>)" [/message] [/event] [event] name=moveto first_time_only=no [filter] x,y=28,15 id=Aryel [/filter] [filter_condition] [variable] name=puzzle_done numerical_equals=0 [/variable] [/filter_condition] [message] speaker=Aryel message= _ "There's something weird about this tree. The sensation from it is really intense... something about it resonates with my body." [/message] [if] [have_unit] x,y=42,17 id=Esther [/have_unit] [and] [have_unit] x,y=28,17 id=Yumi [/have_unit] [/and] [then] [fire_event] name=puzzle_complete [/fire_event] [/then] [/if] [/event] [event] name=moveto first_time_only=no [filter] x,y=42,17 id=Esther [/filter] [filter_condition] [variable] name=puzzle_done numerical_equals=0 [/variable] [/filter_condition] [message] speaker=Esther message= _ "This fire is unlike anything I've ever felt before. It's warm and comforting, not hot, and it pulsates, almost like a heartbeat." [/message] [if] [have_unit] x,y=28,15 id=Aryel [/have_unit] [and] [have_unit] x,y=28,17 id=Yumi [/have_unit] [/and] [then] [fire_event] name=puzzle_complete [/fire_event] [/then] [/if] [/event] [event] name=moveto first_time_only=no [filter] x,y=28,17 id=Yumi [/filter] [filter_condition] [variable] name=puzzle_done numerical_equals=0 [/variable] [/filter_condition] [message] speaker=Yumi message= _ "(<i>stares</i>)" [/message] [if] [have_unit] x,y=28,15 id=Aryel [/have_unit] [and] [have_unit] x,y=42,17 id=Esther [/have_unit] [/and] [then] [fire_event] name=puzzle_complete [/fire_event] [/then] [/if] [/event] [event] name=puzzle_complete [terrain] x=35 y=20-21 terrain=Qxe^Bs| [/terrain] [terrain] x=34,36 y=20-21,20-21 terrain=Qxe [/terrain] [redraw] clear_shroud=yes [/redraw] {DELAY 500} [message] speaker=Esther message= _ "Hmm, there's a bridge there now. That was... interesting." [/message] [message] speaker=Aryel message= _ "(<i>whispers</i>) The puzzle only activated for us. You know what this means, right? (<i>looks at Yumi</i>)" [/message] [message] speaker=Yumi message= _ "(<i>shivers</i>)" [/message] [message] speaker=Aryel message= _ "(<i>whispers</i>) They have their eyes on us." [/message] [message] speaker=Esther message= _ "(<i>whispers</i>) That's if they know." [/message] [message] speaker=Aryel message= _ "(<i>whispers</i>) There's no way they don't." [/message] [message] speaker=Esther message= _ "(<i>whispers</i>) There's no way Xia'el doesn't, I agree. But I can't imagine how the others might have found out. Though, even if they have, I wonder if that'll end up being a problem?" [/message] [message] speaker=Aryel message= _ "(<i>whispers</i>) Of course it is! They'll use us like pigs! Given the chance, every single one of them would eat up our power for their own purposes." [/message] [message] speaker=Esther message= _ "(<i>whispers</i>) Even Xia'el? You don't think she's trustworthy?" [/message] [message] speaker=Aryel message= _ "(<i>whispers</i>) Are any of them?" [/message] [message] speaker=Yumi message= _ "(<i>frowns</i>)" [/message] [message] speaker=Esther message= _ "(<i>whispers</i>) Well, I think that at least she'd try to make an effort to protect us. Besides, we've managed fine so far on our own." [/message] [message] speaker=Aryel message= _ "(<i>whispers</i>) We won't be fine if more of them come!" [/message] [message] speaker=Esther message= _ "(<i>whispers</i>) Relax. Don't be so nervous. Sheesh, I think Yumi's rubbing off on you." [/message] [message] speaker=Aryel message= _ "(<i>whispers</i>) Well... I don't know. That actually might be true. <i>I can't help but feel nervous, the way she's acting...</i>" [/message] [message] speaker=Yumi message= _ "(<i>sulks</i>)" [/message] [message] speaker=Esther message= _ "(<i>whispers</i>) We'll have to talk about this later. When less people are around." [/message] [message] speaker=Aryel message= _ "(<i>glances at Yumi</i>) Right." [/message] [store_unit] [filter] id=Esther [/filter] variable=esther [/store_unit] [store_unit] [filter] id=Yumi [/filter] variable=yumi [/store_unit] [store_unit] [filter] id=Aryel [/filter] variable=aryel [/store_unit] #ifdef EASY {VARIABLE_OP esther.experience add 250} {VARIABLE_OP yumi.experience add 250} {VARIABLE_OP aryel.experience add 250} [unstore_unit] variable=esther find_vacant=no text= _ "+250 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=yumi find_vacant=no text= _ "+250 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=aryel find_vacant=no text= _ "+250 XP" red,green,blue=255,0,255 [/unstore_unit] #endif #ifdef NORMAL {VARIABLE_OP esther.experience add 175} {VARIABLE_OP yumi.experience add 175} {VARIABLE_OP aryel.experience add 175} [unstore_unit] variable=esther find_vacant=no text= _ "+175 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=yumi find_vacant=no text= _ "+175 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=aryel find_vacant=no text= _ "+175 XP" red,green,blue=255,0,255 [/unstore_unit] #endif #ifdef HARD {VARIABLE_OP esther.experience add 75} {VARIABLE_OP yumi.experience add 75} {VARIABLE_OP aryel.experience add 75} [unstore_unit] variable=esther find_vacant=no text= _ "+75 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=yumi find_vacant=no text= _ "+75 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=aryel find_vacant=no text= _ "+75 XP" red,green,blue=255,0,255 [/unstore_unit] #endif {CLEAR_VARIABLE esther} {CLEAR_VARIABLE yumi} {CLEAR_VARIABLE aryel} [set_variable] name=black_spawns value=0 [/set_variable] [set_variable] name=puzzle_done value=1 [/set_variable] [/event] [event] name=moveto first_time_only=yes [filter] x=34-38 y=24-26 side=1 [/filter] [message] speaker=Esther message= _ "Here's a keep. And the air is getting warmer." [/message] [message] speaker=Aryel message= _ "(<i>eyes narrowed</i>) That means demons." [/message] [message] speaker=Esther message= _ "We should be on guard. Everyone, stick together and don't get separated!" [/message] [message] speaker=Aryel message= _ "(<i>whispers</i>) They're totally after us. The demons. That's the only reason they would've shown up here so quickly." [/message] [message] speaker=Esther message= _ "(<i>whispers</i>) Even if they are, so what? It's not like we're going to run away now. You of all people wouldn't shy away from a fight, right?" [/message] [message] speaker=Aryel message= _ "(<i>whispers</i>) Hah. I guess not." [/message] [/event] [event] name=moveto first_time_only=no [filter] x=32-33 y=28 [and] [not] id=Esther,Aryel,Yumi [/not] [not] race=undead [/not] [/and] [/filter] [filter_condition] [variable] name=wall_open numerical_equals=0 [/variable] [/filter_condition] [message] speaker=unit message= _ "I can't get past this." [/message] [/event] [event] name=moveto first_time_only=yes [filter] x=32-33 y=28 id=Esther,Aryel,Yumi [/filter] [terrain] x=31-33,34 y=29,28 terrain=Uue [/terrain] [redraw] clear_shroud=yes [/redraw] {DELAY 500} [message] speaker=Esther message= _ "Hmm. Do you gals hear something?" [/message] {REPEAT 2 ({QUAKE_FIXED "rumble.ogg"})} [message] speaker=Aryel message= _ "Uh." [/message] {REPEAT 2 ({QUAKE_FIXED "rumble.ogg"})} [message] speaker=Esther message= _ "Not good." [/message] {REPEAT 3 ({QUAKE_FIXED "rumble.ogg"})} [remove_shroud] side=1 x=19-44 y=30-41 [/remove_shroud] [lift_fog] [filter_side] side=1 [/filter_side] x=19-44 y=30-41 multiturn=yes [/lift_fog] [scroll_to] x,y=21,33 [/scroll_to] [unit] side=4 type=Demon Zephyr animate=yes canrecruit=yes id=s5l4 random_gender=yes x,y=21,33 [/unit] {DELAY 500} [scroll_to] x,y=20,38 [/scroll_to] [unit] side=5 type=Demon Stormbringer animate=yes canrecruit=yes id=s5l5 random_gender=yes x,y=20,38 [/unit] {DELAY 500} [scroll_to] x,y=43,40 [/scroll_to] [unit] side=6 type=Demon Zephyr animate=yes canrecruit=yes id=s5l6 random_gender=yes x,y=43,40 [/unit] {DELAY 500} [scroll_to] x,y=43,34 [/scroll_to] [unit] side=7 type=Demon Stormbringer animate=yes canrecruit=yes id=s5l7 random_gender=yes x,y=43,34 [/unit] {DELAY 500} [scroll_to] x,y=36,25 [/scroll_to] [unit] side=8 type=Demon Grunt animate=yes canrecruit=yes id=s5l8 random_gender=yes x,y=36,25 [/unit] {DELAY 500} [message] speaker=Aryel message= _ "So, Esther, not an invasion, huh." [/message] [message] speaker=Esther message= _ "So scared of these little small fry, Aryel?" [/message] [message] speaker=Aryel message= _ "Pff. I'm not scared for me." [/message] [message] speaker=Esther message= _ "<i>For Yumi, huh.</i> Alright, well let's take them down quickly before they make any trouble." [/message] [modify_side] [filter_side] side=4-8 [/filter_side] #ifdef HARD gold=200 #endif #ifdef NORMAL gold=140 #endif #ifdef EASY gold=110 #endif [/modify_side] [objectives] {OBJECTIVE_VICTORY ( _ "Fend off the demons")} {OBJECTIVE_DEFEAT ( _ "Death of Yumi")} {OBJECTIVE_DEFEAT ( _ "Death of Esther")} {OBJECTIVE_DEFEAT ( _ "Death of Aryel")} {OBJECTIVE_FULL_CARRYOVER} [/objectives] [set_variable] name=wall_open value=1 [/set_variable] [set_variable] name=turn_counter value=1 [/set_variable] [modify_turns] value=-1 [/modify_turns] [/event] [event] name=new turn first_time_only=no [filter_condition] [variable] name=turn_counter numerical_not_equals=0 [/variable] [/filter_condition] {VARIABLE_OP turn_counter add 1} [/event] [event] name=side 1 turn [filter_condition] [variable] name=turn_counter numerical_equals=7 [/variable] [/filter_condition] [unit] side=4 type=Demon Stormbringer animate=yes canrecruit=yes id=s5l4_2 random_gender=yes x,y=21,33 [/unit] [unit] side=5 type=Demon Stormbringer animate=yes canrecruit=yes id=s5l5_2 random_gender=yes x,y=20,38 [/unit] [unit] side=6 type=Demon Stormbringer animate=yes canrecruit=yes id=s5l6_2 random_gender=yes x,y=43,40 [/unit] [unit] side=7 type=Demon Stormbringer animate=yes canrecruit=yes id=s5l7_2 random_gender=yes x,y=43,34 [/unit] [unit] side=8 type=Demon Grunt animate=yes canrecruit=yes id=s5l8_2 random_gender=yes x,y=36,25 [/unit] [message] speaker=Aryel message= _ "(<i>pant</i>) They keep coming... (<i>pant</i>)" [/message] [message] speaker=Esther message= _ "Just... keep fighting." [/message] [message] speaker=Aryel message= _ "(<i>takes a deep breath</i>) Esther, I don't think-" [/message] [message] speaker=Esther message= _ "What else can we do? If we don't hold them here, they'll follow us out into the city and all of the humans will be in trouble. And before you say anything, that's a terrible thing to let happen." [/message] [message] speaker=Aryel message= _ "I wasn't about to suggest that! Even I'm not that mean. Don't you worry, I still have plenty of fight left in me." [/message] [objectives] {OBJECTIVE_VICTORY ( _ "Fend off the demons")} {OBJECTIVE_DEFEAT ( _ "Death of Yumi")} {OBJECTIVE_DEFEAT ( _ "Death of Esther")} {OBJECTIVE_DEFEAT ( _ "Death of Aryel")} {OBJECTIVE_FULL_CARRYOVER} [/objectives] [modify_side] [filter_side] side=4-8 [/filter_side] #ifdef HARD gold=250 #endif #ifdef NORMAL gold=175 #endif #ifdef EASY gold=150 #endif [/modify_side] [/event] [event] name=side 1 turn [filter_condition] [variable] name=turn_counter numerical_equals=11 [/variable] [/filter_condition] {SPAWN_ID ("Demon Stromguarde") 7 33 32 ("demonboss") ("male")} {SPAWN ("Demon Stromguarde") 7 31 32} {SPAWN ("Demon Stromguarde") 7 35 32} {SPAWN ("Demon Stromguarde") 5 31 38} {SPAWN ("Demon Stromguarde") 5 33 38} {SPAWN ("Demon Stromguarde") 5 35 38} [message] speaker=Esther message= _ "Oh dear..." [/message] [message] speaker=Yumi message= _ "(<i>steps back</i>)" [/message] [message] speaker=Aryel message= _ "Well... they brought some pretty tough guys, huh. Not sure how we're gonna make it out of this one, ladies." [/message] [message] speaker=Esther message= _ "Ugh... here, listen. Aryel, maybe you can take Yumi and get out of here. I can probably hold them-" [/message] [message] speaker=narrator message= _ "<i>That won't be necessary.</i>" [/message] {DELAY 750} [unit] type=Guardian of Earth id=Xia'el name=_"Xia'el" x,y=33,35 animate=yes side=9 random_traits=no [/unit] [message] speaker=Xia'el message= _ "I really have to say, I'm surprised. Uria usually controls her subjects much better than this. What has gotten into you all?" [/message] [message] speaker=demonboss message= _ "(<i>remains silent</i>)" [/message] [message] speaker=Xia'el message= _ "Nothing to say? As much as I hate to do it, there has to be some punishment for invading my world like this. I'm not going to just tell you to get out and leave it at that." [/message] [message] speaker=demonboss message= _ "... tell her... nothing!" [/message] [kill] type=Demon Stromguarde animate=yes [/kill] [message] speaker=Xia'el message= _ "Wait- hmm. That was unexpected. Now why would they do such a thing?" [/message] [message] speaker=Esther message= _ "Lady Guardian, we, erm-" [/message] [message] speaker=Xia'el message= _ "Just call me Xia'el, dear." [/message] [message] speaker=Esther message= _ "Right. We've been seeing more of them recently. It seems like they might not be under Uria's command." [/message] [message] speaker=Xia'el message= _ "I'm well aware. Hold that thought for a moment." [/message] {WHITE_SCREEN} {DELAY 250} {PLAY_SOUND "magic-faeriefire.ogg"} [kill] side=2,3,4,5,6,7,8 animate=yes [/kill] {DELAY 250} {UNWHITE_SCREEN} {DELAY 750} [message] speaker=Xia'el message= _ "It pains me to do such a thing, but their minds have already been warped beyond repair. It is better to put them out of their misery." [/message] [message] speaker=Esther message= _ "(<i>looks at Aryel</i>) <i>See, she did show up after all.</i>" [/message] [message] speaker=Aryel message= _ "<i>For like five minutes. I still don't trust her.</i>" [/message] [message] speaker=Xia'el message= _ "Right, now that that's taken care of, I need to have a word with you three. Away from everyone else. Is that okay?" [/message] [message] speaker=Esther message= _ "Of course." [/message] [message] speaker=Xia'el message= _ "Good." [/message] [store_unit] [filter] id=Esther [/filter] variable=esther [/store_unit] {PLAY_SOUND "lightning.ogg"} [kill] id=Esther [/kill] [unstore_unit] variable=esther x,y=32,45 [/unstore_unit] {CLEAR_VARIABLE esther} {DELAY 500} [store_unit] [filter] id=Aryel [/filter] variable=aryel [/store_unit] {PLAY_SOUND "lightning.ogg"} [kill] id=Aryel [/kill] [unstore_unit] variable=aryel x,y=33,46 [/unstore_unit] {CLEAR_VARIABLE aryel} {DELAY 500} [store_unit] [filter] id=Yumi [/filter] variable=yumi [/store_unit] {PLAY_SOUND "lightning.ogg"} [kill] id=Yumi [/kill] [unstore_unit] variable=yumi x,y=31,46 [/unstore_unit] {CLEAR_VARIABLE yumi} {DELAY 500} [store_unit] [filter] id=Xia'el [/filter] variable=xiael [/store_unit] {PLAY_SOUND "lightning.ogg"} [kill] id=Xia'el [/kill] [unstore_unit] variable=xiael x,y=32,47 [/unstore_unit] {CLEAR_VARIABLE xiael} [redraw] clear_shroud=yes [/redraw] [scroll_to] x,y=32,47 [/scroll_to] {DELAY 500} [message] speaker=Esther message= _ "Wow, the energy in here is amazing. So this is what we were feeling out there. Where are we?" [/message] [message] speaker=Xia'el message= _ "A very secret place that is not meant for humans or even faerie to know about. This is why I had your friend here help me seal it off all those years ago." [/message] [message] speaker=Aryel message= _ "Oh, so I probably should have left it closed? Whoops, haha." [/message] [message] speaker=Esther message= _ "So you do know what we are." [/message] [message] speaker=Xia'el message= _ "Of course. I've been watching you three for a very long time. Realize that the other Guardians have been as well. Some of them view the rarity of your kind as a sort of prize." [/message] [message] speaker=Yumi message= _ "(<i>tilts head</i>)" [/message] [message] speaker=Xia'el message= _ "Confused?" [/message] [message] speaker=Esther message= _ "She's a lot younger than us. We might need to explain things in a little more detail so she knows what's going on." [/message] [message] speaker=Xia'el message= _ "Of course. I assume you are aware of the Guardians and their function in our universe?" [/message] [message] speaker=Yumi message= _ "(<i>nods slowly</i>)" [/message] [message] speaker=Xia'el message= _ "Rather shy, aren't you? There's no need to be afraid. (<i>smiles encouragingly</i>)" [/message] [message] speaker=Yumi message= _ "(<i>bites lip</i>)" [/message] [message] speaker=Xia'el message= _ "<i>Hmm, she's weird. I thought she was like the other two but there's something different about her.</i>" [/message] [message] speaker=Xia'el message= _ "(<i>clears throat</i>) This is something all three of you need to hear. Fae like yourselves possess powers that are similar to our own. I am not referring to the scale or magnitude of what you can accomplish, but the nature of what you are. I can imagine that some of the other Guardians might be interested in such a thing, but I'm not sure exactly what they want to do with your power, nor how they would try to harness it." [/message] [message] speaker=Esther message= _ "The other Guardians? This time, we've only been attacked by demons from Ethea so far. But Uria wouldn't be after us, right?" [/message] [message] speaker=Xia'el message= _ "Correct, she is not. There are circumstances on Ethea that are troubling her right now, enough so that she could not come to restrain these renegades." [/message] [message] speaker=Aryel message= _ "These obviously aren't just your ordinary rebellious demons, though. They're clearly being controlled, like... by their brains! (<i>waves hands around</i>)" [/message] [message] speaker=Esther message= _ "<i>Aryel is so weird sometimes too...</i>" [/message] [message] speaker=Xia'el message= _ "That is correct as well. Perhaps this is the work of a powerful demon lord, or perhaps another Guardian... Valdir, Yukiria, maybe Merthiaal." [/message] [message] speaker=Esther message= _ "The Guardians of Water, Ice, and Darkness, Yumi. A bunch of creepers, basically." [/message] [message] speaker=Xia'el message= _ "They all have their own reasons. Valdir relishes battle and Yukiria is an expert at manipulation. I suppose that Valdir is always looking for advantages in his battle with Shardia, the Guardian of Fire. Those two are always at each others' throats. Merthiaal, she's hard to read, but controlling other demons is in her realm of prowess. Though, I can't imagnie why she would want to do that. She's very shy and passive most of the time." [/message] [message] speaker=Esther message= _ "So, then Yukiria or Valdir?" [/message] [message] speaker=Xia'el message= _ "They both have distinct powers and neither would be likely to have a direct hand in this affair. It must be done through a lackey." [/message] [message] speaker=Aryel message= _ "(<i>looks at Yumi</i>) But that still begs the question of why they're coming after us. Like, how they want to use our powers. It's not like we're just going to fight for them willingly." [/message] [message] speaker=Xia'el message= _ "You three, as fae, are not physical creatures. You are inherently composed of magic. I suspect there may be a way to indirectly utilize that power. And before you ask, while that sounds similar to you being elementals, you clearly are not." [/message] [message] speaker=Aryel message= _ "Yeah, we know that much. It's whatever that difference is that's bugging me. Like..." [/message] [message] speaker=Esther message= _ "<i>We don't exactly understand what we are. We just know that we're not normal creatures.</i>" [/message] [message] speaker=Aryel message= _ "<i>Would it be a good idea to tell her that?</i>" [/message] [message] speaker=Xia'el message= _ "Unfortunately, I am not really able to answer that. I do not know the answer, but it is not out of the question that another Guardian might." [/message] [message] speaker=Yumi message= _ "(<i>frowns</i>)" [/message] [message] speaker=Xia'el message= _ "(<i>glances at Yumi</i>) <i>She knows much more than she lets on. Something's not quite right about her.</i>" [/message] [message] speaker=Aryel message= _ "So that's it then? That's all you wanted to tell us? (<i>huffs</i>)" [/message] [message] speaker=Xia'el message= _ "(<i>laughs</i>) In time, I will let you know more. Knowledge is a burden. We Guardians are troubled with more than you know." [/message] [message] speaker=Aryel message= _ "Right, is that why you were gone for so long? Where did you go? Why weren't you here to-" [/message] [message] speaker=Esther message= _ "(<i>puts a hand over Aryel's mouth</i>) Don't be rude! She's a-" [/message] [message] speaker=Aryel message= _ "(<i>blushes</i>) I didn't mean to sound like that. It's just-" [/message] [message] speaker=Xia'el message= _ "No, it's quite alright. I know that it is hard for you to fend for yourselves. I must apologize. But it is a necessity for me to continue to maintain reasonable relations with the other Guardians, and our personal intervention is usually seen as unnecessary meddling. I will try to protect you when I can, but please, don't do anything reckless. I have all of Irdya to consider as well." [/message] [message] speaker=Esther message= _ "(<i>looks at Aryel</i>) Of course. We'll just hang out here. Explore Caerleon a bit or something. Right, girls?" [/message] [message] speaker=Yumi message= _ "(<i>nods</i>)" [/message] [message] speaker=Aryel message= _ "(<i>sighs</i>) Right. <i>See? She's so reluctant to lift a finger and help us when she totally could.</i>" [/message] [message] speaker=Xia'el message= _ "Glad to hear it. <i>I will have to keep an eye on those two. One seems reckless, and the other... I can't read her at all. Maybe she's not exactly what I originally thought she was.</i>" [/message] [kill] id=Xia'el [/kill] [endlevel] result=victory {NEW_GOLD_CARRYOVER 100} next_scenario=06_Caerleon [/endlevel] [/event] [event] name=victory {CLEAR_VARIABLE turn_counter} {CLEAR_VARIABLE wall_open} {CLEAR_VARIABLE puzzle_done} {CLEAR_VARIABLE door_open} {CLEAR_VARIABLE glyph_counter} {CLEAR_VARIABLE blue_spawns} {CLEAR_VARIABLE black_spawns} [/event] [event] name=last breath [filter] id=guardsman [/filter] [message] speaker=guardsman message= _ "I knew... opening this place... was a bad idea-" [/message] [message] speaker=Aryel message= _ "Fool. He should've stayed back and let me do the fighting for him. Now the idiot's dead. But, maybe I can still make use of him..." [/message] [message] speaker=Esther message= _ "Aryel, I don't think the humans would appreciate that..." [/message] [message] speaker=Aryel message= _ "(<i>shrugs</i>) Oh, fine, have it your way." [/message] [/event] [event] name=time over [store_unit] [filter] id=Yumi [/filter] variable=yumi [/store_unit] [store_unit] [filter] id=Esther [/filter] variable=esther [/store_unit] [store_unit] [filter] id=Aryel [/filter] variable=aryel [/store_unit] {FLASH_RED_EXTREME ({DELAY 500})} {SPAWN_ID ("Demon Stromguarde") 2 $yumi.x $yumi.y ("boss1") ("male")} {SPAWN_ID ("Demon Stromguarde") 2 $yumi.x $yumi.y ("boss2") ("male")} {SPAWN_ID ("Demon Stromguarde") 2 $yumi.x $yumi.y ("boss3") ("male")} {SPAWN_ID ("Demon Stromguarde") 2 $esther.x $esther.y ("boss4") ("male")} {SPAWN_ID ("Demon Stromguarde") 2 $esther.x $esther.y ("boss5") ("male")} {SPAWN_ID ("Demon Stromguarde") 2 $esther.x $esther.y ("boss6") ("male")} {SPAWN_ID ("Demon Stromguarde") 2 $aryel.x $aryel.y ("boss7") ("male")} {SPAWN_ID ("Demon Stromguarde") 2 $aryel.x $aryel.y ("boss8") ("male")} {SPAWN_ID ("Demon Stromguarde") 2 $aryel.x $aryel.y ("boss9") ("male")} {CLEAR_VARIABLE yumi} {CLEAR_VARIABLE esther} {CLEAR_VARIABLE aryel} [message] speaker=boss1 message= _ "... slay them all..." [/message] [endlevel] result=defeat [/endlevel] [/event] [/scenario] #undef GENERATE_CAVE_HILL #undef GENERATE_CAVE_HILL #undef GENERATE_FUNGUS #undef GENERATE_CAVE_PATH #undef GENERATE_CAVE #undef GENERATE_FUNGUS
#textdomain wesnoth-Genesis [scenario] id=06_Caerleon name= _ "Caerleon" map_data="{~add-ons/Genesis/episode1/maps/04e_The_White_City.map}" next_scenario=08_Impetus disallow_recall=yes theme=Cutscene victory_when_enemies_defeated=no turns=-1 {DEFAULT_SCHEDULE_24H} {SCENARIO_MUSIC wanderer.ogg} {EXTRA_SCENARIO_MUSIC silvan_sanctuary.ogg} {STORYTXT_CAERLEON} [side] {PLAYER_FAE} {NO_GOLD_SIDE} side=1 recruit= [/side] [side] side=2 no_leader=yes {HUMAN_ALLY} [/side] [side] side=3 no_leader=yes hidden=yes team_name=gladiators1 defeat_condition=never color=white [/side] [side] side=4 no_leader=yes hidden=yes team_name=gladiators2 defeat_condition=never color=white [/side] [event] name=prestart [label] x,y=7,19 text = _ "Colosseum" [/label] [label] x,y=36,20 text = _ "Marketplace" [/label] [label] x,y=2,1 text = _ "Upper District" [/label] [label] x,y=3,9 text = _ "Temple" [/label] [label] x,y=38,2 text = _ "Crypt" [/label] [label] x,y=18,2 text = _ "To the Pantheon" [/label] [set_recruit] side=1 recruit= [/set_recruit] [switch] variable=prev_scenario [case] value="Upper District" [move_unit] id=Esther to_x,to_y=3,3 [/move_unit] {RECALL_YUMI_NOLOC} {RECALL_ARYEL_NOLOC} [/case] [case] value="Temple" [move_unit] id=Esther to_x,to_y=3,9 [/move_unit] {RECALL_YUMI_NOLOC} {RECALL_ARYEL_NOLOC} [/case] [case] value="Colosseum" [move_unit] id=Esther to_x,to_y=9,24 [/move_unit] {RECALL_YUMI 9 25} [/case] [case] value="Pantheon" [move_unit] id=Esther to_x,to_y=18,9 [/move_unit] {RECALL_YUMI_NOLOC} {RECALL_ARYEL_NOLOC} [/case] [else] [move_unit] id=Esther to_x,to_y=38,3 [/move_unit] {RECALL_YUMI 38 4} {RECALL_ARYEL 37 4} [/else] [/switch] [/event] {SPAWN_POINT ("Royal Guard") 2 20 35} {SPAWN_POINT ("Royal Guard") 2 22 35} {SPAWN_POINT ("Master Bowman") 2 31 29} {SPAWN_POINT ("Master Bowman") 2 37 29} {SPAWN_POINT ("Master Bowman") 2 8 29} {SPAWN_POINT ("Master Bowman") 2 12 29} {SPAWN_POINT ("Master Bowman") 2 17 31} {SPAWN_POINT ("Master Bowman") 2 19 31} {SPAWN_POINT ("Master Bowman") 2 23 31} {SPAWN_POINT ("Master Bowman") 2 25 31} {SPAWN_POINT ("Master at Arms") 2 10 22} {SPAWN_POINT ("Peasant") 2 34 21} {SPAWN_POINT ("Peasant") 2 38 21} {SPAWN_POINT ("Peasant") 2 33 19} {SPAWN_POINT ("Peasant") 2 37 19} {SPAWN_POINT ("White Mage") 2 1 10} {SPAWN_POINT ("Royal Guard") 2 17 8} {SPAWN_POINT ("Royal Guard") 2 18 8} {SPAWN_POINT ("Royal Guard") 2 19 8} {SPAWN_POINT ("Royal Guard") 2 37 2} {SPAWN_POINT ("Royal Guard") 2 38 2} {SPAWN_POINT ("Royal Guard") 2 39 2} [event] name=start [switch] variable=prev_scenario [case] value="Upper District" [move_unit] id=Esther to_x,to_y=3,3 [/move_unit] {RECALL_YUMI_NOLOC} {RECALL_ARYEL_NOLOC} [/case] [case] value="Temple" [move_unit] id=Esther to_x,to_y=3,9 [/move_unit] {RECALL_YUMI_NOLOC} {RECALL_ARYEL_NOLOC} [/case] [case] value="Colosseum" {DELAY 500} {RECALL_ARYEL 8 24} [message] speaker=Aryel message= _ "I'm back!" [/message] [message] speaker=Esther message= _ "Have fun with the fans?" [/message] [message] speaker=Aryel message= _ "It was alright. (<i>lowers voice</i>) As much fun as one can have with humans, anyway." [/message] [message] speaker=Esther message= _ "Haha, told ya. Knew they'd get to you eventually." [/message] [/case] [case] value="Pantheon" [move_unit] id=Esther to_x,to_y=18,9 [/move_unit] {RECALL_YUMI_NOLOC} {RECALL_ARYEL_NOLOC} [/case] [else] [move_unit] id=Esther to_x,to_y=38,3 [/move_unit] {RECALL_YUMI 38 4} {RECALL_ARYEL 37 4} [/else] [/switch] [objectives] {OBJECTIVE_VICTORY ( _ "Explore")} {OBJECTIVE_NOTE ( _ "There are a total of three possible scenarios that may be played on this map.")} {OBJECTIVE_NOTE ( _ "Moving to the Upper District will take you to another map.")} {OBJECTIVE_NOTE ( _ "Moving next to other units will trigger events.")} {OBJECTIVE_NOTE ( _ "Leave the city if you are done exploring.")} [/objectives] [/event] [event] name=moveto first_time_only=no [filter] id=Esther [/filter] {MODIFY_UNIT (id=Esther) moves 10} [/event] [event] name=moveto first_time_only=no [filter] id=Yumi [/filter] {MODIFY_UNIT (id=Yumi) moves 10} [/event] [event] name=moveto first_time_only=no [filter] id=Aryel [/filter] {MODIFY_UNIT (id=Aryel) moves 10} [/event] [event] name=colosseum battle first_time_only=no [message] speaker=spawn_10_22 message= _ "Excellent. Contestants!" [/message] {SPAWN_ID ("Swordsman","Javelineer","Longbowman","Duelist","Pikeman","Shock Trooper","Bandit","Rogue","Outlaw","Trapper") 3 4 19 ("gladiator1") ("male")} {SPAWN_ID ("Swordsman","Javelineer","Longbowman","Duelist","Pikeman","Shock Trooper","Bandit","Rogue","Outlaw","Trapper") 4 10 19 ("gladiator2") ("male")} [store_unit] [filter] id=gladiator1 [/filter] variable=glad1 [/store_unit] [store_unit] [filter] id=gladiator2 [/filter] variable=glad2 [/store_unit] [while] [variable] name=glad2.type equals=$glad1.type [/variable] [do] [kill] id=gladiator2 [/kill] {SPAWN_ID ("Swordsman","Javelineer","Longbowman","Duelist","Pikeman","Shock Trooper","Bandit","Rogue","Outlaw","Trapper") 4 10 19 ("gladiator2") ("male")} {CLEAR_VARIABLE glad2} [store_unit] [filter] id=gladiator2 [/filter] variable=glad2 [/store_unit] [/do] [/while] [redraw][/redraw] [scroll_to] x,y=7,19 [/scroll_to] {DELAY 750} [message] speaker=spawn_10_22 message= _ "So, who will you bet on?" [/message] [store_gold] [filter_side] side=1 [/filter_side] variable=side1gold [/store_gold] [message] speaker=Aryel [option] message= _ "Let's bet on the " + $glad1.type + "." [command] [message] speaker=spawn_10_22 message= _ "And the amount to bet?" [/message] {VARIABLE chosen_fighter 1} [message] speaker=Aryel [option] message= _ "5 gold." [command] [set_variable] name=bet_gold value=5 [/set_variable] [/command] [/option] [option] message= _ "10 gold." [command] [set_variable] name=bet_gold value=10 [/set_variable] [/command] [/option] [option] message= _ "15 gold." [command] [set_variable] name=bet_gold value=15 [/set_variable] [/command] [/option] [/message] [/command] [/option] [option] message= _ "Let's bet on the " + $glad2.type + "." [command] [message] speaker=spawn_10_22 message= _ "And the amount to bet?" [/message] {VARIABLE chosen_fighter 2} [message] speaker=Aryel [option] message= _ "5 gold." [command] [set_variable] name=bet_gold value=5 [/set_variable] [/command] [/option] [option] message= _ "10 gold." [command] [set_variable] name=bet_gold value=10 [/set_variable] [/command] [/option] [option] message= _ "15 gold." [command] [set_variable] name=bet_gold value=15 [/set_variable] [/command] [/option] [/message] [/command] [/option] [/message] [message] speaker=spawn_10_22 message= _ "It looks like we are set to go. Contestants, steel yourselves! Let the battle begin!" [/message] {VARIABLE_OP side1gold sub $bet_gold} [modify_side] side=1 gold=$side1gold [/modify_side] [set_variable] name=win_bet rand=1..100 [/set_variable] [move_unit] id=gladiator1 to_x,to_y=5,19 [/move_unit] [move_unit] id=gladiator2 to_x,to_y=9,19 [/move_unit] [move_unit] id=gladiator1 to_x,to_y=6,19 [/move_unit] [move_unit] id=gladiator2 to_x,to_y=8,19 [/move_unit] {DELAY 100} [move_unit] id=gladiator1 to_x,to_y=7,19 [/move_unit] [harm_unit] [filter] id=gladiator2 [/filter] [filter_second] id=gladiator1 [/filter_second] [primary_attack] range=melee [/primary_attack] [secondary_attack] range=melee [/secondary_attack] animate=yes amount=5 [/harm_unit] [harm_unit] [filter] id=gladiator1 [/filter] [filter_second] id=gladiator2 [/filter_second] [primary_attack] range=melee [/primary_attack] [secondary_attack] range=melee [/secondary_attack] animate=yes amount=5 [/harm_unit] [harm_unit] [filter] id=gladiator2 [/filter] [filter_second] id=gladiator1 [/filter_second] [primary_attack] range=melee [/primary_attack] [secondary_attack] range=melee [/secondary_attack] animate=yes amount=6 [/harm_unit] [harm_unit] [filter] id=gladiator1 [/filter] [filter_second] id=gladiator2 [/filter_second] [primary_attack] range=melee [/primary_attack] [secondary_attack] range=melee [/secondary_attack] animate=yes amount=6 [/harm_unit] [harm_unit] [filter] id=gladiator2 [/filter] [filter_second] id=gladiator1 [/filter_second] [primary_attack] range=melee [/primary_attack] [secondary_attack] range=melee [/secondary_attack] animate=yes amount=7 [/harm_unit] [harm_unit] [filter] id=gladiator1 [/filter] [filter_second] id=gladiator2 [/filter_second] [primary_attack] range=melee [/primary_attack] [secondary_attack] range=melee [/secondary_attack] animate=yes amount=7 [/harm_unit] [if] [variable] name=win_bet greater_than=50 [/variable] [then] [if] [variable] name=chosen_fighter numerical_equals=1 [/variable] [then] [harm_unit] [filter] id=gladiator2 [/filter] [filter_second] id=gladiator1 [/filter_second] [primary_attack] range=melee [/primary_attack] [secondary_attack] range=melee [/secondary_attack] animate=yes amount=3 [/harm_unit] [kill] id=gladiator2 animate=yes [/kill] [set_variable] name=won_bet value=3 [/set_variable] [/then] [else] [harm_unit] [filter] id=gladiator1 [/filter] [filter_second] id=gladiator2 [/filter_second] [primary_attack] range=melee [/primary_attack] [secondary_attack] range=melee [/secondary_attack] animate=yes amount=3 [/harm_unit] [kill] id=gladiator1 animate=yes [/kill] [set_variable] name=won_bet value=2 [/set_variable] [/else] [/if] [/then] [else] [if] [variable] name=chosen_fighter numerical_equals=1 [/variable] [then] [harm_unit] [filter] id=gladiator1 [/filter] [filter_second] id=gladiator2 [/filter_second] [primary_attack] range=melee [/primary_attack] [secondary_attack] range=melee [/secondary_attack] animate=yes amount=3 [/harm_unit] [kill] id=gladiator1 animate=yes [/kill] [set_variable] name=won_bet value=1 [/set_variable] [/then] [else] [harm_unit] [filter] id=gladiator2 [/filter] [filter_second] id=gladiator1 [/filter_second] [primary_attack] range=melee [/primary_attack] [secondary_attack] range=melee [/secondary_attack] animate=yes amount=3 [/harm_unit] [kill] id=gladiator2 animate=yes [/kill] [set_variable] name=won_bet value=0 [/set_variable] [/else] [/if] [/else] [/if] [if] [variable] name=won_bet greater_than=1 [/variable] [then] [message] speaker=spawn_10_22 message= _ "Congratulations! You won your bet! Here's your money." [/message] {VARIABLE_OP side1gold add $bet_gold} {VARIABLE_OP side1gold add $bet_gold} [modify_side] side=1 gold=$side1gold [/modify_side] [/then] [else] [message] speaker=spawn_10_22 message= _ "How unfortunate. You lost your bet. Better luck next time!" [/message] [/else] [/if] [kill] id=gladiator1 [/kill] [kill] id=gladiator2 [/kill] {CLEAR_VARIABLE glad1} {CLEAR_VARIABLE glad2} {CLEAR_VARIABLE side1gold} #{CLEAR_VARIABLE won_bet} #{CLEAR_VARIABLE win_bet} {CLEAR_VARIABLE bet_gold} #{CLEAR_VARIABLE chosen_fighter} [/event] [event] name=moveto first_time_only=no [filter] x=9-11,11 y=23,22 side=1 [/filter] [switch] variable=colosseum [case] value=1 [message] speaker=spawn_10_22 message= _ "Welcome back, faerie girl! That was a great fight you had!" [/message] [message] speaker=Aryel message= _ "Thanks. Got any more left for me?" [/message] [message] speaker=spawn_10_22 message= _ "Not right now, unfortunately. Most of our shows are planned in advance, so there's no room to fit you in. However, you can still bet on a match that piques your interest." [/message] [message] speaker=Aryel [option] message= _ "Sure. Let's bet on one." [command] [fire_event] name=colosseum battle [/fire_event] [set_variable] name=colosseum value=2 [/set_variable] [/command] [/option] [option] message= _ "Not today." [command] [set_variable] name=colosseum value=2 [/set_variable] [/command] [/option] [/message] [/case] [case] value=2 [message] speaker=spawn_10_22 message= _ "Hello again! Care to place some bets?" [/message] [message] speaker=Aryel [option] message= _ "Sure. Let's bet on one." [command] [fire_event] name=colosseum battle [/fire_event] [/command] [/option] [option] message= _ "Not today." [/option] [/message] [/case] [else] [message] speaker=spawn_10_22 message= _ "Welcome, welcome! The Colosseum will be hosting a number of battles today. Care to place a bet on one? Or, perhaps you'd even dare to participate!" [/message] [message] speaker=Aryel [option] message= _ "Hmph. I'll take you up on that offer." [command] [message] speaker=Esther message= _ "You're nuts!" [/message] [message] speaker=Aryel message= _ "(<i>scoffs</i>) Please. Like I'd lose." [/message] [message] speaker=Yumi message= _ "(<i>rolls eyes</i>)" [/message] [message] speaker=spawn_10_22 message= _ "Excellent. I'll add you to the contestants for the upcoming free-for-all. See you soon." [/message] [endlevel] result=victory bonus=no {NEW_GOLD_CARRYOVER 100} replay_save=no carryover_report=no linger_mode=no next_scenario=07a_Colosseum [/endlevel] [/command] [/option] [option] message= _ "Hey, girls. Let's bet on one." [command] [fire_event] name=colosseum battle [/fire_event] [/command] [/option] [option] message= _ "Not today." [/option] [/message] [/else] [/switch] [/event] # shops [event] name=moveto [filter] x=33,34,35,33-35 y=21,20,21,22 side=1 [/filter] [message] speaker=spawn_34_21 message= _ "What're ye lookin' at? Get outta here 'fre I smack ye." [/message] [message] speaker=Aryel message= _ "Have a nice day too, old fart." [/message] [/event] [event] name=moveto [filter] x=32,33,34,32-34 y=19,20,19,18 side=1 [/filter] [message] speaker=spawn_33_19 message= _ "Say... ladies... want some of that good leaf?" [/message] [message] speaker=Esther message= _ "Uhh, no thanks." [/message] [/event] [event] name=moveto first_time_only=no [filter] x=36,37,38,36-38 y=19,20,19,18 side=1 [/filter] [message] speaker=spawn_37_19 message= _ "The finest chocolates and wine. Care to sample anything?" [/message] [message] speaker=Esther [option] message= _ "How about some chocolate?" [command] [message] speaker=spawn_37_19 message= _ "A box for each of you? 6 gold pieces, please." [/message] [store_gold] [filter_side] side=1 [/filter_side] variable=side1gold [/store_gold] {VARIABLE_OP side1gold sub 6} [modify_side] side=1 gold=$side1gold [/modify_side] {CLEAR_VARIABLE side1gold} [message] speaker=Esther message= _ "Thanks." [/message] [store_unit] [filter] id=Esther [/filter] variable=esther [/store_unit] {VARIABLE_OP esther.experience add 1} [unstore_unit] variable=esther find_vacant=no [/unstore_unit] {CLEAR_VARIABLE esther} [store_unit] [filter] id=Yumi [/filter] variable=yumi [/store_unit] {VARIABLE_OP yumi.experience add 1} [unstore_unit] variable=yumi find_vacant=no [/unstore_unit] {CLEAR_VARIABLE yumi} [store_unit] [filter] id=Aryel [/filter] variable=aryel [/store_unit] {VARIABLE_OP aryel.experience add 1} [unstore_unit] variable=aryel find_vacant=no [/unstore_unit] {CLEAR_VARIABLE aryel} [/command] [/option] [option] message= _ "A bottle of wine?" [command] [message] speaker=spawn_37_19 message= _ "An excellent choice. That will be 5 gold pieces." [/message] [store_gold] [filter_side] side=1 [/filter_side] variable=side1gold [/store_gold] {VARIABLE_OP side1gold sub 5} [modify_side] side=1 gold=$side1gold [/modify_side] {CLEAR_VARIABLE side1gold} [message] speaker=Esther message= _ "(<i>sips</i>)" [/message] [store_unit] [filter] id=Esther [/filter] variable=modunits [/store_unit] [for] array=modunits [do] {VARIABLE_OP modunits.experience add 1} [/do] [/for] [unstore_unit] variable=modunits find_vacant=no fire_event=yes [/unstore_unit] {CLEAR_VARIABLE modunits} [/command] [/option] [option] message= _ "Maybe some other time." [/option] [/message] [/event] [event] name=moveto [filter] x=37,38,39,37-39 y=21,20,21,22 side=1 [/filter] [message] speaker=spawn_38_21 message= _ "Embroidery and clothing, spun of only the best fabric! Care to try anything?" [/message] [message] speaker=Aryel message= _ "(<i>mutters</i>) What hideous looking things." [/message] [message] speaker=Esther message= _ "No thank you." [/message] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_adjacent] type=Master Bowman [/filter_adjacent] [/filter] [message] type=Master Bowman [filter_adjacent] x,y=$x1,$y1 [/filter_adjacent] message= _ "Move along, citizen." [/message] [/event] # crypt [event] name=moveto first_time_only=no [filter] x=37-39,36,40 y=3,2,2 side=1 [/filter] [message] speaker=Esther message= _ "We're not supposed to go back in. Remember?" [/message] [/event] [event] name=moveto [filter] x=1-3 y=1-2 side=1 [/filter] [endlevel] result=victory bonus=no {NEW_GOLD_CARRYOVER 100} replay_save=no carryover_report=no linger_mode=no next_scenario=07b_Upper_District [/endlevel] [/event] # temple [event] name=moveto first_time_only=no [filter] x=2-4,3 y=8-9,10 side=1 [/filter] [switch] variable=temple [case] value=1 [message] speaker=Aryel message= _ "We've already been here. Any point in going again?" [/message] [message] speaker=Esther [option] message= _ "Sure, why not?" [command] [endlevel] result=victory bonus=no {NEW_GOLD_CARRYOVER 100} replay_save=no carryover_report=no linger_mode=no next_scenario=07c_Temple [/endlevel] [/command] [/option] [option] message= _ "I guess not." [/option] [/message] [/case] [else] [message] speaker=spawn_1_10 message= _ "Hello, faeries. Have you come to visit the temple of healing?" [/message] [message] speaker=Esther [option] message= _ "Uhh, sure. Let's take a look." [command] [endlevel] result=victory bonus=no {NEW_GOLD_CARRYOVER 100} replay_save=no carryover_report=no linger_mode=no next_scenario=07c_Temple [/endlevel] [/command] [/option] [option] message= _ "Hmm, not today." [/option] [/message] [/else] [/switch] [/event] [event] name=moveto first_time_only=no [filter] x=16,20,17-19 y=8,8,9 side=1 [/filter] [switch] variable=pantheon [case] value=1 [message] speaker=Aryel message= _ "We've already been there. Any point in going again?" [/message] [message] speaker=Esther [option] message= _ "Sure, why not?" [command] [endlevel] result=victory bonus=no {NEW_GOLD_CARRYOVER 100} replay_save=no carryover_report=no linger_mode=no next_scenario=07d_Pantheon [/endlevel] [/command] [/option] [option] message= _ "I guess not." [/option] [/message] [/case] [else] [message] speaker=spawn_18_8 message= _ "Halt! The Royal Palace is not open to visitors right now. You are permitted to enter the Pantheon, but remember to keep your voices down while inside. Weaponry is not permitted within and the use of magic is strictly forbidden." [/message] [message] speaker=Esther [option] message= _ "Let's take a look at what's inside." [command] [endlevel] result=victory bonus=no {NEW_GOLD_CARRYOVER 100} replay_save=no carryover_report=no linger_mode=no next_scenario=07d_Pantheon [/endlevel] [/command] [/option] [option] message= _ "We'll be on our way." [/option] [/message] [/else] [/switch] [/event] [event] name=moveto first_time_only=no [filter] x=20,22 y=33,33 side=1 [/filter] [message] speaker=Aryel message= _ "Are we leaving?" [/message] [message] speaker=Esther [option] message= _ "Nothing else to do here." [command] {CLEAR_VARIABLE prev_scenario} {CLEAR_VARIABLE pantheon} {CLEAR_VARIABLE upper_district} {CLEAR_VARIABLE temple} {CLEAR_VARIABLE garden} {CLEAR_VARIABLE aryel_tree_exp} {CLEAR_VARIABLE yumi_tree_exp} {CLEAR_VARIABLE colosseum} [endlevel] result=victory bonus=no {NEW_GOLD_CARRYOVER 100} replay_save=no carryover_report=no linger_mode=no next_scenario=08_Impetus [/endlevel] [/command] [/option] [option] message= _ "Not quite yet." [/option] [/message] [/event] [/scenario]
#textdomain wesnoth-Genesis [scenario] id=07a_Colosseum name= _ "Colosseum" map_data="{~add-ons/Genesis/episode1/maps/07a_Colosseum.map}" next_scenario=06_Caerleon disallow_recall=yes victory_when_enemies_defeated=yes turns=-1 {DEFAULT_SCHEDULE_24H} {SCENARIO_MUSIC battle.ogg} [side] {PLAYER_FAE} {NO_GOLD_SIDE} side=1 recruit= fog=yes [/side] [side] side=2 no_leader=yes team_name=fae controller=null user_team_name= _ "team_name^Spectators" color=white [/side] [side] side=3 no_leader=yes team_name=gladiator1 controller=ai user_team_name= _ "team_name^Gladiators" color=white [/side] [side] side=4 no_leader=yes team_name=gladiator2 controller=ai user_team_name= _ "team_name^Gladiators" defeat_condition=no_units_left color=white [/side] [side] side=5 no_leader=yes team_name=gladiator3 controller=ai user_team_name= _ "team_name^Gladiators" defeat_condition=no_units_left color=white [/side] [side] side=6 no_leader=yes team_name=gladiator4 controller=ai user_team_name= _ "team_name^Gladiators" defeat_condition=no_units_left color=white [/side] [side] side=7 no_leader=yes team_name=gladiator5 controller=ai user_team_name= _ "team_name^Gladiators" defeat_condition=no_units_left color=white [/side] [side] {MONSTER_SIDE} side=8 defeat_condition=always [/side] #define GENERATE_OBSTACLES [store_locations] variable=floor_hex terrain=Rrc [not] x=12,21,21,12,4,12,4 y=12-13,8,18,22,18,3,7 [/not] [and] [not] [filter_adjacent_location] terrain=Cmy^Xo [/filter_adjacent_location] [/not] [/and] [/store_locations] [for] array=floor_hex [do] [set_variable] name=change_terrain rand=1..8 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$floor_hex[$i].x,$floor_hex[$i].y terrain=Xomy [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE floor_hex} [store_locations] variable=floor_hex terrain=Rrc [not] x=12,21,21,12,4,12,4 y=12-13,8,18,22,18,3,7 [/not] [and] [filter_adjacent_location] terrain=Xomy [/filter_adjacent_location] [/and] [and] [not] [filter_adjacent_location] terrain=Cmy^Xo [/filter_adjacent_location] [/not] [/and] [/store_locations] [for] array=floor_hex [do] [set_variable] name=change_terrain rand=1..6 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$floor_hex[$i].x,$floor_hex[$i].y terrain=Xomy [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE floor_hex} #enddef #define GENERATE_FLOOR_TEXTURE [store_locations] variable=floor_hex terrain=Rrc [/store_locations] [for] array=floor_hex [do] [set_variable] name=change_terrain rand=1..10 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$floor_hex[$i].x,$floor_hex[$i].y terrain=Rp [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE floor_hex} [store_locations] variable=floor_hex terrain=Rrc [and] [filter_adjacent_location] terrain=Rp [/filter_adjacent_location] [/and] [/store_locations] [for] array=floor_hex [do] [set_variable] name=change_terrain rand=1..4 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$floor_hex[$i].x,$floor_hex[$i].y terrain=Rp [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE floor_hex} [store_locations] variable=floor_hex terrain=R* [/store_locations] [for] array=floor_hex [do] [set_variable] name=change_terrain rand=1..8 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$floor_hex[$i].x,$floor_hex[$i].y layer=overlay terrain=^Edb [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE floor_hex} [store_locations] variable=floor_hex terrain=R* [and] [filter_adjacent_location] terrain=R*^Edb [/filter_adjacent_location] [/and] [/store_locations] [for] array=floor_hex [do] [set_variable] name=change_terrain rand=1..5 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$floor_hex[$i].x,$floor_hex[$i].y layer=overlay terrain=^Edb [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE floor_hex} #enddef # monster spawns {RESPAWN_POINT ("Giant Mudcrawler","Giant Scorpion","Giant Spider","Great Wolf","Wolf","Fire Guardian","Ogre","Blood Bat","Dread Bat","Gryphon") 8 12 12 4} {RESPAWN_POINT ("Giant Mudcrawler","Giant Scorpion","Giant Spider","Great Wolf","Wolf","Fire Guardian","Ogre","Blood Bat","Dread Bat","Gryphon") 8 12 13 4} [event] name=prestart {GENERATE_OBSTACLES} {GENERATE_FLOOR_TEXTURE} {GENERATE_FLOOR_TEXTURE} {RECALL_YUMI 1 7} [store_locations] variable=castle_hex terrain=Cmy,Kmy [not] x=1-4 y=4-10 [/not] [/store_locations] [for] array=castle_hex [do] [set_variable] name=spawn_val rand=1..10 [/set_variable] [if] [variable] name=spawn_val numerical_equals=1 [/variable] [then] {SPAWN_NOID ("Peasant,Woodsman") 2 $castle_hex[$i].x $castle_hex[$i].y} [/then] [/if] {CLEAR_VARIABLE spawn_val} [/do] [/for] {CLEAR_VARIABLE castle_hex} [lift_fog] [filter_side] side=1 [/filter_side] terrain=Cmy,Kmy,Cmy^Xo multiturn=yes [/lift_fog] [set_recruit] side=1 recruit= [/set_recruit] [/event] [event] name=start [redraw][/redraw] {SPAWN_ID ("Master at Arms") 2 12 1 ("Host") ("male")} [message] speaker=Host message= _ "Welcome, welcome all to the Colosseum! Today, we will be hosting a grand free-for-all battle, featuring six contestants facing off in a fight to the death! And as an added bonus, we'll be throwing in some wild beasts to mix things up!" [/message] [message] speaker=narrator message= _ "(<i>crowd cheers</i>)" [/message] [message] speaker=Host message= _ "Now, bring the contestants into the arena!" [/message] {RECALL_ARYEL 4 7} [redraw] side=1 clear_shroud=yes [/redraw] #ifdef EASY {SPAWN_ID ("Swordsman","Pikeman","Knight","Longbowman","Shock Trooper","Rogue","Outlaw","Bandit","Trapper","Duelist") 3 21 8 ("glad1") ("male")} {SPAWN_ID ("Swordsman","Pikeman","Knight","Longbowman","Shock Trooper","Rogue","Outlaw","Bandit","Trapper","Duelist") 4 21 18 ("glad2") ("male")} {SPAWN_ID ("Swordsman","Pikeman","Knight","Longbowman","Shock Trooper","Rogue","Outlaw","Bandit","Trapper","Duelist") 5 12 22 ("glad3") ("male")} {SPAWN_ID ("Swordsman","Pikeman","Knight","Longbowman","Shock Trooper","Rogue","Outlaw","Bandit","Trapper","Duelist") 6 4 18 ("glad4") ("male")} {SPAWN_ID ("Swordsman","Pikeman","Knight","Longbowman","Shock Trooper","Rogue","Outlaw","Bandit","Trapper","Duelist") 7 12 3 ("glad5") ("male")} #endif #ifndef EASY {SPAWN_ID ("Royal Guard","Halberdier","Grand Knight","Master Bowman","Iron Mauler","Assassin","Fugitive","Highwayman","Huntsman","Ranger") 3 21 8 ("glad1") ("male")} {SPAWN_ID ("Royal Guard","Halberdier","Grand Knight","Master Bowman","Iron Mauler","Assassin","Fugitive","Highwayman","Huntsman","Ranger") 4 21 18 ("glad2") ("male")} {SPAWN_ID ("Royal Guard","Halberdier","Grand Knight","Master Bowman","Iron Mauler","Assassin","Fugitive","Highwayman","Huntsman","Ranger") 5 12 22 ("glad3") ("male")} {SPAWN_ID ("Royal Guard","Halberdier","Grand Knight","Master Bowman","Iron Mauler","Assassin","Fugitive","Highwayman","Huntsman","Ranger") 6 4 18 ("glad4") ("male")} {SPAWN_ID ("Royal Guard","Halberdier","Grand Knight","Master Bowman","Iron Mauler","Assassin","Fugitive","Highwayman","Huntsman","Ranger") 7 12 3 ("glad5") ("male")} #endif [message] speaker=Aryel message= _ "Sweet. Let's do this." [/message] [message] speaker=Esther message= _ "(<i>sighs</i>) Look at her, getting so excited about such a barbaric sport." [/message] [message] speaker=Yumi message= _ "(<i>stares at Aryel</i>)" [/message] [message] speaker=Host message= _ "Contestants prepare yourselves. On my mark. Ready... fight!" [/message] [objectives] {OBJECTIVE_VICTORY ( _ "Defeat the other gladiators")} {OBJECTIVE_DEFEAT ( _ "Death of Aryel")} {OBJECTIVE_CARRYOVER} {OBJECTIVE_NOTE ( _ "You can take control of monsters by right clicking on them. This will cost 4 movement points per use.")} {OBJECTIVE_NOTE ( _ "When you complete this scenario and return to Caerleon, you will need to reload the Caerleon scenario to continue playing.")} [/objectives] [set_menu_item] id=possess description= _ "Possess" image="attacks/wail.png~SCALE(18,18)" [show_if] [variable] name=side_number numerical_equals=1 [/variable] [/show_if] [filter_location] [filter] side=8 [/filter] [/filter_location] [command] [store_unit] [filter] id=Aryel [/filter] variable=aryel [/store_unit] [if] [variable] name=aryel.moves less_than=4 [/variable] [then] [message] speaker=narrator message= _ "You cannot use this spell right now!" [/message] [/then] [else] [store_unit] [filter] x,y=$x1,$y1 [/filter] variable=monster [/store_unit] [set_variable] name=monster.side value=1 [/set_variable] {VARIABLE_OP aryel.moves sub 4} {PLAY_SOUND "wail.wav"} [unstore_unit] variable=monster find_vacant=no [/unstore_unit] [unstore_unit] variable=aryel find_vacant=no [/unstore_unit] {CLEAR_VARIABLE monster} [/else] [/if] {CLEAR_VARIABLE aryel} [/command] [/set_menu_item] [/event] [event] name=menu item possess first_time_only=yes [message] speaker=Aryel message= _ "Aha, looks like these creatures are weak enough for me to control. Excellent." [/message] [/event] [event] name=last breath [filter] id=glad1 [/filter] [message] speaker=glad1 message= _ "I cannot die like this! I am- ack!" [/message] [/event] [event] name=last breath [filter] id=glad2 [/filter] [message] speaker=glad2 message= _ "Nooo! Victory, oh sweet victory..." [/message] [/event] [event] name=last breath [filter] id=glad3 [/filter] [message] speaker=glad3 message= _ "I can't possibly lose to the likes of-" [/message] [/event] [event] name=last breath [filter] id=glad4 [/filter] [message] speaker=glad4 message= _ "How could I lose to such pitiful worms..." [/message] [/event] [event] name=last breath [filter] id=glad5 [/filter] [message] speaker=glad5 message= _ "Argh!" [/message] [/event] [event] name=victory [message] speaker=Host message= _ "Ladies and gentlemen, we have a winner! Looks like it's the faerie!" [/message] [message] speaker=narrator message= _ "(<i>crowd goes wild</i>)" [/message] [message] speaker=Aryel message= _ "(<i>smirks at Esther</i>) See? What'd I say?" [/message] [message] speaker=Esther message= _ "(<i>snorts</i>) Wouldn't expect any less from you." [/message] [message] speaker=Host message= _ "For winning today's free-for-all, you've earned yourself 100 gold! Congratulations!" [/message] [message] speaker=Aryel message= _ "(<i>grins</i>) See? And you thought this was a bad idea." [/message] [message] speaker=Esther message= _ "I said nothing like that!" [/message] [message] speaker=Aryel message= _ "You totally thought so." [/message] [message] speaker=Esther message= _ "Hmph. Now come on, get out of there before everyone starts crowding you." [/message] [message] speaker=Aryel message= _ "And disappoint my new fans? Are you kidding? You two go on, I'll catch up with you later." [/message] [message] speaker=Yumi message= _ "(<i>rolls eyes</i>)" [/message] [store_gold] [filter_side] side=1 [/filter_side] variable=side1gold [/store_gold] {VARIABLE_OP side1gold add 100} [modify_side] side=1 gold=$side1gold [/modify_side] {CLEAR_VARIABLE side1gold} [store_unit] [filter] id=Aryel [/filter] variable=aryel [/store_unit] #ifdef EASY {VARIABLE_OP aryel.experience add 125} [unstore_unit] variable=aryel find_vacant=no text= _ "+125 XP" red,green,blue=255,0,255 [/unstore_unit] #endif #ifdef NORMAL {VARIABLE_OP aryel.experience add 100} [unstore_unit] variable=aryel find_vacant=no text= _ "+100 XP" red,green,blue=255,0,255 [/unstore_unit] #endif #ifdef HARD {VARIABLE_OP aryel.experience add 50} [unstore_unit] variable=aryel find_vacant=no text= _ "+50 XP" red,green,blue=255,0,255 [/unstore_unit] #endif {CLEAR_VARIABLE aryel} {DELAY 500} [kill] side=1 [not] id=Aryel,Esther,Yumi [/not] [and] [not] x,y=recall,recall [/not] [/and] [/kill] [clear_menu_item] id=possess [/clear_menu_item] [set_variable] name=colosseum value=1 [/set_variable] [set_variable] name=prev_scenario value="Colosseum" [/set_variable] [endlevel] result=victory {NEW_GOLD_CARRYOVER 100} carryover_report=no linger_mode=no next_scenario=06_Caerleon [/endlevel] [/event] [event] name=last breath [filter] id=Aryel [/filter] [message] speaker=Aryel message= _ "Ugh, whoops... I- ahh-" [/message] [endlevel] result=defeat [/endlevel] [/event] [/scenario] #undef GENERATE_OBSTACLES #undef GENERATE_FLOOR_TEXTURE
#textdomain wesnoth-Genesis [scenario] id=07b_Upper_District name= _ "Upper District" map_data="{~add-ons/Genesis/episode1/maps/07b_Upper_District.map}" next_scenario=06_Caerleon victory_when_enemies_defeated=no turns=-1 {DEFAULT_SCHEDULE_24H} {SCENARIO_MUSIC silvan_sanctuary.ogg} {EXTRA_SCENARIO_MUSIC traveling_minstrels.ogg} {STORYTXT_UPPER_DISTRICT} [side] {PLAYER_FAE} {NO_GOLD_SIDE} side=1 recruit= [/side] [side] {HUMAN_ALLY} side=2 no_leader=yes [/side] {SPAWN_POINT ("Royal Guard") 2 9 5} {SPAWN_POINT ("Royal Guard") 2 11 7} {SPAWN_POINT ("Red Mage") 2 30 8} {SPAWN_POINT ("Arch Mage") 2 21 3} {SPAWN_POINT ("Silver Mage") 2 23 5} [event] name=prestart [label] x,y=12,2 text = _ "Gardens" [/label] [label] x,y=4,7 text = _ "Arcaneum" [/label] [label] x,y=27,5 text = _ "Library" [/label] [switch] variable=prev_scenario [case] value="Arcaneum" [move_unit] id=Esther to_x,to_y=4,8 [/move_unit] {RECALL_ARYEL 4 9} {RECALL_YUMI 5 9} [/case] [case] value="Lore" [move_unit] id=Esther to_x,to_y=27,6 [/move_unit] {RECALL_YUMI 26 6} {RECALL_ARYEL 25 6} [/case] [else] {RECALL_ARYEL 30 16} {RECALL_YUMI 32 16} [/else] [/switch] [set_recruit] side=1 recruit= [/set_recruit] [/event] [event] name=start [if] [variable] name=prev_scenario equals="Arcaneum" [/variable] [then] {SPAWN_ID_NAME ("Mage") 2 4 7 ("student") ("female") ("Kacy")} [message] speaker=student message= _ "Thank you, thank you, thank you! You have no idea how worried I was- I thought for sure they would expel us or something- I mean, there's a chance they still might, but at least all those things are gone, and, oh my goodness-" [/message] [message] speaker=Esther message= _ "Relax. You're going to run out of breath if you talk like that for too long." [/message] [message] speaker=student message= _ "(<i>breathes</i>) Sorry. It's too bad I have nothing to give you in return for your trouble. I'm not one of the rich kids-" [/message] [message] speaker=Esther message= _ "It's fine. Really, no worries. We just thought we could help a bit, so don't fret, okay?" [/message] [message] speaker=student message= _ "(<i>smiles</i>) Okay. Thanks again, though." [/message] [message] speaker=Esther message= _ "No problem." [/message] [/then] [/if] [objectives] {OBJECTIVE_VICTORY ( _ "Explore")} {OBJECTIVE_NOTE ( _ "There are two extra scenarios on this map.")} {OBJECTIVE_NOTE ( _ "There are a few bonuses that Esther can obtain.")} {OBJECTIVE_NOTE ( _ "Look for labels or move next to other units to trigger events.")} {OBJECTIVE_NOTE ( _ "Move back to the great tree (35,17) to return to Caerleon.")} [/objectives] [/event] [event] name=moveto first_time_only=no [filter] id=Esther [/filter] {MODIFY_UNIT (id=Esther) moves 10} [/event] [event] name=moveto first_time_only=no [filter] id=Yumi [/filter] {MODIFY_UNIT (id=Yumi) moves 10} [/event] [event] name=moveto first_time_only=no [filter] id=Aryel [/filter] {MODIFY_UNIT (id=Aryel) moves 10} [/event] [event] name=moveto [filter] x=27 y=5-6 side=1 [/filter] [endlevel] result=victory bonus=no {NEW_GOLD_CARRYOVER 100} replay_save=no carryover_report=no linger_mode=no next_scenario=07f_Lore [/endlevel] [/event] [event] name=moveto [filter] x=4,4 y=6,7 side=1 [/filter] [filter_condition] [variable] name=upper_district numerical_not_equals=1 [/variable] [/filter_condition] {SPAWN_ID_NAME ("Mage") 2 4 8 ("student") ("female") ("Kacy")} [message] speaker=student message= _ "Oh, thank goodness! I-I was scared to death. I thought, oh my gosh-" [/message] [message] speaker=Esther message= _ "Calm down! What seems to be the problem?" [/message] [message] speaker=student message= _ "I-it's inside! Some of my friends were j-just playing around with spells from a book, and suddenly there were... there were... s-skeletons everywhere! And ghosts! Oh, the headmaster is going to have a fit!" [/message] [message] speaker=Esther message= _ "(<i>glances at Aryel</i>) Maybe we can help." [/message] [message] speaker=Aryel message= _ "Wha-? Oh, well, hmm. I don't care either way. Human troubles are so mundane." [/message] [message] speaker=Esther message= _ "Don't be so mean! Of course we'll help." [/message] [message] speaker=student message= _ "Thank you so much!" [/message] [endlevel] result=victory bonus=no {NEW_GOLD_CARRYOVER 100} replay_save=no carryover_report=no linger_mode=no next_scenario=07e_Arcaneum [/endlevel] [/event] [event] name=moveto first_time_only=yes [filter] id=Yumi,Aryel [filter_adjacent] type=Arch Mage [/filter_adjacent] [/filter] [message] speaker=spawn_21_3 message= _ "Blasted experiments... I have no time for you - come back some other day!" [/message] [/event] [event] name=moveto first_time_only=no [filter] id=Esther [filter_adjacent] type=Arch Mage [/filter_adjacent] [/filter] [switch] variable=garden [case] value=1 [message] speaker=spawn_21_3 message= _ "You... you have the mark of fire upon you!" [/message] [message] speaker=Esther message= _ "Me?" [/message] [message] speaker=spawn_21_3 message= _ "Yes, indeed. Indeed, this is incredible! I have never felt anything like this before. What raw power!" [/message] [message] speaker=Yumi message= _ "(<i>shifts nervously</i>)" [/message] [message] speaker=spawn_21_3 message= _ "Perhaps... yes, could you come here for a moment?" [/message] [message] speaker=Aryel message= _ "(<i>frowns</i>)" [/message] [message] speaker=Esther message= _ "I... well, sure." [/message] [move_unit] id=Esther to_x,to_y=20,3 [/move_unit] [message] speaker=spawn_21_3 message= _ "Hold out your hand." [/message] {DELAY 750} {PLAY_SOUND "flame-big.ogg"} [object] [filter] id=Esther [/filter] silent=yes duration=forever [effect] apply_to=new_ability [abilities] {ABILITY_KINDLE} [/abilities] [/effect] [effect] apply_to=remove_ability [abilities] {ABILITY_REGENERATES} [/abilities] [/effect] [/object] {DELAY 750} [message] speaker=spawn_21_3 message= _ "Fascinating, simply fascinating. It would appear that the resonance between our two modes of pyromancy strengthens both of our energies. This is quite a revelation! So that was what was missing. It required the innate power of a faerie to supplement my generators. With this, it is now possible for me to advance my studies even further. The title of 'Great Mage' is mine!" [/message] [message] speaker=Esther message= _ "Erm... that's good." [/message] [message] speaker=spawn_21_3 message= _ "Good? Oh yes, it is excellent. Very excellent. Now, if you will excuse me, I have some work to attend to..." [/message] [set_variable] name=garden value=2 [/set_variable] [/case] [else] [message] speaker=spawn_21_3 message= _ "Someone like me is certain to be elected to the mage council sooner or later." [/message] [/else] [/switch] [/event] [event] name=moveto first_time_only=yes [filter] side=1 [filter_adjacent] type=Silver Mage [/filter_adjacent] [/filter] [switch] variable=upper_district [case] value=1 [message] speaker=spawn_23_5 message= _ "You got rid of those pesky undead creatures? Great. Now, let me go check if my office is fixed yet..." [/message] [kill] id=spawn_23_5 [/kill] [message] speaker=Aryel message= _ "(<i>whispers</i>) These humans are so impatient." [/message] [message] speaker=Esther message= _ "(<i>whispers</i>) It's to be expected. They don't live very long, so they're always in a hurry." [/message] [/case] [else] [message] speaker=spawn_23_5 message= _ "Oh? What are a bunch of faeries doing all the way up here?" [/message] [message] speaker=Esther message= _ "Just visiting." [/message] [message] speaker=spawn_23_5 message= _ "Hmph, well stay out of trouble. The students are causing enough problems as it is." [/message] [message] speaker=Esther message= _ "What kind of problems?" [/message] [message] speaker=spawn_23_5 message= _ "Something to do with not being able to control their creations properly. Stay clear of the Arcaneum, if you know what's good for you." [/message] [message] speaker=Esther message= _ "Right." [/message] [/else] [/switch] [/event] [event] name=moveto first_time_only=yes [filter] side=1 [filter_adjacent] type=Red Mage [/filter_adjacent] [/filter] [switch] variable=upper_district [case] value=1 [message] speaker=spawn_30_8 message= _ "Heard what you three did. Good bit of work at the Arcaneum. Always wondered when them damned conjurers were going to lose control of those undead." [/message] [message] speaker=Aryel message= _ "Not a fan of the undead, huh. (<i>mutters</i>) Maybe I should show you how fun they can be." [/message] [message] speaker=spawn_30_8 message= _ "They're fine if you can control 'em, but I've got no clue why they thought a bunch of blasted students could do it. Incompetent fools." [/message] [message] speaker=Esther message= _ "Least we took care of it. Come on, let's not bother the man any more than we need to." [/message] [/case] [else] [message] speaker=spawn_30_8 message= _ "I have no time for idle chatter." [/message] [/else] [/switch] [/event] [event] name=moveto first_time_only=yes [filter] side=1 [filter_adjacent] type=Royal Guard [/filter_adjacent] [/filter] [if] [variable] name=garden numerical_not_equals=1 [/variable] [and] [variable] name=garden numerical_not_equals=2 [/variable] [/and] [and] [variable] name=garden numerical_not_equals=3 [/variable] [/and] [then] [message] speaker=Esther message= _ "What is this place?" [/message] [message] speaker=spawn_9_5 message= _ "Just a simple garden. The magi sometimes come here to meditate or commune with nature. You are free to enjoy, but please keep your voices down inside." [/message] [message] speaker=Esther message= _ "Of course." [/message] [/then] [/if] [terrain] x=10,10,11 y=4,5,6 terrain=Gg [/terrain] [/event] [event] name=moveto first_time_only=no [filter] x,y=12,1 id=Esther [/filter] [message] speaker=narrator message= _ "<i>It is warm and comfortable here and the presence of the sun is strong. There is an alien feeling, one wholly different from that of human magic, a more pure and raw fire that resonantes with the magic flowing through her body. Its power surges and ebbs in rhythm, like a heartbeat, pulsating with energy. The feeling is quite unfamiliar, but welcome.</i>" [/message] [switch] variable=garden [case] value=1 [/case] [case] value=2 [/case] [else] [message] speaker=narrator message= _ "<i>As the energy surges again, there is a brief moment when it feels as if it's flowing into fae's body itself, imbuing everything with a heat that does not burn, but rather fosters a pleasant, sheltering warmth. A moment later, it feels as if some spark of energy has been kindled.</i>" [/message] [object] [filter] id=Esther [/filter] silent=yes duration=forever [effect] apply_to=new_ability [abilities] {ABILITY_BLESSING_SHARDIA} [/abilities] [/effect] [/object] [set_variable] name=garden value=1 [/set_variable] [/else] [/switch] [/event] [event] name=moveto first_time_only=yes [filter] x,y=12,1 id=Aryel [/filter] [filter_condition] [variable] name=aryel_tree_exp numerical_not_equals=1 [/variable] [/filter_condition] [message] speaker=narrator message= _ "<i>In Caerleon, high up in the mountains, the air is usually thin and cold. But here, there seems to be a strange warmth of sensation, where everything in the ambient is rife with life and vitality, belying the cold blocks of white marble and unblinking statues of the long dead. This place is pleasant, and it is not hard to see why the human magi like it.</i>" [/message] [store_unit] [filter] id=Aryel [/filter] variable=aryel [/store_unit] #ifdef EASY {VARIABLE_OP aryel.experience add 60} [unstore_unit] variable=aryel find_vacant=no text= _ "+60 XP" red,green,blue=255,0,255 [/unstore_unit] #endif #ifdef NORMAL {VARIABLE_OP aryel.experience add 50} [unstore_unit] variable=aryel find_vacant=no text= _ "+50 XP" red,green,blue=255,0,255 [/unstore_unit] #endif #ifdef HARD {VARIABLE_OP aryel.experience add 25} [unstore_unit] variable=aryel find_vacant=no text= _ "+25 XP" red,green,blue=255,0,255 [/unstore_unit] #endif {CLEAR_VARIABLE aryel} {VARIABLE aryel_tree_exp 1} [/event] [event] name=moveto first_time_only=yes [filter] x,y=12,1 id=Yumi [/filter] [filter_condition] [variable] name=yumi_tree_exp numerical_not_equals=1 [/variable] [/filter_condition] [message] speaker=narrator message= _ "<i>It is quiet and serene. There is very little to disturb the silence, but there is plenty of sensation that emanates from the earth itself. Or perhaps it's flowing through the air. Or perhaps it's raining down from the sunlight. It's a faint rumble, or maybe a pinprick of emotion, like a little spark running through her. She's not really sure what it is, but one thing is for certain - the bright light reflecting off the white marble is somewhat irritating and disconcerting.</i>" [/message] [store_unit] [filter] id=Yumi [/filter] variable=yumi [/store_unit] #ifdef EASY {VARIABLE_OP yumi.experience add 60} [unstore_unit] variable=yumi find_vacant=no text= _ "+60 XP" red,green,blue=255,0,255 [/unstore_unit] #endif #ifdef NORMAL {VARIABLE_OP yumi.experience add 50} [unstore_unit] variable=yumi find_vacant=no text= _ "+50 XP" red,green,blue=255,0,255 [/unstore_unit] #endif #ifdef HARD {VARIABLE_OP yumi.experience add 25} [unstore_unit] variable=yumi find_vacant=no text= _ "+25 XP" red,green,blue=255,0,255 [/unstore_unit] #endif {CLEAR_VARIABLE yumi} {VARIABLE yumi_tree_exp 1} [/event] [event] name=moveto first_time_only=yes [filter] x,y=35,17 side=1 [/filter] [set_variable] name=prev_scenario value="Upper District" [/set_variable] [endlevel] result=victory bonus=no {NEW_GOLD_CARRYOVER 100} replay_save=no carryover_report=no linger_mode=no next_scenario=06_Caerleon [/endlevel] [/event] [/scenario]
#textdomain wesnoth-Genesis [scenario] id=07c_Temple name= _ "Temple" map_data="{~add-ons/Genesis/episode1/maps/07c_Temple.map}" disallow_recall=yes next_scenario=06_Caerleon theme=Cutscene victory_when_enemies_defeated=no turns=-1 {DEFAULT_SCHEDULE_24H} {SCENARIO_MUSIC silvan_sanctuary.ogg} {EXTRA_SCENARIO_MUSIC traveling_minstrels.ogg} [side] {PLAYER_FAE} {NO_GOLD_SIDE} side=1 recruit= [/side] [side] side=2 no_leader=yes team_name=fae controller=ai user_team_name= _ "team_name^Monks" color=white [/side] [side] side=3 no_leader=yes hidden=yes team_name=fae controller=ai color=green [/side] [event] name=prestart {RECALL_YUMI_NOLOC} {RECALL_ARYEL_NOLOC} [set_recruit] side=1 recruit= [/set_recruit] [set_variable] name=visited_fountain value=0 [/set_variable] [label] x,y=7,24 text = _ "Monks' quarters" [/label] [label] x,y=23,24 text = _ "Monks' quarters" [/label] [label] x,y=15,16 text = _ "Gardens" [/label] [label] x,y=15,3 text = _ "Fountain" [/label] [/event] [event] name=start [switch] variable=temple [case] value=1 [message] speaker=Esther message= _ "Come on! Let's get going!" [/message] [/case] [else] value=0 [message] speaker=Esther message= _ "Wow! This place looks amazing." [/message] [message] speaker=Yumi message= _ "(<i>blinks</i>)" [/message] [message] speaker=Aryel message= _ "It does look kind of nice, but isn't it really bright in here?" [/message] [message] speaker=Esther message= _ "That's just you talking. For me, the more light there is, the better!" [/message] [message] speaker=Aryel message= _ "I already knew that, sunshine." [/message] [/else] [/switch] [objectives] {OBJECTIVE_VICTORY ( _ "Explore the temple")} {OBJECTIVE_NOTE ( _ "Look for labels to trigger events.")} {OBJECTIVE_NOTE ( _ "Move to the bottom edge of the map to return to Caerleon.")} [/objectives] [/event] [event] name=moveto first_time_only=no [filter] id=Esther [/filter] {MODIFY_UNIT (id=Esther) moves 10} [/event] [event] name=moveto first_time_only=no [filter] id=Yumi [/filter] {MODIFY_UNIT (id=Yumi) moves 10} [/event] [event] name=moveto first_time_only=no [filter] id=Aryel [/filter] {MODIFY_UNIT (id=Aryel) moves 10} [/event] [event] name=moveto [filter] x=7,23 y=24,24 side=1 [/filter] [if] [have_unit] side=1 x,y=3,24 [/have_unit] [then] {SPAWN_ID ("Mage of Light") 2 2 25 ("wmage") ("female")} [/then] [else] {SPAWN_ID ("Mage of Light") 2 17 24 ("wmage") ("female")} [/else] [/if] [switch] variable=temple [case] value=1 [message] speaker=wmage message= _ "Welcome back, faeries. There are still others who would wish to follow you, if it is not a problem." [/message] [message] speaker=Esther message= _ "Not at all." [/message] [message] speaker=narrator message= _ "You may recruit White Magi for this scenario only. Recruiting will not incur upkeep penalties." [/message] [/case] [else] [message] speaker=wmage message= _ "Hello, fair maidens. I have not seen you here before. What brings faeries such as yourselves to our temple today?" [/message] [message] speaker=Esther message= _ "Just having a look around. It's beautiful in here! Is this a place of worship?" [/message] [message] speaker=wmage message= _ "Yes, in a way. Many of the city's citizens come here to relax or to seek the aid of the temple's caretakers. This is also a place of healing. The waters from the spring have calming properties." [/message] [message] speaker=Esther message= _ "So you are mostly healers." [/message] [message] speaker=wmage message= _ "Yes. However, it is a pity that unlike you faeries, we cannot explore the world so freely and lend our aid to others. Healers are rare and precious in our kingdom, and so it is frowned upon for us to leave the safety of Caerleon whenever there is war. It is unfortunate, since there have even been rumors that Urdemons from Ethea are attacking our villages now..." [/message] [message] speaker=Esther message= _ "(<i>glances at Aryel</i>) So I've heard. It must get monotonous staying in here forever, though." [/message] [message] speaker=wmage message= _ "I suppose so. Some of the younger priests and priestesses do get quite restless oftentimes... hmm. I suppose you being here is a rare opportunity for us. Do you think some of our students could accompany you in your journies? It is usually not safe for ones such as us to travel alone, but if it is possible, you could offer them some protection." [/message] [message] speaker=Aryel message= _ "(<i>raises eyebrows</i>)" [/message] [message] speaker=Esther message= _ "Sure, I don't see why not." [/message] [message] speaker=wmage message= _ "Thank you. I promise they will not be a burden." [/message] [message] speaker=narrator message= _ "You may recruit White Magi for this scenario only (use the hotkey ctrl + r). Recruiting will not incur upkeep penalties." [/message] [/else] [/switch] [set_recruit] side=1 recruit=White Mage [/set_recruit] [/event] [event] name=recruit first_time_only=no [filter] type=White Mage [/filter] [object] [filter] x,y=$x1,$y1 [/filter] silent=yes duration=scenario [effect] apply_to=loyal [/effect] [/object] [/event] [event] name=moveto [filter] x=14-16,15 y=15-16,17 side=1 [/filter] {SPAWN_ID ("Mage of Light") 2 15 16 ("wmage2") ("male")} [switch] variable=temple [case] value=1 [message] speaker=Esther message= _ "Want to buy some more jelly from the priests?" [/message] [message] speaker=Aryel [option] message= _ "Sure." [command] [message] speaker=wmage2 message= _ "A jar for your journey? That'll be 6 gold pieces." [/message] [store_gold] [filter_side] side=1 [/filter_side] variable=side1gold [/store_gold] {VARIABLE_OP side1gold sub 6} [modify_side] side=1 gold=$side1gold [/modify_side] {CLEAR_VARIABLE side1gold} [message] speaker=Esther message= _ "Thanks." [/message] [message] speaker=Yumi message= _ "<i>Mmm...</i>" [/message] [store_unit] [filter] id=Esther [/filter] variable=esther [/store_unit] {VARIABLE_OP esther.experience add 1} [unstore_unit] variable=esther find_vacant=no [/unstore_unit] {CLEAR_VARIABLE esther} [store_unit] [filter] id=Yumi [/filter] variable=yumi [/store_unit] {VARIABLE_OP yumi.experience add 1} [unstore_unit] variable=yumi find_vacant=no [/unstore_unit] {CLEAR_VARIABLE yumi} [store_unit] [filter] id=Aryel [/filter] variable=aryel [/store_unit] {VARIABLE_OP aryel.experience add 1} [unstore_unit] variable=aryel find_vacant=no [/unstore_unit] {CLEAR_VARIABLE aryel} [/command] [/option] [option] message= _ "Maybe some other time." [command] [message] speaker=Esther message= _ "Okay." [/message] [/command] [/option] [/message] [/case] [else] [message] speaker=wmage2 message= _ "Enjoying the gardens?" [/message] [message] speaker=Esther message= _ "It's quite pleasant in here. Are those greenhouses around the fountains?" [/message] [message] speaker=wmage2 message= _ "Indeed. I would show you inside, but unfortunately we are in the middle of harvesting the fruit. I'm afraid it would be too embarrassing to show you our gardens in such disarray. I can offer you a little something, however." [/message] [message] speaker=Esther message= _ "Oh, no. That's quite alright. We wouldn't want to be-" [/message] [message] speaker=wmage2 message= _ "Nonsense. It is not a big deal. I am certain faerie maidens such as yourselves have never tried something like this before. You must have a taste! It is our temple's specialty. Pear jelly!" [/message] [message] speaker=Aryel message= _ "(<i>frowns</i>) Pear... jelly. So you took the fruit and mashed it up, then added sugar, and... hmm..." [/message] [message] speaker=wmage2 message= _ "It is a blend of many fruits to give it texture, but pear is the primary flavor in this one. Please, enjoy." [/message] [message] speaker=Yumi message= _ "(<i>licks fingers</i>)" [/message] [message] speaker=Esther message= _ "This is... really good! How did you even come up with something like this?" [/message] [message] speaker=wmage2 message= _ "Actually, it is quite an odd story. Supposedly, there was once a master gardener named Ellerom who took on a young apprentice. The master was particularly famous for the fruit she grew, especially her pears. Somehow, the fruits from her garden were always the most delicious and lasted the longest - she also managed to figure out how to grow them quickly and efficiently, no matter what type of weather Irdya decided to send her." [/message] [message] speaker=wmage2 message= _ "Naturally, the apprentice was jealous of his master's abilities, but knowing that he could never match his teacher's skills, he had to come up with something new. It took him a long time, but eventually, he figured it out." [/message] [message] speaker=wmage2 message= _ "Here in the north, it is hard to come by fruit in the winter, so the apprentice thought of creating some form of preserved fruit specifically for enjoyment during the months of snow. The task was not straightforward, but eventually he found that the taste could be preserved by cooking the fruits for a long time until they had mostly turned into a thick fluid. Adding in spices and sugar would enhance the flavor further, to make up for the loss of freshness." [/message] [message] speaker=Aryel message= _ "(<i>blinks</i>) It does taste good. Maybe we could buy a jar to take with us?" [/message] [message] speaker=wmage2 message= _ "We will give you one for free. A gift." [/message] [message] speaker=Esther message= _ "Wow, thank you! We appreciate the kindness." [/message] [message] speaker=wmage2 message= _ "Of course." [/message] [/else] [/switch] [/event] [event] name=moveto [filter] x=1-24 y=5-11 side=1 [/filter] [switch] variable=temple [case] value=1 [/case] [else] value=0 [message] speaker=Esther message= _ "We should take a look at that fountain." [/message] [objectives] {OBJECTIVE_VICTORY ( _ "Move Esther, Aryel, and Yumi to the center of the fountain on the uppermost level")} [/objectives] [set_variable] name=visited_fountain value=1 [/set_variable] [/else] [/switch] [/event] [event] name=moveto [filter] x=1-24 y=1-5 id=Esther [/filter] [switch] variable=temple [case] value=1 [message] speaker=Esther message= _ "<i>I wonder what's going on between Aryel and Yumi? Aryel keeps trying really hard to get Yumi to open up. I guess that's not necessarily bad, but just the way she's going about it...</i>" [/message] [message] speaker=Esther message= _ "<i>Hmm, there's also the matter of why Yumi keeps looking at her. I mean, Aryel's pretty, yes, but that's not usually something that grabs her attention. Maybe there's something else?</i>" [/message] [message] speaker=Esther message= _ "(<i>sighs</i>) <i>These two are so much trouble.</i>" [/message] [/case] [else] [message] speaker=Esther message= _ "(<i>looks up</i>)" [/message] [message] speaker=Esther message= _ "(<i>looks down</i>)" [/message] [message] speaker=Esther message= _ "<i>It's warm here. It's really comfortable. This place is filled with energy, vivacious and vibrant, but also soft and tempered. It's not like the type of magic that humans usually use.</i>" [/message] [message] speaker=Esther message= _ "(<i>closes eyes</i>) <i>What kind of power is this? It feels soothing, almost protecting, but at the same time it's not stable like Earth should be. This is fluid, like water, but without the darker undercurrent of blood that often accompanies the element. So something else?</i>" [/message] [message] speaker=Esther message= _ "<i>This isn't human work. Human magic is distinctly different from faerie or even demon magic. It's not always weaker, but it's somehow... artificial. With the exception of necromancy, it lacks the same connection to the Aspects.</i>" [/message] [message] speaker=Esther message= _ "<i>Clearly this isn't faerie magic either, and without a strong presence of demons on our world, that seems unlikely as well. Then... a Guardian? Could this be Uria's influence extending beyond Ethea?</i>" [/message] [message] speaker=narrator message= _ "<i>She breathes in deeply and steadily. The sounds around her fade away. It's like she's suddenly isolated, trapped in a bubble removed from the now distant world. A different current of energy runs through, cold and eerie. It lingers there without revealing itself, a dark presence that seems to morph as quickly as thought.</i>" [/message] [message] speaker=narrator message= _ "<i>The feeling transforms further. It's now an ever transforming oceanscape of water that's not exactly water, filled with demons that aren't demons, a mirrored mockery of the real world that is a different form of reality in itself. In a flash, the facets change and the water turns to blood, and trees and grass and life turn to a barren wasteland.</i>" [/message] [message] speaker=narrator message= _ "<i>And then it's gone and she steps back, the reverie already half forgotten.</i>" [/message] [message] speaker=Esther message= _ "(<i>shakes head</i>) <i>I'm imagining things. Maybe Yumi's rubbing off on me. This is just a humble temple built by humans. It's a nice place, but human magic has limits to what it can achieve. There's nothing special here and the likelihood that some outside force would use humans for insidious purposes is really low. I'm reading too much into it.</i>" [/message] [message] speaker=Esther message= _ "<i>I need to relax. This pool is built for meditation, so I'm just going to do that and stop worrying.</i>" [/message] {VARIABLE_OP visited_fountain add 1} [/else] [/switch] [if] [variable] name=visited_fountain numerical_equals=4 [/variable] [then] {DELAY 500} [fire_event] name=fountain done [/fire_event] [/then] [/if] [/event] [event] name=moveto [filter] x=1-24 y=1-5 id=Aryel [/filter] [switch] variable=temple [case] value=1 [message] speaker=Aryel message= _ "(<i>fixes hair</i>)" [/message] [message] speaker=Aryel message= _ "(<i>sticks out chest</i>)" [/message] [message] speaker=Aryel message= _ "(<i>looks over</i>)" [/message] [message] speaker=Aryel message= _ "(<i>frowns</i>)" [/message] [message] speaker=Aryel message= _ "(<i>slouches</i>)" [/message] [message] speaker=Aryel message= _ "<i>She's avoiding me...</i>" [/message] [/case] [else] [message] speaker=Aryel message= _ "(<i>stares at reflection</i>)" [/message] [message] speaker=Aryel message= _ "(<i>smooths out hair</i>)" [/message] [message] speaker=Aryel message= _ "(<i>flutters wings</i>)" [/message] [message] speaker=Aryel message= _ "(<i>glances at Yumi</i>) <i>I wonder what she's thinking about.</i>" [/message] [message] speaker=Aryel message= _ "<i>She looks tired and paler than usual. Maybe she hasn't been sleeping well. I think she always used to have nightmares... I wonder if she still does? Should I be worried? Eh, well...</i>" [/message] [message] speaker=Aryel message= _ "(<i>stares back at reflection</i>) <i>I know she notices when I try to get her attention. Though she's kind of distant and absentminded in some ways, she's also really observant. She just doesn't seem to want to talk to me. Is she avoiding me? Should I leave her alone, or..?</i>" [/message] [message] speaker=Aryel message= _ "<i>Even if I wanted to, I wonder how I could get her to talk. I've tried so many different ways...</i>" [/message] [message] speaker=Aryel message= _ "<i>Heh, I guess being even more beautiful than I am now wouldn't be enough for her to want to open up.</i>" [/message] [message] speaker=Aryel message= _ "<i>Hmm... what I can do...</i>" [/message] {VARIABLE_OP visited_fountain add 1} [/else] [/switch] [if] [variable] name=visited_fountain numerical_equals=4 [/variable] [then] {DELAY 500} [fire_event] name=fountain done [/fire_event] [/then] [/if] [/event] [event] name=moveto [filter] x=1-24 y=1-5 id=Yumi [/filter] [switch] variable=temple [case] value=1 [message] speaker=Yumi message= _ "(<i>stares at water</i>)" [/message] [message] speaker=Yumi message= _ "(<i>glances at Aryel</i>)" [/message] [message] speaker=Yumi message= _ "(<i>bites lip</i>)" [/message] [message] speaker=Yumi message= _ "(<i>closes eyes</i>)" [/message] [/case] [else] [message] speaker=Yumi message= _ "(<i>stares vacantly</i>)" [/message] {SPAWN_ID_NAME ("Fake Shadow Fae") 3 $x1 $y1 ("Fake Yumi") ("female") ("Yumi")} [message] speaker=Fake Yumi message= _ "<i>Hello.</i>" [/message] [message] speaker=Yumi message= _ "(<i>frowns</i>)" [/message] [message] speaker=Fake Yumi message= _ "<i>Why are you so nervous? What are you afraid of?</i>" [/message] [message] speaker=Yumi message= _ "(<i>bites lip</i>)" [/message] [message] speaker=Yumi message= _ "(<i>fiddles with hair</i>)" [/message] [message] speaker=Fake Yumi message= _ "<i>I guess the others are hard to trust. I mean, they're your friends and they mean the best, but... well, you can't trust anyone. Right?</i>" [/message] [message] speaker=Yumi message= _ "(<i>shakes head</i>)" [/message] [message] speaker=Fake Yumi message= _ "<i>They wouldn't hurt you. I think. Or is it that you're capable of hurting them?</i>" [/message] [message] speaker=Yumi message= _ "(<i>shrugs</i>)" [/message] [message] speaker=Fake Yumi message= _ "<i>You're different from them. Don't you think they can feel that, having been around you all this time? They're afraid of you. And just think, they don't even know just what you're capable of. But you do. It's definitely scary.</i>" [/message] [message] speaker=Yumi message= _ "(<i>sighs</i>)" [/message] [message] speaker=Fake Yumi message= _ "<i>One day, they're going to figure out what you are and what your powers can do, and then you'll see if they'll still want to be your friends. But, who knows? If you work hard to make them like you, maybe they'll still be on your side.</i>" [/message] [message] speaker=Yumi message= _ "(<i>turns away and covers ears</i>)" [/message] [message] speaker=Fake Yumi message= _ "<i>Having the social skills of an orange isn't going to help you though.</i>" [/message] [message] speaker=Yumi message= _ "(<i>closes eyes</i>)" [/message] [kill] id=Fake Yumi [/kill] {VARIABLE_OP visited_fountain add 1} [/else] [/switch] [if] [variable] name=visited_fountain numerical_equals=4 [/variable] [then] {DELAY 500} [fire_event] name=fountain done [/fire_event] [/then] [/if] [/event] [event] name=fountain done [message] speaker=Esther message= _ "This water feels... it's odd, but not unpleasant." [/message] [message] speaker=Aryel message= _ "(<i>shrugs</i>) It's different, yes. It's a strange fountain." [/message] [message] speaker=Esther message= _ "It certainly seems to have our friend thinking about something." [/message] [message] speaker=Aryel message= _ "(<i>frowns</i>) I've been meaning to ask you about that." [/message] [message] speaker=Esther message= _ "(<i>takes a deep breath</i>) Well, I've long since learned that trying to pry too hard won't do anything. You won't get anything out of her by doing that, and you'll probably just end up making her upset. Best thing to do is let her have her space." [/message] [message] speaker=Aryel message= _ "There has to be a limit to that..." [/message] [message] speaker=Yumi message= _ "(<i>sulks</i>)" [/message] [message] speaker=Aryel message= _ "Come on, Yumi. Talk!" [/message] [message] speaker=Yumi message= _ "(<i>looks away</i>)" [/message] [message] speaker=Aryel message= _ "Ugh." [/message] [message] speaker=Esther message= _ "Yumi, you know we're here for you, right? If there's anything wrong, you can tell us." [/message] [message] speaker=Yumi message= _ "(<i>stares</i>)" [/message] [message] speaker=Esther message= _ "I mean it. If there's anything wrong, you should let us know. There's no need to be afraid." [/message] [message] speaker=Yumi message= _ "(<i>nods slowly</i>)" [/message] [message] speaker=Esther message= _ "As long as you understand." [/message] [store_unit] [filter] id=Esther [/filter] variable=esther [/store_unit] [store_unit] [filter] id=Yumi [/filter] variable=yumi [/store_unit] [store_unit] [filter] id=Aryel [/filter] variable=aryel [/store_unit] #ifdef EASY {VARIABLE_OP esther.experience add 60} {VARIABLE_OP yumi.experience add 60} {VARIABLE_OP aryel.experience add 60} [unstore_unit] variable=esther find_vacant=no text= _ "+60 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=yumi find_vacant=no text= _ "+60 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=aryel find_vacant=no text= _ "+60 XP" red,green,blue=255,0,255 [/unstore_unit] #endif #ifdef NORMAL {VARIABLE_OP esther.experience add 50} {VARIABLE_OP yumi.experience add 50} {VARIABLE_OP aryel.experience add 50} [unstore_unit] variable=esther find_vacant=no text= _ "+50 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=yumi find_vacant=no text= _ "+50 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=aryel find_vacant=no text= _ "+50 XP" red,green,blue=255,0,255 [/unstore_unit] #endif #ifdef HARD {VARIABLE_OP esther.experience add 25} {VARIABLE_OP yumi.experience add 25} {VARIABLE_OP aryel.experience add 25} [unstore_unit] variable=esther find_vacant=no text= _ "+25 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=yumi find_vacant=no text= _ "+25 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=aryel find_vacant=no text= _ "+25 XP" red,green,blue=255,0,255 [/unstore_unit] #endif {CLEAR_VARIABLE esther} {CLEAR_VARIABLE yumi} {CLEAR_VARIABLE aryel} [set_variable] name=visited_fountain value=0 [/set_variable] [set_variable] name=temple value=1 [/set_variable] [objectives] {OBJECTIVE_VICTORY ( _ "Explore the temple")} {OBJECTIVE_NOTE ( _ "Look for labels to trigger events.")} {OBJECTIVE_NOTE ( _ "Move to the bottom edge of the map to return to Caerleon.")} [/objectives] [/event] [event] name=moveto first_time_only=no [filter] x=1-24 y=30 side=1 [/filter] [filter_condition] [variable] name=visited_fountain numerical_equals=0 [/variable] [/filter_condition] [message] speaker=Aryel message= _ "Are we leaving?" [/message] [message] speaker=Esther [option] message= _ "Nothing else to see here." [command] [endlevel] result=victory bonus=no {NEW_GOLD_CARRYOVER 100} replay_save=no carryover_report=no linger_mode=no next_scenario=06_Caerleon [/endlevel] [/command] [/option] [option] message= _ "Not yet." [/option] [/message] [/event] [event] name=victory {CLEAR_VARIABLE visited_fountain} [set_variable] name=prev_scenario value="Temple" [/set_variable] [/event] [/scenario]
#textdomain wesnoth-Genesis [scenario] id=07d_Pantheon name= _ "Pantheon" map_data="{~add-ons/Genesis/episode1/maps/07d_Pantheon.map}" next_scenario=06_Caerleon theme=Cutscene victory_when_enemies_defeated=no turns=-1 {DEFAULT_SCHEDULE_24H} {SCENARIO_MUSIC silvan_sanctuary.ogg} {EXTRA_SCENARIO_MUSIC traveling_minstrels.ogg} [side] {PLAYER_FAE} {NO_GOLD_SIDE} side=1 recruit= [/side] [side] side=2 no_leader=yes team_name=fae controller=ai user_team_name= _ "team_name^Guards" color=white [/side] [side] side=3 no_leader=yes team_name=statues color=white hidden=yes controller=null [/side] [event] name=prestart [unit] side=3 type=Guardian of Earth Statue x,y=14,3 generate_name=no random_traits=no facing=s ellipse=none [/unit] [unit] side=3 type=Demon Stromguarde Statue x,y=1,8 generate_name=no random_traits=no facing=se ellipse=none [/unit] [unit] side=3 type=Grand Marshal Statue x,y=27,8 generate_name=no random_traits=no facing=sw ellipse=none [/unit] [unit] side=3 type=Great Mage Statue x,y=1,21 generate_name=no random_traits=no gender=female facing=ne ellipse=none [/unit] [unit] side=3 type=Mage of Light Statue x,y=27,21 generate_name=no random_traits=no gender=male facing=nw ellipse=none [/unit] [unit] side=3 type=Faerie Dryad Statue x,y=9,9 generate_name=no random_traits=no facing=se ellipse=none [/unit] [unit] side=3 type=Cavalier Statue x,y=19,9 generate_name=no random_traits=no gender=male facing=sw ellipse=none [/unit] [unit] side=3 type=Paladin Statue x,y=9,19 generate_name=no random_traits=no gender=male facing=ne ellipse=none [/unit] [unit] side=3 type=Eventide Dancer Statue x,y=19,19 generate_name=no random_traits=no facing=nw ellipse=none [/unit] [label] x,y=14,25 text = _ "Exit" [/label] [set_recruit] side=1 recruit= [/set_recruit] {RECALL_ARYEL_NOLOC} {RECALL_YUMI_NOLOC} [/event] {SPAWN_POINT ("Royal Guard") 2 5 5} {SPAWN_POINT ("Royal Guard") 2 23 5} {SPAWN_POINT ("Royal Guard") 2 1 12} {SPAWN_POINT ("Royal Guard") 2 27 12} {SPAWN_POINT ("Royal Guard") 2 1 17} {SPAWN_POINT ("Royal Guard") 2 27 17} {SPAWN_POINT ("Royal Guard") 2 9 4} {SPAWN_POINT ("Royal Guard") 2 19 4} [event] name=start [objectives] {OBJECTIVE_VICTORY ( _ "Explore")} {OBJECTIVE_NOTE ( _ "Move next to statues to trigger events.")} {OBJECTIVE_NOTE ( _ "Move to exit label to return to Caerleon.")} [/objectives] [/event] [event] name=moveto first_time_only=no [filter] id=Esther [/filter] {MODIFY_UNIT (id=Esther) moves 10} [/event] [event] name=moveto first_time_only=no [filter] id=Yumi [/filter] {MODIFY_UNIT (id=Yumi) moves 10} [/event] [event] name=moveto first_time_only=no [filter] id=Aryel [/filter] {MODIFY_UNIT (id=Aryel) moves 10} [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_adjacent] type=Royal Guard [/filter_adjacent] [/filter] [message] type=Royal Guard [filter_adjacent] x,y=$x1,$y1 [/filter_adjacent] message= _ "Do not touch the statues." [/message] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_adjacent] type=Guardian of Earth Statue [/filter_adjacent] [/filter] [message] speaker=narrator message= _ "The Guardian of our world, Xia'el, is suspected to be a faerie. Though she is largely absent, our kingdom is nevertheless peaceful and secure. Most attacks occur on the very outskirts and are targeted more at the faerie than at humankind. Thus, our Guardian's role is thought to be more of a symbol of station and less of serving any practical purpose. With the shadow of Ethea over our world, the mighty power of Uria, the Guardian of Life seems to have a more direct influence on our order." [/message] [message] speaker=narrator message= _ "Based on what our scholars have learned from the faerie over the years, Xia'el is the champion of peace among the Guardians, whereas the others are often at war with one another. Her endeavors have purportedly failed due to the stubborn nature of the other Guardians, who spurn any advice given to them by others. Not much else is known about her at this point in time." [/message] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_adjacent] type=Demon Stromguarde Statue [/filter_adjacent] [/filter] [message] speaker=narrator message= _ "Though demons are commonly thought of as aggressive and warlike, the Stromguardes are notably exempt from this line of thought. Serving as keepers of order on Ethea, they also sometimes come to Irdya to quell invasions from other demons and even ally themselves with faeries when necessary. The Stromguardes are friendly with humankind and much of our knowledge of Uria and Ethea comes from them." [/message] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_adjacent] type=Grand Marshal Statue [/filter_adjacent] [/filter] [message] speaker=narrator message= _ "The king of Caerleon is the commander of the military and trained as a general. Succession is determined by a system of nomination and confirmation. The highest ranking generals will choose one whom they deem worthy of the position, and the council of magi is left to approve the choice. In the rare circumstance that a decision cannot be reached, duels are called between the contenders and the victor is crowned king. In this manner, only the most worthy and most fit are allowed to lead." [/message] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_adjacent] type=Great Mage Statue [/filter_adjacent] [/filter] [message] speaker=narrator message= _ "The daughter of a curious couple between a human and a faerie, Caranya was said to be possessed of both incredible and unusual abilities. Where the versatility and creativity of humans and the raw power of the faerie met, miraculous things could happen. Mastery of several elements afforded her untold prowess in combat, while knowledge of the natural abilities of the faerie gave her incredible healing abilities. What she is most remembered for, however, is an acute affinity with the nature of life itself. Her dabbling in said magic eventually resulted in what we now know as the first occurrences of necromancy." [/message] [message] speaker=Esther message= _ "(<i>whispers</i>) Hey look! Your predecessor." [/message] [message] speaker=Aryel message= _ "(<i>scoffs</i>) Bet I'm better than her." [/message] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_adjacent] type=Mage of Light Statue [/filter_adjacent] [/filter] [message] speaker=narrator message= _ "Long ago, the order of priests was founded by a man who was said to be the incarnation of light itself. It is told that he had originally come from Norsula, the world of Water and Fire, where he had battled with a powerful demon lord in order to win him and his people their freedom. He had chosen to come here, to Irdya, where it is supposed that he founded a small village somewhere to the south of the Red Peaks. In time, he and his people made their way north to more secure lands and settled the surrounding areas. Eventually, a large city was built in these mountains and has since become Caerleon as we know it today." [/message] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_adjacent] type=Faerie Dryad Statue [/filter_adjacent] [/filter] [message] speaker=narrator message= _ "The faerie are rarely directly involved with us humans, but it is remembered that in the early days of Caerleon, when the winters were especially harsh and the wild beasts especially savage, one faerie came to help us construct our fledgling homes. Her knowledge of healing helped cure the sick and injured of their ailments, while her knowledge of nature helped sow the first crops in the previously barren plains. Since then, in times of great need, a few faeries have always come to the aid of humankind, never asking anything in return." [/message] [message] speaker=narrator message= _ "While the Guardian of our world is said to be the caretaker of life on Irdya, it is believed that she has assigned this responsibility to the faeries, whose affinity with nature have allowed them and their allies to prosper. We erect this statue to honor the faeries and acknowledge their role as the protectors of Irdya in the absence of our Guardian." [/message] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_adjacent] type=Cavalier Statue [/filter_adjacent] [/filter] [message] speaker=narrator message= _ "The fastest steeds and the most able of riders compose the cavaliers, but among them, only one is promoted to 'Captain' at any given time. It is a long and grueling trial to determine the one worthy for this task, and an even more difficult undertaking once the position is assigned. It is the Captain's responsibility to maintain order in these Northlands and to regularly ride to the villages to ensure the security of our kingdom. More importantly, however, the Captain is charged with scouring the land and raising the alarms at the first sign of war, so that proper aid can be prepared to resist any potential invasion." [/message] [message] speaker=narrator message= _ "The amount of travel and combat the Captain sees is far beyond that of a normal soldier, and many a sacrifice has been made to maintain peace in these lands. As such, we raise this statue to commemorate all the men who gave their lives to keep our people safe." [/message] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_adjacent] type=Paladin Statue [/filter_adjacent] [/filter] [message] speaker=narrator message= _ "Long ago, there was a powerful sorcerer who had gained the powers of darkness itself. His might was so great that he was able to cover these lands in a perpetual shroud, covering the sun and never allowing any light to come through. During this time, it is said that reality itself was subverted by the machinations of this warlock, and that the physical world was plunged into that of dreams. In a hell where the manifestation of this sorcerer's will became reality, there was one man who rose up against this oppressor, calling forth the power of light to banish the darkness." [/message] [message] speaker=narrator message= _ "In a climactic battle against the menace, our hero was blessed by the power of Light from the Guardian Luceith’el and cast the warlock forth from our world. The energy, however, was too much for his body to bear and he perished shortly after, for no mere mortal can hold the power of the Guardians. This statue was raised to commemorate the memory of this hero, who saved our world from the darkness." [/message] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_adjacent] type=Eventide Dancer Statue [/filter_adjacent] [/filter] [message] speaker=narrator message= _ "Night has never been the friend of humanity, but instead is the domain of demons and some faeries. Commonly thought of as the secretive maidens of the forests, faeries of the night are a different sort than those who serve as nature's wardens. Rarely seen and difficult to approach, they are known to be less friendly than other faeries and far more manipulative. It is believed that they possess some of the element of darkness." [/message] [message] speaker=narrator message= _ "Though darkness is usually associated with fear and despair, legends tell us of a world where the darkness was banished by the light of two suns. In the absence of shadow, the burning stars scorched the earth until all had become arid and infertile deserts. When darkness finally returned, it shrouded the burning light and allowed new life to regrow and prosper once again." [/message] [/event] [event] name=moveto first_time_only=yes [filter] x=13-15,14 y=14-15,13 side=1 [/filter] [message] speaker=narrator message= _ "Uria is said to be the mother of all humanity. As the Guardian of Life, she is intimately related to the nature of order and maintains a disciplined, controlled society on Ethea. Although she has never been sighted by humans, her peacekeepers often travel between our worlds, to repel unwanted invaders or even to help advance the growth of our civilization." [/message] [message] speaker=narrator message= _ "While Xia'el is the Guardian of our world, the influence of Uria is more direct in Caerleon. Our scholars commonly refer to her as the 'Protector', who commands her Stromguarde keepers to watch over us from the nearby world of Ethea. Her powers have greatly impacted our livelihood in these northlands, where the once harsh winters and austere terrain have now been supplanted by new life energies. For this, we erect this statue and mark her sigil in this shrine." [/message] [message] speaker=Aryel message= _ "(<i>whispers</i>) You've got to be kidding me. That's like... an insult to Xia'el. I mean, I know she and Uria are on good terms, but seriously..." [/message] [message] speaker=Esther message= _ "(<i>whispers</i>) These humans seem to view Xia'el as relatively unimportant. They're more into Uria's enforced order. It just seems like the way humans operate." [/message] [message] speaker=Aryel message= _ "(<i>whispers</i>) That could cause problems... if they view us as allied with Xia'el, but then see us fighting the Urdemons... wouldn't they get the wrong idea?" [/message] [message] speaker=Esther message= _ "(<i>whispers</i>) You never know what could happen. Humans are a tricky bunch." [/message] [message] speaker=Aryel message= _ "(<i>whispers</i>) Or worse, we know that something is controlling the Urdemons, and Uria can't or won't stop it. So what if the same thing happens to the humans?" [/message] [message] speaker=Esther message= _ "(<i>whispers</i>) With all the strange stuff that's been going on, anything is possible. I'm not worried about them attacking us directly, though. I'm more worried about other possibilities. You know, political drama, infighting. Stuff like that." [/message] [message] speaker=Aryel message= _ "(<i>whispers</i>) Oh. Psh. If they want a bloodbath among themselves, who cares? If they want to kill each other, let them be." [/message] [message] speaker=Esther message= _ "(<i>whispers</i>) You know it's our responsibility. The humans said it themselves. Xia'el doesn't pay much attention to them. It's up to us to help." [/message] [message] speaker=Aryel message= _ "(<i>whispers</i>) Ugh. Messing with human affairs is so pointless." [/message] [message] speaker=Esther message= _ "(<i>whispers</i>) Come on, where's that fun and energetic Aryel I'm used to?" [/message] [message] speaker=Aryel message= _ "(<i>whispers</i>) Pff. Alright, alright. Guess it wouldn't hurt. In the event that something does happen, I'm down to fight." [/message] [message] speaker=Esther message= _ "(<i>whispers</i>) Aryel, that's not what I meant..." [/message] [message] speaker=Aryel message= _ "(<i>smirks</i>) Yeah, yeah." [/message] [store_unit] [filter] id=Esther [/filter] variable=esther [/store_unit] [store_unit] [filter] id=Yumi [/filter] variable=yumi [/store_unit] [store_unit] [filter] id=Aryel [/filter] variable=aryel [/store_unit] #ifdef EASY {VARIABLE_OP esther.experience add 60} {VARIABLE_OP yumi.experience add 60} {VARIABLE_OP aryel.experience add 60} [unstore_unit] variable=esther find_vacant=no text= _ "+60 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=yumi find_vacant=no text= _ "+60 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=aryel find_vacant=no text= _ "+60 XP" red,green,blue=255,0,255 [/unstore_unit] #endif #ifdef NORMAL {VARIABLE_OP esther.experience add 50} {VARIABLE_OP yumi.experience add 50} {VARIABLE_OP aryel.experience add 50} [unstore_unit] variable=esther find_vacant=no text= _ "+50 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=yumi find_vacant=no text= _ "+50 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=aryel find_vacant=no text= _ "+50 XP" red,green,blue=255,0,255 [/unstore_unit] #endif #ifdef HARD {VARIABLE_OP esther.experience add 25} {VARIABLE_OP yumi.experience add 25} {VARIABLE_OP aryel.experience add 25} [unstore_unit] variable=esther find_vacant=no text= _ "+25 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=yumi find_vacant=no text= _ "+25 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=aryel find_vacant=no text= _ "+25 XP" red,green,blue=255,0,255 [/unstore_unit] #endif {CLEAR_VARIABLE esther} {CLEAR_VARIABLE yumi} {CLEAR_VARIABLE aryel} [/event] [event] name=moveto first_time_only=no [filter] x=14 y=25 side=1 [/filter] [message] speaker=Aryel message= _ "Shall we leave, then?" [/message] [message] speaker=Esther [option] message= _ "Sure." [command] [endlevel] result=victory bonus=no {NEW_GOLD_CARRYOVER 100} replay_save=no carryover_report=no linger_mode=no next_scenario=06_Caerleon [/endlevel] [/command] [/option] [option] message= _ "Not yet." [/option] [/message] [/event] [event] name=victory [set_variable] name=pantheon value=1 [/set_variable] [set_variable] name=prev_scenario value="Pantheon" [/set_variable] [/event] [/scenario]
#textdomain wesnoth-Genesis [scenario] id=07e_Arcaneum name= _ "Arcaneum" map_data="{~add-ons/Genesis/episode1/maps/07e_Arcaneum.map}" next_scenario=07b_Upper_District victory_when_enemies_defeated=no turns=-1 {DARK_INDOORS} {SCENARIO_MUSIC knalgan_theme.ogg} {EXTRA_SCENARIO_MUSIC weight_of_revenge.ogg} {EXTRA_SCENARIO_MUSIC the_deep_path.ogg} {EXTRA_SCENARIO_MUSIC the_king_is_dead.ogg} {FAE_DEATHS2} {STORYTXT_ARCANEUM} [side] {PLAYER_FAE} side=1 recruit= {GOLD 270 240 150} fog=yes shroud=yes [/side] [side] {SPIRIT_ENEMY_SIDE} {AGGRESSIVE_SIDE} side=2 id=udleaderspirit2 type=Spectre recruit=Ghost,Wraith,Shadow {GOLD 50 60 75} {INCOME 4 6 10} [/side] [side] {SPIRIT_ENEMY_SIDE} {AGGRESSIVE_SIDE} side=3 id=udleaderspirit3 type=Spectre recruit=Ghost,Wraith,Shadow {GOLD 50 60 75} {INCOME 4 6 10} [/side] [side] side=4 type=Draug id=udleaderskeleton team_name=spirits recruit=Skeleton,Skeleton Archer controller=ai user_team_name= _ "team_name^Skeletons" {GOLD 50 75 100} {INCOME 6 9 15} color=lightblue {AGGRESSIVE_SIDE} [/side] [side] side=5 type=Arch Mage generate_name=yes id=humanleader7e team_name=fae controller=ai recruit=Mage,Red Mage,White Mage user_team_name= _ "team_name^Magi" fog=yes shroud=yes share_maps=yes share_view=yes {GOLD 200 150 100} {INCOME 15 12 9} color=white [/side] [event] name=prestart [set_variable] name=recruited_ud value=0 [/set_variable] [set_variable] name=new_spawns value=0 [/set_variable] [set_variable] name=num_closed value=0 [/set_variable] [set_recruit] side=1 recruit=Spearman,Bowman,Ghost,Skeleton,Skeleton Archer [/set_recruit] {RECALL_ARYEL_NOLOC} {RECALL_YUMI_NOLOC} [/event] {STARTING_VILLAGES 1 9} {STARTING_VILLAGES 5 9} {RESPAWN_POINT_CONDITIONAL ("Draug","Banebow") 4 14 21 2 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Draug","Banebow") 4 21 22 1 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Draug","Banebow") 4 28 21 2 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Draug","Banebow") 4 29 30 1 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Draug","Banebow") 4 20 32 1 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Draug","Banebow") 4 10 29 2 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Draug","Banebow") 4 16 24 1 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Draug","Banebow") 4 25 31 2 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Spectre","Nightgaunt") 2 20 32 1 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Spectre","Nightgaunt") 2 10 29 2 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Spectre","Nightgaunt") 3 16 24 1 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Spectre","Nightgaunt") 3 25 31 2 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Spectre","Nightgaunt") 2 11 39 1 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Spectre","Nightgaunt") 2 14 43 1 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Spectre","Nightgaunt") 2 15 40 2 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Spectre","Nightgaunt") 2 5 38 2 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Spectre","Nightgaunt") 3 26 39 1 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Spectre","Nightgaunt") 3 25 45 1 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Spectre","Nightgaunt") 3 22 41 2 ("new_spawns")} {RESPAWN_POINT_CONDITIONAL ("Spectre","Nightgaunt") 3 31 39 2 ("new_spawns")} #ifdef HARD {RESPAWN_POINT_RANDOM ("Revenant","Deathblade","Bone Shooter") 4 16 19 22 25 2} {RESPAWN_POINT_RANDOM ("Revenant","Deathblade","Bone Shooter") 4 23 28 20 22 2} {RESPAWN_POINT_RANDOM ("Revenant","Deathblade","Bone Shooter") 4 19 24 29 32 1} {RESPAWN_POINT_RANDOM ("Wraith","Shadow") 2 7 17 38 44 3} {RESPAWN_POINT_RANDOM ("Wraith","Shadow") 3 7 17 38 44 4} {RESPAWN_POINT_RANDOM ("Wraith","Shadow") 2 7 17 38 44 3} {RESPAWN_POINT_RANDOM ("Wraith","Shadow") 3 7 17 38 44 4} {RESPAWN_POINT_RANDOM ("Wraith","Shadow") 2 19 20 38 44 3} {RESPAWN_POINT_RANDOM ("Wraith","Shadow") 3 19 20 38 44 4} {RESPAWN_POINT_RANDOM ("Wraith","Shadow") 2 19 20 38 44 3} {RESPAWN_POINT_RANDOM ("Wraith","Shadow") 3 19 20 38 44 4} #endif #ifdef NORMAL {RESPAWN_POINT_RANDOM ("Revenant","Deathblade","Bone Shooter") 4 16 19 22 25 3} {RESPAWN_POINT_RANDOM ("Revenant","Deathblade","Bone Shooter") 4 23 28 20 22 3} {RESPAWN_POINT_RANDOM ("Revenant","Deathblade","Bone Shooter") 4 19 24 29 32 2} {RESPAWN_POINT_RANDOM ("Wraith","Shadow") 2 7 17 38 44 8} {RESPAWN_POINT_RANDOM ("Wraith","Shadow") 3 7 17 38 44 8} {RESPAWN_POINT_RANDOM ("Wraith","Shadow") 2 7 17 38 44 8} {RESPAWN_POINT_RANDOM ("Wraith","Shadow") 3 7 17 38 44 8} {RESPAWN_POINT_RANDOM ("Wraith","Shadow") 2 19 20 38 44 8} {RESPAWN_POINT_RANDOM ("Wraith","Shadow") 3 19 20 38 44 8} {RESPAWN_POINT_RANDOM ("Wraith","Shadow") 2 19 20 38 44 8} {RESPAWN_POINT_RANDOM ("Wraith","Shadow") 3 19 20 38 44 8} #endif #ifdef EASY {RESPAWN_POINT_RANDOM ("Skeleton","Skeleton Archer") 4 16 19 22 25 3} {RESPAWN_POINT_RANDOM ("Skeleton","Skeleton Archer") 4 23 28 20 22 3} {RESPAWN_POINT_RANDOM ("Skeleton","Skeleton Archer") 4 19 24 29 32 2} {RESPAWN_POINT_RANDOM ("Wraith","Shadow") 3 7 17 38 44 12} {RESPAWN_POINT_RANDOM ("Wraith") 2 7 17 38 44 12} {RESPAWN_POINT_RANDOM ("Wraith","Shadow") 3 7 17 38 44 12} {RESPAWN_POINT_RANDOM ("Wraith") 2 7 17 38 44 12} {RESPAWN_POINT_RANDOM ("Wraith","Shadow") 3 19 20 38 44 12} {RESPAWN_POINT_RANDOM ("Wraith") 2 19 20 38 44 12} {RESPAWN_POINT_RANDOM ("Wraith","Shadow") 3 19 20 38 44 12} {RESPAWN_POINT_RANDOM ("Wraith") 2 19 20 38 44 12} #endif [event] name=start [message] speaker=humanleader7e message= _ "Who let you in here? Who are you? You had better be here to help..." [/message] [message] speaker=Esther message= _ "What's going on here? Why is everyone so jumpy?" [/message] [message] speaker=humanleader7e message= _ "Corina's blasted students. They meddled in spells that were far too advanced for them. Now look what's happened! All these creatures are completely out of control!" [/message] [message] speaker=Esther message= _ "Exactly how many of them are there?" [/message] [message] speaker=humanleader7e message= _ "Who knows! (<i>throws hands up in disgust</i>) And the council chose me, of all people, to deal with this mess. As if I was their janitor! Disgusting, snobby pricks... and the nerve of them, telling me to go fix this disaster without telling me any details at all. Why, I only just got through the containment spells!" [/message] [message] speaker=Esther message= _ "Hmm. Looks like we do this the hard way." [/message] [objectives] {OBJECTIVE_VICTORY ( _ "Defeat the undead")} {OBJECTIVE_DEFEAT ( _ "Death of Aryel")} {OBJECTIVE_DEFEAT ( _ "Death of Esther")} {OBJECTIVE_DEFEAT ( _ "Death of Yumi")} {OBJECTIVE_FULL_CARRYOVER} {OBJECTIVE_NOTE ( _ "It is highly recommended to finish by turn 23.")} [/objectives] [/event] [event] name=recruit_ud_text [message] speaker=Aryel message= _ "Watch and learn. I'll show you all how to really control undead." [/message] [message] speaker=Esther message= _ "Right... then while you're at it, don't you think you could take control of the other ones too?" [/message] [message] speaker=Aryel message= _ "Unfortunately, it doesn't work that easily when they've been summoned by someone else. Despite losing control, the person who created them still has a 'contract' with the undead. So unless I can break that, I can't do it." [/message] [message] speaker=Esther message= _ "Alright. But it's not like you mind a battle, so no loss there." [/message] [message] speaker=Aryel message= _ "(<i>grins</i>) Of course." [/message] [/event] [event] name=recruit [filter] side=1 race=undead [/filter] [filter_condition] [variable] name=recruited_ud numerical_equals=0 [/variable] [/filter_condition] [fire_event] name=recruit_ud_text [/fire_event] [set_variable] name=recruited_ud value=1 [/set_variable] [/event] [event] name=recall [filter] side=1 race=undead [/filter] [filter_condition] [variable] name=recruited_ud numerical_equals=0 [/variable] [/filter_condition] [fire_event] name=recruit_ud_text [/fire_event] [set_variable] name=recruited_ud value=1 [/set_variable] [/event] [event] name=turn 5 [message] speaker=Esther message= _ "Is it just me or is it unnaturally dark in here?" [/message] [message] speaker=Aryel message= _ "It's just you." [/message] [message] speaker=humanleader7e message= _ "It must be a byproduct of the undead being here. The lights in here are usually much brighter." [/message] [message] speaker=Esther message= _ "(<i>rolls eyes</i>) Right, I thought so. I'm not really a blind cave rat like you are, Aryel." [/message] [message] speaker=Aryel message= _ "Riiight. Joke's on you, I'm not blind. And I'm not ugly, either." [/message] [message] speaker=Yumi message= _ "(<i>turns</i>)" [/message] [message] speaker=Aryel message= _ "See?" [/message] [message] speaker=Yumi message= _ "(<i>blushes</i>)" [/message] [message] speaker=Esther message= _ "Okay, okay. Let's focus here, girls." [/message] [/event] [event] name=last breath first_time_only=yes [filter] side=4 [/filter] [filter_second] id=Aryel [/filter_second] [message] speaker=Aryel message= _ "Filthy skeletons. Die!" [/message] [kill] id=unit animate=yes [/kill] [message] speaker=Esther message= _ "Uhh, not to rain on your parade, but you make skeletons too." [/message] [message] speaker=Aryel message= _ "Yeah but mine are prettier." [/message] [message] speaker=Esther message= _ "Umm, sure thing. (<i>mutters</i>) Crazy girl." [/message] [message] speaker=Aryel message= _ "I'm not. I'm perfectly normal. Right, Yumi?" [/message] [message] speaker=Yumi message= _ "(<i>shrugs</i>)" [/message] [message] speaker=Aryel message= _ "(<i>grumbles</i>)" [/message] [/event] [event] name=turn 10 [message] speaker=Esther message= _ "Yumi?" [/message] [message] speaker=Yumi message= _ "(<i>tilts head</i>)" [/message] [message] speaker=Esther message= _ "You should be more careful. I don't want you to get hurt." [/message] [message] speaker=Yumi message= _ "(<i>shrugs</i>)" [/message] [message] speaker=Esther message= _ "I just want you to be safe." [/message] [message] speaker=Yumi message= _ "(<i>nods</i>)" [/message] [message] speaker=Esther message= _ "As long as you know that." [/message] [/event] [event] name=turn 15 [message] speaker=Yumi message= _ "(<i>frowns</i>)" [/message] [message] speaker=narrator message= _ "<i>Imagine losing control of your own power like this... with the humans, it becomes only a minor inconvenience. But if you did...</i>" [/message] [message] speaker=Yumi message= _ "(<i>holds head</i>)" [/message] [message] speaker=narrator message= _ "<i>Are you afraid?</i>" [/message] [message] speaker=Yumi message= _ "(<i>covers ears</i>)" [/message] [message] speaker=narrator message= _ "<i>You should be.</i>" [/message] [message] speaker=Yumi message= _ "(<i>shakes head</i>)" [/message] [/event] [event] name=turn 20 [message] speaker=Aryel message= _ "Hey, Esther." [/message] [message] speaker=Esther message= _ "Yes?" [/message] [message] speaker=Aryel message= _ "I just had a thought. You like fighting too, don't you?" [/message] [message] speaker=Esther message= _ "Me? What makes you think that?" [/message] [message] speaker=Aryel message= _ "(<i>smirks</i>) Come on. Secretly, you enjoy it." [/message] [message] speaker=Esther message= _ "N-not at all. Not the way you do, at least. I'm not a sadist." [/message] [message] speaker=Aryel message= _ "Whatever you say." [/message] [/event] [event] name=turn 23 {REPEAT 2 ({PLAY_SOUND "skeleton-big-die.ogg"})} {REPEAT 2 ({PLAY_SOUND "wail.wav"})} [message] speaker=Aryel message= _ "Did you hear that?" [/message] [message] speaker=Esther message= _ "Sounds like trouble." [/message] [message] speaker=Aryel message= _ "Yeah, sounds like we have company... we'd better figure out how to get rid of these undead fast, before their numbers grow out of control." [/message] [set_variable] name=new_spawns value=1 [/set_variable] [/event] [event] name=last breath [filter] id=udleaderskeleton [/filter] [message] speaker=udleaderskeleton message= _ "Freedom..." [/message] [message] speaker=Esther message= _ "Are they always like that when you kill them?" [/message] [message] speaker=Aryel message= _ "Not mine. I actually have the decency to make them brainless while they serve me." [/message] [message] speaker=Esther message= _ "Is that... supposed to be a good thing?" [/message] [/event] [event] name=last breath [filter] id=udleaderspirit2 [/filter] [message] speaker=udleaderspirit2 message= _ "Release..." [/message] [/event] [event] name=last breath [filter] id=udleaderspirit3 [/filter] [message] speaker=udleaderspirit3 message= _ "At last..." [/message] [/event] [event] name=last breath [filter] id=humanleader7e [/filter] [message] speaker=humanleader7e message= _ "Ugh, I told them I was the wrong person for the job..." [/message] [message] speaker=Aryel message= _ "Rest in pieces, poor jelly bag." [/message] [message] speaker=Esther message= _ "Aryel!" [/message] [message] speaker=Aryel message= _ "(<i>snickers</i>) Sorry. I meant, poor man, your sacrifice won't be in vain, especially not when I raise you as one of my minions in a few minutes." [/message] [message] speaker=Esther message= _ "(<i>sighs</i>)" [/message] [/event] [event] name=moveto [filter] x=32,33,33,31,30,30 y=30,30,28,28,28,29 side=1 [/filter] [message] speaker=Aryel message= _ "Ooh, a dark pit. Spooky." [/message] [message] speaker=Esther message= _ "(<i>rolls eyes</i>)" [/message] [/event] [event] name=moveto [filter] x=14-22 y=37-40 side=1 [/filter] [message] speaker=Esther message= _ "And this must be where they keep all their clutter! Not really as pretty as the rest of this place." [/message] [message] speaker=Aryel message= _ "(<i>kicks an iron beam</i>) You don't say." [/message] [message] speaker=Esther message= _ "Hey, I thought you liked places like these." [/message] [message] speaker=Aryel message= _ "(<i>looks at reflection in panel</i>) Nope. I actually have an eye for beauty." [/message] [message] speaker=Esther message= _ "Right, if you say so." [/message] [/event] [event] name=moveto [filter] x=7-13,23-29 y=39-45,39-45 side=1 [/filter] [message] speaker=Aryel message= _ "Oh, now I see. The fools opened a portal to the land of the dead! Wait, not just one. Two of them." [/message] [message] speaker=Esther message= _ "Hmm. So we'll have to close them? But how?" [/message] [message] speaker=Aryel message= _ "I can take care of that. But seriously. What kind of idiot does that? Even I'm not confident enough to try that." [/message] [message] speaker=Esther message= _ "(<i>whispers</i>) Well, that is the way with humans after all. They try to defy the order of the world." [/message] [message] speaker=Aryel message= _ "<i>Hmph. You don't say.</i>" [/message] [objectives] {OBJECTIVE_VICTORY ( _ "Use Aryel to close both portals (5,42 and 31,42)")} {OBJECTIVE_DEFEAT ( _ "Death of Aryel")} {OBJECTIVE_DEFEAT ( _ "Death of Esther")} {OBJECTIVE_DEFEAT ( _ "Death of Yumi")} {OBJECTIVE_CARRYOVER_NO_BONUS} {OBJECTIVE_NOTE ( _ "It is highly recommended to finish by turn 23.")} [/objectives] [/event] [event] name=moveto [filter] x,y=5,42 id=Aryel [/filter] [message] speaker=Aryel message= _ "Let's see. I wonder how I can close this thing." [/message] [message] speaker=Aryel message= _ "Hmm..." [/message] [message] speaker=Aryel message= _ "Maybe I can just blow it up." [/message] {FLASH_RED_EXTREME ({DELAY 250})} [terrain] x,y=5,42 radius=1 terrain=Uzw [/terrain] [redraw][/redraw] [if] [variable] name=num_closed value=0 [/variable] [then] [store_unit] [filter] side=2,3,4 [not] id=udleaderspirit2,udleaderspirit3 [/not] [/filter] variable=enemies [/store_unit] [for] array=enemies [do] [set_variable] name=to_kill rand=1..4 [/set_variable] [if] [variable] name=to_kill value=1 [/variable] [then] [kill] x,y=$enemies[$i].x,$enemies[$i].y animate=yes [/kill] [/then] [/if] {CLEAR_VARIABLE to_kill} [/do] [/for] {CLEAR_VARIABLE enemies} [/then] [/if] [message] speaker=Aryel message= _ "There. Looks like I got an added bonus too. Sweet." [/message] [message] speaker=Esther message= _ "Wasn't that a bit violent?" [/message] [message] speaker=Aryel message= _ "They're just dead bodies. Who cares?" [/message] [message] speaker=Esther message= _ "I suppose." [/message] {VARIABLE_OP num_closed add 1} [if] [variable] name=num_closed numerical_equals=2 [/variable] [then] [fire_event] name=defeated undead [/fire_event] [/then] [/if] [/event] [event] name=moveto [filter] x,y=31,42 id=Aryel [/filter] [message] speaker=Aryel message= _ "Give me a moment." [/message] {DELAY 250} {PLAY_SOUND "magic-faeriefire.ogg"} {DELAY 500} [message] speaker=Aryel message= _ "Hmm, that didn't work. Let me try this." [/message] {FLASH_RED_EXTREME ({DELAY 250})} [terrain] x,y=31,42 radius=1 terrain=Uzw [/terrain] [redraw][/redraw] [message] speaker=Aryel message= _ "Aha." [/message] {VARIABLE_OP num_closed add 1} [if] [variable] name=num_closed numerical_equals=2 [/variable] [then] [fire_event] name=defeated undead [/fire_event] [/then] [/if] [/event] [event] name=defeated undead [kill] side=2,3,4 animate=yes [/kill] {DELAY 500} [message] speaker=Esther message= _ "Looks like we did it." [/message] [message] speaker=Aryel message= _ "Great. We got rid of them. Now let's get out of here." [/message] [message] speaker=Esther message= _ "In a hurry, are we?" [/message] [message] speaker=Aryel message= _ "(<i>shrugs</i>) Not really. (<i>whispers</i>) Just, these magi make me uncomfortable. They seem all suspicious of us. Looks like Yumi has the same feeling." [/message] [message] speaker=Esther message= _ "I know, I feel that way as well. But, it would be kind of rude if we just disappeared." [/message] [message] speaker=Aryel message= _ "Rude? We just solved their not-so-little problem for them!" [/message] [message] speaker=Esther message= _ "Yes, but I don't want them remembering us for the wrong reasons. That could make trouble in the future." [/message] [message] speaker=Aryel message= _ "Then we'll say goodbye on our way out. Come on!" [/message] [message] speaker=Esther message= _ "I guess that's okay..." [/message] [endlevel] result=victory bonus=no {NEW_GOLD_CARRYOVER 100} next_scenario=07b_Upper_District [/endlevel] [/event] [event] name=victory {CLEAR_VARIABLE recruited_ud} {CLEAR_VARIABLE num_closed} {CLEAR_VARIABLE new_spawns} [set_variable] name=upper_district value=1 [/set_variable] [set_variable] name=prev_scenario value="Arcaneum" [/set_variable] [/event] [/scenario]
#textdomain wesnoth-Genesis [scenario] id=07f_Lore name= _ "Library" map_data="{~add-ons/Genesis/episode1/maps/07f_Lore.map}" next_scenario=03_Northlands victory_when_enemies_defeated=no turns=-1 theme=Cutscene {DEFAULT_SCHEDULE_24H} {SCENARIO_MUSIC wanderer.ogg} {EXTRA_SCENARIO_MUSIC silvan_sanctuary.ogg} [side] {PLAYER_FAE} {NO_GOLD_SIDE} side=1 recruit= shroud=no fog=no [/side] {PLACE_IMAGE items/crystal-glyph-message.png 2 8} {PLACE_IMAGE items/crystal-glyph-message.png 2 4} {PLACE_IMAGE items/crystal-glyph-message.png 12 4} {PLACE_IMAGE items/crystal-glyph-message.png 12 8} [event] name=prestart {RECALL_YUMI 6 10} {RECALL_ARYEL 8 10} [/event] [event] name=start [objectives] {OBJECTIVE_VICTORY ( _ "Read the text in the crystals")} {OBJECTIVE_NOTE ( _ "Move to the door (7,11-13) to return to Caerleon.")} [/objectives] [/event] [event] name=moveto first_time_only=no [filter] x,y=2,8 side=1 [/filter] [message] speaker=narrator message= _ "The Guardians" [/message] [message] speaker=narrator message= _ "There exist ten aspects of creation in the universe: Life, Water, Thunder, Earth, Fire, Darkness, Light, Air, Ice, and Existence. The ten Guardians each embody one of these concepts and are charged with fostering a world associated with each aspect. However, the tug of power between these worlds and the Guardians has resulted in frequent strife and endless bloodshed. In spite of their name, most Guardians are neither protectors nor peacekeepers." [/message] [message] speaker=narrator message= _ "The Guardians' powers stem from the Tree of Life, the source of energy that created the souls of all living creatures in the current Cycle. The Guardians' link to the Tree bestows upon them a degree of immortality, rendering them immune to the abilities of lesser creatures. They are also possessed of incredible regenerative abilities, being able to draw upon the energies of the Tree itself to sustain their physical forms. Along with their impressive set of defensive capabilities, each Guardian is granted a set of powers pertaining to each aspect, allowing them varying degrees of mystic and combative powers. In general, their strength is incomprehensible for most beings, even demon lords." [/message] [/event] [event] name=moveto first_time_only=no [filter] x,y=2,4 side=1 [/filter] [message] speaker=narrator message= _ "The Aspects" [/message] [message] speaker=narrator message= _ "Life: Uria, the Guardian of Life, is the protector of the world Ethea, where the Urdemons reside. Powerful and authoritarian, she maintains strict order in her homeworld through her legions of Stromguarde keepers. Legends state that humanity was created in her image on Ethea, but their perceived weakness drew the ire of the Urdemons. However, Uria decided to protect the fledgling race from its stronger predecessor, sheltering the humans for long enough until they could live in peace with the demons. While the humans later spread to other worlds, the largest population of humans still exists on Ethea today. For these reasons, Uria is known as the Mother of Humanity." [/message] [message] speaker=narrator message= _ "Water: Valdir, the Guardian of Water, the Beast, and the God of War, is known as the most destructive and warmongerish Guardian. The Valdemons under his command are known to be bloodthirsty and violent, warped creatures that know no restraint when it comes to battle. Their homeworld, Norsula, is equally stormy and distorted by constant war with Shardia's cohorts. It is rumored that Valdir's personal prowess in combat is unrivaled, though this has yet to be proven despite his frequent exercise of his excessive power on lesser creatures." [/message] [message] speaker=narrator message= _ "Thunder: Kaarul, the Guardian of Thunder, resides on the chaotic world of Baathar. He is known as the arbitrator and the Harbinger of Judgment, he who seeks to mediate just conclusions to conflict by any means necessary. Though seeking to take on the role of conciliator, Kaarul holds little influence over other Guardians who either relish in conflict, or disdain his propensity for often brutal punishment." [/message] [message] speaker=narrator message= _ "Earth: Xia'el, the Guardian of Earth, is said to have been created of golden dust by Yarae himself. Her presence allowed for faerie-kind to exist peacefully in an otherwise demon-dominated universe. Her homeworld, Irdya, is noted for having the greatest natural beauty, as well as being the only world in which more significant populations of faerie exist than demons. As the Goddess of the Forests and the Protector of Peace, she is staunch allies with Uria and rumored to be Yarae's favored Guardian." [/message] [message] speaker=narrator message= _ "Fire: Shardia, the Guardian of Fire, was originally to possess the world of Areza, but a cataclysmic event sent Areza crashing into Norsula, the world of Water. As two opposing forces, she and Valdir are at eternal odds with one another and their frequent bickering has turned Norsula into a near constant battleground between their aspects. While claiming to be the Guardian representing love and warmth, Shardia is no stranger to battle herself and her personal strength has been noted to be impressive, even to Valdir." [/message] [message] speaker=narrator message= _ "Darkness: Merthiaal, the Guardian of Darkness, is the youngest of the Guardians and governs the world of Yrathid. Mysterious and aloof, not much is known about her." [/message] [message] speaker=narrator message= _ "Light: Luceith’el is the Guardian of Light and Metal, sometimes called the Morning Star. He resides on Kressal with the Lumeril demons, who wield the power of light to bring order to an otherwise chaotic universe. Whereas darkness is the element of mystery and introspection, light is the exuberant beacon that is half protector, half oppressor." [/message] [message] speaker=narrator message= _ "Air: Kazith is the Guardian of Air, the Goddess of the Ether, as unpredictable and restless as the wind. She is the Lady of the Skies and the mistress of the world Erial, an eternal wanderer and oft abstracted mystic unconcerned with the day-to-day politics of the other Guardians. It is said that, when she can be found, her presence is like the effulgent breath of life - vivacious and energetic, but fleeting. The governance of her world is left mostly to her demon lords, who are at odds with those from Baathar." [/message] [message] speaker=narrator message= _ "Ice: Yukiria, the Guardian of Ice and the Keeper of Death, is the queen of Siaria, a white wasteland known as the land of the dead. As cold as the frozen world in which she lives, Yukiria is the silent watcher of the unraveling universe, waiting patiently as the strings of life are plucked away by fate. One by one, they fall away, the silken strands of life, into the white expanse beneath her fingertips." [/message] [message] speaker=narrator message= _ "Existence: there is no Guardian of Existence at this time." [/message] [/event] [event] name=moveto first_time_only=no [filter] x,y=12,8 side=1 [/filter] [message] speaker=narrator message= _ "The Fae" [/message] [message] speaker=narrator message= _ "Bearing great resemblance to the faerie and some demon races, the Fae are a mysterious group whose existence is only known by a few Guardians and mystic demons. Even those that know about the Fae are usually unable to distinguish them from regular faerie or demons, except, occasionally, via careful observation over long periods of time. This is exacerbated by the fact that Fae themselves are typically very aware of the distinctions between them and the other races, prompting them to hide their existence as much as possible." [/message] [message] speaker=narrator message= _ "Exactly what is a Fae? The distinction between them and the other races is not immediately obvious. While there usually is a clear difference in power, mature Fae typically do not outmatch the strongest demon lords by anything more than slim margins. When using their powers to their fullest potentials, a Fae may pose a slight threat to a weak Guardian, though it is rarely in their nature to brazenly seek combat. As beings composed inherently of magic, they possess a greater connection to their respective aspect than regular creatures and can thus perform feats that are usually limited to Guardians alone." [/message] [message] speaker=narrator message= _ "Exceedingly rare, there may exist only a handful of Fae in the entire universe. While some of the Guardians have taken an interest in them for their unusual powers, finding the Fae is usually impossible given their elusiveness. In fact, it is only the Fae who can identify others of their kind on sight, being more attuned to the uncanny nature of their being." [/message] [/event] [event] name=moveto first_time_only=no [filter] x,y=12,4 side=1 [/filter] [message] speaker=narrator message= _ "The First Gods" [/message] [message] speaker=narrator message= _ "<i>The following is taken from the journal of an unknown Guardian.</i>" [/message] [message] speaker=narrator message= _ "The First Gods existed in an era, or a Cycle, prior to the present one. They were present at the start of creation, the ageless overseers of the growth of the univese in its infancy. Not much is known about their civilization, other than that through the endless eons of time, they were the mystic claimants of knowledge, and the arcane wardens of the universe's secrets. Never stagnant, always advancing in their eternal thirst for knowledge, the First Gods' society ceaselessly progressed until they had uncovered the secrets of life and death. Legends even spoke of a few who had knowledge of creation itself. At their most glorious state, the First Gods seemed exactly that - the immortal wardens of the universe." [/message] [message] speaker=narrator message= _ "However, the timelessness of the First Gods did nothing to prevent the cataclysmic end of their civilization. Not much is known about what brought about the First Gods' downfall. Some surmise that it was something that corrupted the universe, or the First Gods themselves. Another possibility is that the universe itself rebelled against them, those beings which had learned too much about the secrets of Life and Creation. Perhaps it was nothing but a byproduct of natural order - as all is created, all eventually comes to an end as well." [/message] [message] speaker=narrator message= _ "What is known is that almost all of the First Gods' knowledge and creations were quickly destroyed along with the majority of their kind. The few who remained banded together and, in the twilight of the old world, used the entirety of their knowledge to bring about the birth of a new universe. When creation had dwindled down to a singularity, and the pulse of the universe had faded, then, and only then could the cosmos begin anew. From there, the Tree of Life became the foundation of the new world and the source of all its energies. Of the First Gods that survived, we know of only one - his name is Yarae." [/message] [message] speaker=narrator message= _ "Channeling the energies of the Tree of Life, Yarae brought about the birth of the first ten new worlds, one each corresponding to an aspect of creation. Along with them, the Seeds were planted for ten Guardians to follow - ten protectors to stop the universe from descending into chaos, as it had during the First Gods' time. To each Guardian, Yarae granted immense powers associated with each aspect, but witheld the secrets of Life and Creation discovered by the First Gods." [/message] [message] speaker=narrator message= _ "He alone would retain that, for such knowledge is knowledge of the profane and not meant to be possessed by any being, mortal or god alike." [/message] [/event] [event] name=moveto first_time_only=no [filter] id=Esther [/filter] {MODIFY_UNIT (id=Esther) moves 10} [/event] [event] name=moveto first_time_only=no [filter] id=Yumi [/filter] {MODIFY_UNIT (id=Yumi) moves 10} [/event] [event] name=moveto first_time_only=no [filter] id=Aryel [/filter] {MODIFY_UNIT (id=Aryel) moves 10} [/event] [event] name=moveto first_time_only=yes [filter] x=7 y=11-13 side=1 [/filter] [endlevel] result=victory bonus=no {NEW_GOLD_CARRYOVER 100} replay_save=no carryover_report=no linger_mode=no next_scenario=07b_Upper_District [/endlevel] [/event] # cleaning up some variables [event] name=victory [set_variable] name=prev_scenario value="Lore" [/set_variable] [/event] [/scenario]
#textdomain wesnoth-Genesis [scenario] id=08_Impetus name= _ "Impetus" map_data="{~add-ons/Genesis/episode1/maps/08_Impetus.map}" next_scenario=09_Blackout victory_when_enemies_defeated=no turns=-1 {EXTENDED_TIME3} current_time=8 {SCENARIO_MUSIC loyalists.ogg} {EXTRA_SCENARIO_MUSIC casualties_of_war.ogg} {EXTRA_SCENARIO_MUSIC battle.ogg} {EXTRA_SCENARIO_MUSIC the_city_falls.ogg} {EXTRA_SCENARIO_MUSIC siege_of_laurelmor.ogg} {FAE_DEATHS2} {STORYTXT_IMPETUS} [side] {PLAYER_FAE} {FULL_RECRUIT_LIST} side=1 {GOLD 350 275 150} facing=sw shroud=yes [/side] [side] {HUMAN_ENEMY} type=General id=humanleader82 generate_name=yes canrecruit=yes side=2 recruit=Swordsman,Pikeman,Javelineer,Longbowman,Dragoon {GOLD 200 275 400} {INCOME 8 12 20} facing=e [ai] aggression=0.75 caution=0.25 [/ai] [/side] [side] {HUMAN_ENEMY} type=General id=humanleader83 generate_name=yes canrecruit=yes side=3 recruit=Swordsman,Pikeman,Javelineer,Longbowman,Dragoon {GOLD 200 275 400} {INCOME 8 12 20} facing=ne [ai] aggression=0.75 caution=0.25 [/ai] [/side] [side] {ETHEA_ENEMY_SIDE} no_leader=yes side=4 hidden=yes {GOLD 200 275 400} income=-2 recruit=Demon Fiend,Demon Berserker,Red Demon,Fire Demon,Blood Imp,Demonic Hound [ai] leader_aggression=1 aggression=1 caution=0 grouping=false [goal] [criteria] side=5 [/criteria] value=-1000 [/goal] [/ai] [/side] [side] {YUURE_SIDE} team_name=etheademon side=5 hidden=yes defeat_condition=always [ai] aggression=1 caution=0 grouping=false [goal] [criteria] side=4 [/criteria] value=-1000 [/goal] [/ai] [/side] #define GENERATE_HILL [store_locations] variable=grass_hex terrain=Gg [and] x,y=37,8 radius=11 [or] x,y=43,7 radius=7 [/or] [or] x,y=35,2 radius=5 [/or] [/and] [/store_locations] [for] array=grass_hex [do] [set_variable] name=change_terrain rand=1..15 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Hh [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE grass_hex} [store_locations] variable=grass_hex terrain=Gg [filter_adjacent_location] terrain=Hh [/filter_adjacent_location] [/store_locations] [for] array=grass_hex [do] [set_variable] name=change_terrain rand=1..13 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Hh [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE grass_hex} #enddef #define GENERATE_FOREST [store_locations] variable=grass_hex terrain=Gg [and] x,y=33,12 radius=14 [or] x,y=43,11 radius=9 [/or] [or] x,y=25,1 radius=5 [/or] [/and] [/store_locations] [for] array=grass_hex [do] [set_variable] name=change_terrain rand=1..2100 [/set_variable] [if] [variable] name=change_terrain less_than=40 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gs^Fp [/terrain] [/then] [/if] [if] [variable] name=change_terrain less_than=43 [/variable] [and] [variable] name=change_terrain greater_than=40 [/variable] [/and] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gs^Fds [/terrain] [/then] [/if] [if] [variable] name=change_terrain less_than=49 [/variable] [and] [variable] name=change_terrain greater_than=46 [/variable] [/and] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gs^Fms [/terrain] [/then] [/if] [if] [variable] name=change_terrain less_than=70 [/variable] [and] [variable] name=change_terrain greater_than=50 [/variable] [/and] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gg^Fp [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=71 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gg^Fds [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=72 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gg^Fms [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE grass_hex} [store_locations] variable=grass_hex terrain=Gg [filter_adjacent_location] terrain=G*^F*,Hh^F* [/filter_adjacent_location] [/store_locations] [for] array=grass_hex [do] [set_variable] name=change_terrain rand=1..450 [/set_variable] [if] [variable] name=change_terrain less_than=40 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gs^Fp [/terrain] [/then] [/if] [if] [variable] name=change_terrain less_than=53 [/variable] [and] [variable] name=change_terrain greater_than=40 [/variable] [/and] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gs^Fds [/terrain] [/then] [/if] [if] [variable] name=change_terrain less_than=66 [/variable] [and] [variable] name=change_terrain greater_than=53 [/variable] [/and] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gs^Fms [/terrain] [/then] [/if] [if] [variable] name=change_terrain less_than=75 [/variable] [and] [variable] name=change_terrain greater_than=66 [/variable] [/and] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gs^Fdf [/terrain] [/then] [/if] [if] [variable] name=change_terrain less_than=84 [/variable] [and] [variable] name=change_terrain greater_than=75 [/variable] [/and] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gs^Fmf [/terrain] [/then] [/if] [if] [variable] name=change_terrain less_than=95 [/variable] [and] [variable] name=change_terrain greater_than=85 [/variable] [/and] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gg^Fp [/terrain] [/then] [/if] [if] [variable] name=change_terrain less_than=99 [/variable] [and] [variable] name=change_terrain greater_than=95 [/variable] [/and] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gg^Fds [/terrain] [/then] [/if] [if] [variable] name=change_terrain less_than=103 [/variable] [and] [variable] name=change_terrain greater_than=99 [/variable] [/and] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gg^Fms [/terrain] [/then] [/if] [if] [variable] name=change_terrain less_than=106 [/variable] [and] [variable] name=change_terrain greater_than=103 [/variable] [/and] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gg^Fdf [/terrain] [/then] [/if] [if] [variable] name=change_terrain less_than=109 [/variable] [and] [variable] name=change_terrain greater_than=106 [/variable] [/and] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gg^Fmf [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE grass_hex} [store_locations] variable=hill_hex terrain=Hh [/store_locations] [for] array=hill_hex [do] [set_variable] name=change_terrain rand=1..150 [/set_variable] [if] [variable] name=change_terrain less_than=10 [/variable] [then] [terrain] x,y=$hill_hex[$i].x,$hill_hex[$i].y terrain=Hh^Fp [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=11 [/variable] [then] [terrain] x,y=$hill_hex[$i].x,$hill_hex[$i].y terrain=Hh^Fds [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=12 [/variable] [then] [terrain] x,y=$hill_hex[$i].x,$hill_hex[$i].y terrain=Hh^Fms [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE hill_hex} [store_locations] variable=hill_hex terrain=Hh [filter_adjacent_location] terrain=Hh^Fms,Hh^Fda,Hh^Fp [/filter_adjacent_location] [/store_locations] [for] array=hill_hex [do] [set_variable] name=change_terrain rand=1..150 [/set_variable] [if] [variable] name=change_terrain less_than=4 [/variable] [then] [terrain] x,y=$hill_hex[$i].x,$hill_hex[$i].y terrain=Hh^Fp [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=5 [/variable] [then] [terrain] x,y=$hill_hex[$i].x,$hill_hex[$i].y terrain=Hh^Fds [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=6 [/variable] [then] [terrain] x,y=$hill_hex[$i].x,$hill_hex[$i].y terrain=Hh^Fms [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE hill_hex} #enddef #define GENERATE_VILLAGE [store_locations] variable=grass_hex terrain=Gg [not] [filter_adjacent_location] terrain=G*^V*,G*^F*,G* [and] [filter_adjacent_location] terrain=G*^V*,G*^F* [/filter_adjacent_location] [/and] [/filter_adjacent_location] [/not] [not] [filter_adjacent_location] terrain=G*^V*,G*^F*,C* [/filter_adjacent_location] [/not] [not] x=0,46 [or] y=0,36 [/or] [/not] [/store_locations] [for] array=grass_hex [do] [set_variable] name=change_terrain rand=1..130 [/set_variable] [if] [variable] name=change_terrain less_than=3 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gg^Vh [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=3 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gg^Vc [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=4 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gg^Vwm [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=6 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gg^Vct [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE grass_hex} [store_locations] variable=forest_hex terrain=G*^F* [not] [filter_adjacent_location] terrain=G*^V*,G*,C* [/filter_adjacent_location] [/not] [not] x=0,46 [or] y=0,36 [/or] [/not] [/store_locations] [for] array=forest_hex [do] [set_variable] name=change_terrain rand=1..40 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$forest_hex[$i].x,$forest_hex[$i].y terrain=Gs^Ve [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE forest_hex} #enddef #define GENERATE_GRASS [store_locations] variable=grass_hex terrain=Gg [/store_locations] [for] array=grass_hex [do] [set_variable] name=change_terrain rand=1..800 [/set_variable] [if] [variable] name=change_terrain less_than=30 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gs [/terrain] [/then] [/if] [if] [variable] name=change_terrain less_than=34 [/variable] [and] [variable] name=change_terrain greater_than=30 [/variable] [/and] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gd [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=50 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gll [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=55 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Re [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE grass_hex} [store_locations] variable=grass_hex terrain=Gg [filter_adjacent_location] terrain=Gs [/filter_adjacent_location] [/store_locations] [for] array=grass_hex [do] [set_variable] name=change_terrain rand=1..50 [/set_variable] [if] [variable] name=change_terrain less_than=10 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gs [/terrain] [/then] [/if] [if] [variable] name=change_terrain less_than=13 [/variable] [and] [variable] name=change_terrain greater_than=10 [/variable] [/and] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gd [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=15 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gll [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=20 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Re [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE grass_hex} [store_locations] variable=grass_hex terrain=Gg [filter_adjacent_location] terrain=Gd [/filter_adjacent_location] [/store_locations] [for] array=grass_hex [do] [set_variable] name=change_terrain rand=1..50 [/set_variable] [if] [variable] name=change_terrain less_than=10 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gs [/terrain] [/then] [/if] [if] [variable] name=change_terrain less_than=13 [/variable] [and] [variable] name=change_terrain greater_than=10 [/variable] [/and] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gd [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=15 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gll [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=20 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Re [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE grass_hex} [store_locations] variable=grass_hex terrain=Gg [filter_adjacent_location] terrain=G*^F* count=4,5,6 [/filter_adjacent_location] [/store_locations] [for] array=grass_hex [do] [set_variable] name=change_terrain rand=1..5 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gs [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE grass_hex} #enddef #define GENERATE_TEXTURE [store_locations] variable=floor_hex terrain=* [and] [filter_adjacent_location] terrain=*^F* [/filter_adjacent_location] [/and] [/store_locations] [for] array=floor_hex [do] [set_variable] name=change_terrain rand=1..24 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$floor_hex[$i].x,$floor_hex[$i].y layer=overlay terrain=^Em [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE floor_hex} [store_locations] variable=floor_hex terrain=* [and] [filter_adjacent_location] terrain=*^F* count=3-6 [/filter_adjacent_location] [/and] [/store_locations] [for] array=floor_hex [do] [set_variable] name=change_terrain rand=1..60 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$floor_hex[$i].x,$floor_hex[$i].y layer=overlay terrain=^Emf [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE floor_hex} [store_locations] variable=floor_hex terrain=G* [not] [filter_adjacent_location] terrain=*^F* [/filter_adjacent_location] [/not] [/store_locations] [for] array=floor_hex [do] [set_variable] name=change_terrain rand=1..32 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$floor_hex[$i].x,$floor_hex[$i].y layer=overlay terrain=^Gvs [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE floor_hex} [store_locations] variable=floor_hex terrain=G* [/store_locations] [for] array=floor_hex [do] [set_variable] name=change_terrain rand=1..16 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$floor_hex[$i].x,$floor_hex[$i].y layer=overlay terrain=^Efm [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE floor_hex} [store_locations] variable=floor_hex terrain=G* [and] [filter_adjacent_location] terrain=*^F* [/filter_adjacent_location] [/and] [/store_locations] [for] array=floor_hex [do] [set_variable] name=change_terrain rand=1..12 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$floor_hex[$i].x,$floor_hex[$i].y layer=overlay terrain=^Efm [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE floor_hex} [store_locations] variable=floor_hex terrain=G*,R*,H* [/store_locations] [for] array=floor_hex [do] [set_variable] name=change_terrain rand=1..16 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$floor_hex[$i].x,$floor_hex[$i].y layer=overlay terrain=^Es [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE floor_hex} #enddef [event] name=prestart {GENERATE_HILL} {REPEAT 2 ({GENERATE_FOREST})} {GENERATE_HILL} {REPEAT 2 ({GENERATE_FOREST})} {GENERATE_HILL} {REPEAT 5 ({GENERATE_FOREST})} {REPEAT 2 ({GENERATE_VILLAGE})} {REPEAT 3 ({GENERATE_GRASS})} {GENERATE_TEXTURE} {GENERATE_TEXTURE} [remove_shroud] side=1 [/remove_shroud] [set_variable] name=blue_spawns value=0 [/set_variable] [set_variable] name=fire_spawns value=0 [/set_variable] {CAPTURE_VILLAGES 1 39 8 10} [/event] [event] name=start [message] speaker=humanleader83 message= _ "So here we are, the forest of Ethiel. We shall have to take them by surprise before they can-" [/message] [message] speaker=Esther message= _ "<i>Humans? Ah, generals. Hmm, this doesn't look too good.</i> Generals! Can I help you?" [/message] [message] speaker=humanleader82 message= _ "(<i>whispers</i>) Perhaps we can reason with them. A direct confrontation would not be preferable." [/message] [message] speaker=humanleader83 message= _ "Yes, you may. By the order of the king, all faerie are to leave the Northlands immediately. We have orders to consolidate Caerleon's power in this land to maintain the security and order of our kingdom. You faerie have been deemed to be a threat to our lands, and we will not tolerate your presence. We are asking you to leave to avoid unnecessary bloodshed." [/message] [message] speaker=Esther message= _ "... Excuse me, did I hear that right? You want us to leave? We were just in Caerleon about a month ago, and nothing was said to us then." [/message] [message] speaker=humanleader82 message= _ "The order was given four days ago. We are merely here to carry out the king's demands, not to question him." [/message] [message] speaker=Esther message= _ "We haven't even done anything to you! We certainly don't mean to try to usurp the king's power or to harm you in any way. We've only ever tried to help you." [/message] [message] speaker=humanleader83 message= _ "It is not our place to disobey our liege's orders. Will you leave? It will make everything easier. No battle will have to be fought if you do." [/message] [unit] x,y=40,8 type=Lieutenant id=supporter8 generate_name=yes side=1 [modifications] {TRAIT_LOYAL} {TRAIT_STRONG} [/modifications] animate=yes facing=sw [/unit] [message] speaker=supporter8 message= _ "Excuse me, generals, but I can vouch for the faerie as well. They have only been pleasant and accommodating thus far. I was not even informed of such an order-" [/message] [message] speaker=humanleader82 message= _ "Be silent! Our second order was to detain all those who have defected and joined the faerie. Resist and you will be executed! Come with us, and you may yet be allowed to live." [/message] [message] speaker=supporter8 message= _ "That seems unreasonable-" [/message] [message] speaker=humanleader83 message= _ "It is also not your place to question his majesty's orders. I would add that, in this regard, he has the support of the council of magi. You would do well to surrender yourselves to us. This decision will not be overturned." [/message] {RECALL_ARYEL_NOLOC} [message] speaker=Aryel message= _ "What in blazes is going on- oh. Oh, I see. (<i>frowns</i>) So that's how it is." [/message] [message] speaker=humanleader82 message= _ "Do not resist! We will not hesitate to kill you if we must!" [/message] [message] speaker=Aryel message= _ "Oh, reaaallly. Come on, then. I'd like to see you try." [/message] [message] speaker=supporter8 message= _ "(<i>whispers</i>) I do not mean to offend, but it would be best if we could avoid fighting them..." [/message] [message] speaker=Aryel message= _ "Yeah, right. Look, it seems like the leadership in your kingdom suddenly just went off the deep end. Not just your king, but his generals and the mage council too. You sure you want to just go back to them and follow all their crazy orders?" [/message] [message] speaker=supporter8 message= _ "(<i>whispers</i>) Well..." [/message] [message] speaker=Aryel message= _ "No, you don't. And don't think for a moment that they present a real threat to us. You hear that? We're going to fight. And you better bet that we're not the ones who should be afraid." [/message] [message] speaker=humanleader82 message= _ "V-very well. Fair warning was given. It seems like there is no alternative..." [/message] [message] speaker=Esther message= _ "Aryel, there are quite a few of them." [/message] [message] speaker=Aryel message= _ "So? They can't take us." [/message] [message] speaker=Esther message= _ "Even if they could, it's not that. A slaughter would be bad." [/message] [message] speaker=Aryel message= _ "So? Do you think we have a choice? Would you rather us abandon the other faerie instead?" [/message] [message] speaker=Esther message= _ "No, but we could do as they ask and try to find a new home- well..." [/message] [message] speaker=Aryel message= _ "See? Even you think that's a terrible idea. Besides, something's fishy about this whole situation. I've got a feeling that someone is manipulating them, just like with the Urdemons. We might be able to figure something out if we can capture one of them." [/message] [message] speaker=Esther message= _ "I suppose you're right. Where's Yumi by the way?" [/message] [message] speaker=Aryel message= _ "Hmm. Good question." [/message] [store_unit] [filter] id=Yumi [/filter] variable=yumi [/store_unit] [kill] id=Yumi [/kill] [set_variable] name=fire_spawns2 value=0 [/set_variable] [objectives] {OBJECTIVE_VICTORY ( _ "Defeat all enemy leaders")} {OBJECTIVE_DEFEAT ( _ "Death of Esther")} {OBJECTIVE_DEFEAT ( _ "Death of Aryel")} {OBJECTIVE_FULL_CARRYOVER} [/objectives] [/event] [event] name=turn 3 [message] speaker=Aryel message= _ "(<i>mutters</i>) Seriously, where is this girl?" [/message] [message] speaker=Esther message= _ "(<i>whispers</i>) Sleeping? She's usually nocturnal, like you." [/message] [message] speaker=Aryel message= _ "(<i>whispers</i>) She's usually awake by now. It's already dusk." [/message] [message] speaker=Esther message= _ "It's fine. We should keep her out of this anyway, if we can." [/message] [message] speaker=Aryel message= _ "I would like that too, but that's not what's bothering me. Yumi's usually a light sleeper. This noise probably would have woken her. And it's not like her to just ditch us at the first sign of trouble." [/message] [message] speaker=Esther message= _ "She usually tries to find somewhere quiet to sleep. That, or she throws up barriers around herself. Or are you worried that something's happened to her?" [/message] [message] speaker=Aryel message= _ "Like I said, someone's probably manipulating these humans into attacking us. What if it's that same person controlling the Urdemons and trying to get at us a different way?" [/message] [message] speaker=Esther message= _ "But demons would be more effective since they're actually dangerous..." [/message] [message] speaker=Aryel message= _ "True, but this could be some kind of plot." [/message] [message] speaker=Esther message= _ "A diversion? To confuse us so that person can get to Yumi? Maybe we should check on her." [/message] [message] speaker=Aryel message= _ "Problem is, we have a fight on our hands right now..." [/message] [/event] [event] name=attack first_time_only=yes [filter] side=2,3 [/filter] [message] speaker=humanleader83 message= _ "Now we shall see how powerful you faerie really are." [/message] [message] speaker=Aryel message= _ "More than a match for you." [/message] [/event] [event] name=last breath first_time_only=yes [filter] side=2,3 [/filter] [filter_second] id=Aryel [/filter_second] [message] speaker=unit message= _ "W-wait, please-" [/message] [message] speaker=Aryel message= _ "And why should I do that?" [/message] [message] speaker=unit message= _ "I-I'm only a lowly foot soldier. I have nothing to do with this-" [/message] [message] speaker=Aryel message= _ "Right, like I'm going to take that as an excuse. Even if your superiors are the ones giving orders, you lot are the ones carrying them out in the end." [/message] [message] speaker=unit message= _ "But-" [/message] [message] speaker=Aryel message= _ "No buts. Bye bye!" [/message] [/event] [event] name=last breath first_time_only=yes [filter] side=2,3 [/filter] [filter_second] id=Esther [/filter_second] [message] speaker=unit message= _ "Mercy!" [/message] [message] speaker=Esther message= _ "(<i>frowns</i>) Why should I spare you?" [/message] [message] speaker=unit message= _ "I-I have a family. And children. Please, I didn't want to fight you. But the generals-" [/message] [message] speaker=Esther message= _ "Yet here you are, fighting against us right now." [/message] [message] speaker=unit message= _ "I-I am sorry. Please..." [/message] [message] speaker=Esther message= _ "(<i>sighs</i>) What else can I do? Go, leave." [/message] [message] speaker=unit message= _ "T-thank you." [/message] [kill] id=unit [/kill] [message] speaker=Aryel message= _ "You've got some guts, Esther. That, or you're an idiot." [/message] [message] speaker=Esther message= _ "Some of both, I suppose." [/message] [/event] [event] name=turn 6 [message] speaker=Aryel message= _ "Esther, I... really should go see if she's okay." [/message] [message] speaker=Esther message= _ "(<i>frowns</i>) We really should, but... you said it yourself. We kind of need you here too." [/message] [message] speaker=Aryel message= _ "Yes, but what if she needs us? I really don't want anything to happen to her. You know Yumi can't handle herself." [/message] [message] speaker=Esther message= _ "But what about everyone else?" [/message] [message] speaker=Aryel message= _ "(<i>whispers</i>) Bah, I don't care about them!" [/message] [message] speaker=Esther message= _ "(<i>whispers</i>) You don't really mean that." [/message] [message] speaker=Aryel message= _ "(<i>whispers</i>) I... well..." [/message] [message] speaker=Aryel message= _ "But-" [/message] [message] speaker=Aryel message= _ "(<i>sighs</i>) I guess you're right. Ugh. Sometimes it feels like..." [/message] [message] speaker=Esther message= _ "It feels like what, Aryel?" [/message] [message] speaker=Aryel message= _ "It feels like we don't try hard enough. I don't know. I just don't know how to deal with her." [/message] [message] speaker=Esther message= _ "We'll figure it out, and even she knows you <i>really</i> like her. But right now, we have a problem right in front of us that we have to deal with." [/message] [message] speaker=Aryel message= _ "I guess so..." [/message] [/event] [event] name=turn 7 [message] speaker=Aryel message= _ "Damn it, Yumi. Where are you?" [/message] [message] speaker=Esther message= _ "Calm down, Aryel. Sheesh. You're only going to make yourself more stressed the more you think about it." [/message] [message] speaker=Aryel message= _ "Rrgh." [/message] [/event] [event] name=turn 9 [unstore_unit] variable=yumi x,y=42,3 find_vacant=yes [/unstore_unit] {CLEAR_VARIABLE yumi} [message] speaker=Yumi message= _ "(<i>blinks</i>)" [/message] [message] speaker=Aryel message= _ "Yumi! Where in the world were you?! Do you have any idea how- how worried I was..." [/message] [message] speaker=Yumi message= _ "(<i>tilts head</i>)" [/message] [message] speaker=Esther message= _ "Shhh, shhh. Relax, she didn't do anything wrong. Aryel was just concerned for your safety." [/message] [message] speaker=Aryel message= _ "(<i>grumbles</i>) Was not." [/message] [message] speaker=Esther message= _ "Right. You totally weren't freaking out at all." [/message] [message] speaker=Yumi message= _ "(<i>stares at humans</i>)" [/message] [message] speaker=Esther message= _ "Yumi, it might be best if you go back to sleep. We can handle this." [/message] [message] speaker=Yumi message= _ "(<i>shudders</i>)" [/message] [message] speaker=Aryel message= _ "Yes, you should go. It's just a bunch of humans, anyway. Not a big deal." [/message] {DELAY 1500} [message] speaker=Aryel message= _ "Or not. Are you even paying attention?" [/message] {DELAY 1000} [message] speaker=Aryel message= _ "Damn it, Yumi." [/message] [message] speaker=Esther message= _ "Just let her be." [/message] [/event] [event] name=turn 11 [message] speaker=Yumi message= _ "(<i>looks around</i>)" [/message] [message] speaker=Esther message= _ "What is it?" [/message] [message] speaker=Aryel message= _ "I guess she thinks that someone's coming? Enemies, probably, given our luck." [/message] [message] speaker=Esther message= _ "What kind of enemies?" [/message] [message] speaker=Aryel message= _ "I don't know. I can't sense anything. Probably just Yumi being typical, neurotic Yumi. Or maybe not. Who knows, really." [/message] [message] speaker=Yumi message= _ "(<i>sulks</i>)" [/message] [/event] [event] name=turn 13 first_time_only=yes [replace_schedule] {MIDNIGHT} [/replace_schedule] [message] speaker=Esther message= _ "Is it just me or does this night seem longer than usual?" [/message] {DELAY 500} {PLAY_SOUND "explosion.ogg"} {DELAY 500} [message] speaker=Aryel message= _ "Hmm." [/message] {QUAKE_FIXED "rumble.ogg"} {PLAY_SOUND "dragonstick.ogg"} {DELAY 550} {QUAKE_FIXED "rumble.ogg"} {PLAY_SOUND "lightning.ogg"} {DELAY 550} [message] speaker=Aryel message= _ "It's not just you. What the hell is going on?" [/message] {DELAY 550} {PLAY_SOUND "lightning.ogg"} {DELAY 550} {QUAKE_FIXED "rumble.ogg"} {PLAY_SOUND "explosion.ogg"} {DELAY 550} {PLAY_SOUND "lightning.ogg"} {QUAKE_FIXED "rumble.ogg"} {DELAY 1000} [message] speaker=Esther message= _ "You're asking me." [/message] {DELAY 750} {REPEAT 3 ({PLAY_SOUND "melee-fire.ogg"})} [unit] side=4 id=demonleader8 generate_name=yes type=Demon Hellion random_traits=yes canrecruit=yes animate=yes facing=nw x,y=40,31 [/unit] [terrain] x,y=40,31 radius=1 terrain=Urb^Cov [/terrain] [terrain] x,y=40,31 terrain=Urb^Kov [/terrain] [redraw][/redraw] {DELAY 1000} [message] speaker=Esther message= _ "Oh boy. And now a bunch of demons show up. Can things get any worse?" [/message] [message] speaker=humanleader83 message= _ "Demons too? I didn't sign up for this..." [/message] [message] speaker=humanleader82 message= _ "... this may be somewhat of a problem to deal with." [/message] [message] speaker=Aryel message= _ "(<i>grimaces</i>) 'Somewhat of a problem'. This is really starting to get troublesome..." [/message] [modify_side] side=4 {INCOME 20 25 35} [/modify_side] [objectives] {OBJECTIVE_VICTORY ( _ "Defeat all enemy leaders")} {OBJECTIVE_DEFEAT ( _ "Death of Esther")} {OBJECTIVE_DEFEAT ( _ "Death of Yumi")} {OBJECTIVE_DEFEAT ( _ "Death of Aryel")} {OBJECTIVE_FULL_CARRYOVER} {OBJECTIVE_NOTE ( _ "Be very careful around Fiends and Berserkers.")} [/objectives] [/event] [event] name=moveto first_time_only=no [filter] side=4 [filter_location] terrain=G*^F* [/filter_location] [/filter] [terrain] x=$x1 y=$y1 terrain=Rd [/terrain] [redraw][/redraw] [/event] [event] name=moveto first_time_only=no [filter] side=4 [filter_location] terrain=G*^V* [/filter_location] [/filter] [store_locations] variable=village_hex x,y=$x1,$y1 terrain=G*^V* [/store_locations] {PLAY_SOUND "torch.ogg"} [for] array=village_hex [do] [terrain] x=$village_hex[$j].x y=$village_hex[$j].y terrain=Rd [/terrain] [/do] [/for] [redraw][/redraw] {CLEAR_VARIABLE village_hex} [/event] [event] name=turn 15 {FLASH_DARK ( {DELAY 750} [place_shroud] [filter_location] [/filter_location] side=1 [/place_shroud] [modify_side] side=1 fog=yes [/modify_side] [redraw] side=1 clear_shroud=yes [/redraw] {DELAY 750} )} [message] speaker=Aryel message= _ "Ugh. Now what?" [/message] {DELAY 350} {PLAY_SOUND "wail.wav"} {DELAY 500} [modify_unit] [filter] id=Aryel [/filter] facing=sw [/modify_unit] {PLAY_SOUND "wail.wav"} {DELAY 550} [modify_unit] [filter] id=Aryel [/filter] facing=se [/modify_unit] {PLAY_SOUND "wail-sml.wav"} {DELAY 550} {PLAY_SOUND "wail.wav"} {DELAY 550} [modify_unit] [filter] id=Aryel [/filter] facing=sw [/modify_unit] {PLAY_SOUND "wail.wav"} {DELAY 550} [modify_unit] [filter] id=Aryel [/filter] facing=se [/modify_unit] {PLAY_SOUND "wail-sml.wav"} {DELAY 750} [message] speaker=Esther message= _ "Uh." [/message] [message] speaker=Aryel message= _ "(<i>mimicking Esther</i>) Can things get any worse? You just had to ask it. Now look at what you've done." [/message] [message] speaker=Esther message= _ "The universe just hates me, huh." [/message] {DELAY 750} {PLAY_SOUND "wail.wav"} {DELAY 550} {PLAY_SOUND "wail-sml.wav"} {DELAY 550} {PLAY_SOUND "wail.wav"} {DELAY 750} [store_unit] [filter] id=Aryel [/filter] variable=aryel [/store_unit] {SPAWN_NOID ("Demon Apparition","Demon Dreamwalker") 5 $aryel.x $aryel.y} {DELAY 750} [message] speaker=Aryel message= _ "(<i>steps back</i>) No, it apparently hates me." [/message] {DELAY 750} {SPAWN_NOID ("Demon Apparition","Demon Dreamwalker") 5 $aryel.x $aryel.y} {SPAWN_NOID ("Demon Apparition","Demon Dreamwalker") 5 $aryel.x $aryel.y} {DELAY 750} [message] speaker=Aryel message= _ "Girls, I could use a little help here." [/message] {DELAY 750} {SPAWN_NOID ("Demon Apparition","Demon Dreamwalker") 5 $aryel.x $aryel.y} {SPAWN_NOID ("Demon Apparition","Demon Dreamwalker") 5 $aryel.x $aryel.y} {DELAY 750} [message] speaker=Aryel message= _ "Umm, please?" [/message] [message] speaker=Esther message= _ "One second, I'm coming!" [/message] {FLASH_DARK ( {DELAY 1000} [message] speaker=Esther message= _ "Where are you?" [/message] [message] speaker=Aryel message= _ "Right here. Might want to hurry up before they start tearing me apart-" [/message] {DELAY 500} [kill] side=5 [/kill] {DELAY 750} )} [message] speaker=Aryel message= _ "Or... not?" [/message] [message] speaker=Esther message= _ "You okay?" [/message] [message] speaker=Aryel message= _ "I guess. They just disappeared." [/message] [message] speaker=Esther message= _ "Ugh, those pesky blue monsters again. We should stick together. Don't get separated." [/message] [message] speaker=Aryel message= _ "Yeah, and don't get surrounded. (<i>shivers</i>)" [/message] {CLEAR_VARIABLE aryel} [objectives] {OBJECTIVE_VICTORY ( _ "Defeat all enemy leaders")} {OBJECTIVE_DEFEAT ( _ "Death of Esther")} {OBJECTIVE_DEFEAT ( _ "Death of Yumi")} {OBJECTIVE_DEFEAT ( _ "Death of Aryel")} {OBJECTIVE_FULL_CARRYOVER} {OBJECTIVE_NOTE ( _ "Be very careful around Fiends and Berserkers.")} [/objectives] [set_variable] name=blue_spawns value=1 [/set_variable] [/event] #ifdef HARD {RESPAWN_POINT_CONDITIONAL_RANDOM ("Demon Apparition","Demon Dreamwalker") 5 1 45 1 35 2 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Demon Apparition","Demon Dreamwalker") 5 1 45 1 35 2 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Demon Apparition","Demon Dreamwalker") 5 1 45 1 35 2 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Demon Apparition","Demon Dreamwalker") 5 1 45 1 35 2 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Demon Apparition","Demon Dreamwalker") 5 1 45 1 35 2 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Demon Apparition","Demon Dreamwalker") 5 1 45 1 35 2 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Demon Apparition","Demon Dreamwalker") 5 1 45 1 35 2 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Demon Apparition","Demon Dreamwalker") 5 1 45 1 35 2 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Blue Demon") 5 1 45 1 35 2 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Blue Demon") 5 1 45 1 35 2 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Blue Demon") 5 1 45 1 35 2 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Blue Demon") 5 1 45 1 35 2 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Blue Demon") 5 1 45 1 35 2 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Blue Demon") 5 1 45 1 35 2 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Blue Demon") 5 1 45 1 35 2 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Blue Demon") 5 1 45 1 35 2 ("blue_spawns")} #endif #ifdef NORMAL {RESPAWN_POINT_CONDITIONAL_RANDOM ("Demon Apparition","Demon Dreamwalker") 5 1 45 1 35 5 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Demon Apparition","Demon Dreamwalker") 5 1 45 1 35 5 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Demon Apparition","Demon Dreamwalker") 5 1 45 1 35 5 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Demon Apparition","Demon Dreamwalker") 5 1 45 1 35 5 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Demon Apparition","Demon Dreamwalker") 5 1 45 1 35 5 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Demon Apparition","Demon Dreamwalker") 5 1 45 1 35 5 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Demon Apparition","Demon Dreamwalker") 5 1 45 1 35 5 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Demon Apparition","Demon Dreamwalker") 5 1 45 1 35 5 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Blue Demon") 5 1 45 1 35 3 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Blue Demon") 5 1 45 1 35 3 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Blue Demon") 5 1 45 1 35 3 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Blue Demon") 5 1 45 1 35 3 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Blue Demon") 5 1 45 1 35 3 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Blue Demon") 5 1 45 1 35 3 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Blue Demon") 5 1 45 1 35 3 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Blue Demon") 5 1 45 1 35 3 ("blue_spawns")} #endif #ifdef EASY {RESPAWN_POINT_CONDITIONAL_RANDOM ("Demon Apparition","Demon Dreamwalker") 5 1 45 1 35 7 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Demon Apparition","Demon Dreamwalker") 5 1 45 1 35 7 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Demon Apparition","Demon Dreamwalker") 5 1 45 1 35 7 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Demon Apparition","Demon Dreamwalker") 5 1 45 1 35 7 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Demon Apparition","Demon Dreamwalker") 5 1 45 1 35 7 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Demon Apparition","Demon Dreamwalker") 5 1 45 1 35 7 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Demon Apparition","Demon Dreamwalker") 5 1 45 1 35 7 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Demon Apparition","Demon Dreamwalker") 5 1 45 1 35 7 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Blue Demon") 5 1 45 1 35 4 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Blue Demon") 5 1 45 1 35 4 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Blue Demon") 5 1 45 1 35 4 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Blue Demon") 5 1 45 1 35 4 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Blue Demon") 5 1 45 1 35 4 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Blue Demon") 5 1 45 1 35 4 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Blue Demon") 5 1 45 1 35 4 ("blue_spawns")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Blue Demon") 5 1 45 1 35 4 ("blue_spawns")} #endif [event] name=new turn first_time_only=no [store_unit] [filter] side=5 [/filter] variable=bluedemons [/store_unit] [for] array=bluedemons [do] [set_variable] name=kill_unit rand=1..4 [/set_variable] [if] [variable] name=kill_unit numerical_equals=1 [/variable] [then] [kill] x,y=$bluedemons[$i].x,$bluedemons[$i].y [/kill] [/then] [/if] {CLEAR_VARIABLE kill_unit} [/do] [/for] {CLEAR_VARIABLE bluedemons} [/event] [event] name=attack first_time_only=yes [filter] side=4 race=demon [/filter] [filter_second] side=2,3 [/filter_second] [message] speaker=unit message= _ "Filthy humans. Die!" [/message] [message] speaker=second_unit message= _ "Aieee!" [/message] [/event] [event] name=attack first_time_only=yes [filter] side=4 race=demon [/filter] [filter_second] side=1 [/filter_second] [message] speaker=unit message= _ "Burn!" [/message] [message] speaker=Esther message= _ "Get back! Be careful!" [/message] [/event] [event] name=last breath first_time_only=yes [filter] id=humanleader82 [/filter] [message] speaker=unit message= _ "I-I knew this was a bad idea." [/message] [message] speaker=Esther message= _ "Then why did you do it?" [/message] [message] speaker=unit message= _ "The... king's orders... are absolute..." [/message] [message] speaker=Aryel message= _ "Yeah, right. And what would happen if you were to disobey?" [/message] [message] speaker=unit message= _ "I- I- just..." [/message] [message] speaker=Aryel message= _ "Answer the question. Why did you attack us? And why would your king order you to attack us?" [/message] [message] speaker=unit message= _ "I- don't-" [/message] {FLASH_RED_EXTREME ({DELAY 250})} [message] speaker=Aryel message= _ "Well?" [/message] [message] speaker=unit message= _ "Please-" [/message] {FLASH_RED_EXTREME ({DELAY 250})} [message] speaker=Aryel message= _ "Talk." [/message] [message] speaker=Esther message= _ "Aryel, that's cruel." [/message] [message] speaker=Aryel message= _ "Shush. I'm trying to get answers." [/message] [message] speaker=Esther message= _ "By prolonging his death? Aryel, that's-" [/message] [message] speaker=Aryel message= _ "Whatever. Fine. I'll just let him die then." [/message] [fire_event] name=turn 13 [/fire_event] [/event] [event] name=last breath first_time_only=yes [filter] id=humanleader83 [/filter] [message] speaker=unit message= _ "No! Why are you doing this?" [/message] [message] speaker=Esther message= _ "Why are we killing you? How about, why are you attacking us?" [/message] [message] speaker=unit message= _ "Because... because they told us to!" [/message] [message] speaker=Aryel message= _ "And who might 'they' be?" [/message] [message] speaker=unit message= _ "T-them. Just them. I cannot say anymore. I don't-" [/message] {FLASH_RED_EXTREME ({DELAY 250})} [message] speaker=Aryel message= _ "Spill your guts." [/message] [message] speaker=unit message= _ "No!" [/message] [message] speaker=Aryel message= _ "Fine, then I'll do it for you." [/message] [fire_event] name=turn 13 [/fire_event] [/event] [event] name=turn 17 [message] speaker=Yumi message= _ "(<i>flinches</i>)" [/message] [message] speaker=Aryel message= _ "It's getting warmer." [/message] [message] speaker=Esther message= _ "Don't look at me. That's not my fault." [/message] [message] speaker=Aryel message= _ "That's what I'm worried about." [/message] [message] speaker=Esther message= _ "So even more of them are coming, huh." [/message] [message] speaker=Aryel message= _ "Maybe. We'll just have to see." [/message] [/event] [event] name=turn 19 first_time_only=yes {QUAKE_FIXED "rumble.ogg"} [message] speaker=Aryel message= _ "Let me guess..." [/message] {DELAY 500} {QUAKE_FIXED "rumble.ogg"} [unit] side=4 id=boss1 generate_name=yes type=Demon Harbinger random_traits=yes canrecruit=yes animate=yes facing=nw x,y=40,31 [/unit] [unit] side=4 id=boss2 generate_name=yes type=Demon Harbinger random_traits=yes canrecruit=yes animate=yes facing=nw x,y=40,31 [/unit] [message] speaker=boss1 message= _ "The air is rife with the scent of charred flesh." [/message] [message] speaker=boss2 message= _ "So it seems. The Yuure ones are here as well. This battle shall be a massacre." [/message] [message] speaker=boss1 message= _ "Let us put them out of their misery." [/message] [message] speaker=Esther message= _ "(<i>whispers</i>) More demons! And ones who are actually talking properly! That's new." [/message] [message] speaker=Aryel message= _ "(<i>mutters</i>) Hmph. Nice to meet you too. You guys are really friendly. Think we'd be best friends if I wasn't about to kill you." [/message] [message] speaker=Esther message= _ "(<i>whispers</i>) It's not just the two of them... I think they brought friends." [/message] [message] speaker=Aryel message= _ "(<i>grumbles</i>) Whatever. Won't make much of a difference." [/message] [set_variable] name=fire_spawns value=1 [/set_variable] [objectives] {OBJECTIVE_VICTORY ( _ "Defeat all enemy leaders")} {OBJECTIVE_DEFEAT ( _ "Death of Esther")} {OBJECTIVE_DEFEAT ( _ "Death of Yumi")} {OBJECTIVE_DEFEAT ( _ "Death of Aryel")} {OBJECTIVE_FULL_CARRYOVER} {OBJECTIVE_NOTE ( _ "Be very careful around Fiends and Berserkers.")} {OBJECTIVE_NOTE ( _ "Finish the enemy leaders as quickly as possible before you are overwhelmed (turn 27 recommended).")} [/objectives] [/event] [event] name=turn 27 [set_variable] name=fire_spawns2 value=1 [/set_variable] [/event] {RESPAWN_POINT_CONDITIONAL ("Demon Stormbringer") 4 38 30 2 ("fire_spawns2")} {RESPAWN_POINT_CONDITIONAL ("Demon Stormbringer") 4 42 30 2 ("fire_spawns2")} {RESPAWN_POINT_CONDITIONAL ("Demon Stormbringer") 4 40 33 2 ("fire_spawns2")} {RESPAWN_POINT_CONDITIONAL ("Demon Stormbringer") 4 38 32 2 ("fire_spawns2")} {RESPAWN_POINT_CONDITIONAL ("Demon Stormbringer") 4 42 32 2 ("fire_spawns2")} {RESPAWN_POINT_CONDITIONAL ("Demon Stormbringer") 4 40 29 2 ("fire_spawns2")} #ifdef HARD {RESPAWN_POINT_CONDITIONAL ("Demon Stormbringer") 4 38 30 3 ("fire_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Stormbringer") 4 42 30 3 ("fire_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Stormbringer") 4 40 33 3 ("fire_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Zephyr") 4 38 32 3 ("fire_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Zephyr") 4 42 32 3 ("fire_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Zephyr") 4 40 29 3 ("fire_spawns")} #endif #ifdef NORMAL {RESPAWN_POINT_CONDITIONAL ("Demon Stormbringer") 4 38 30 6 ("fire_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Zephyr") 4 42 30 4 ("fire_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Zephyr") 4 40 33 4 ("fire_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Zephyr") 4 38 32 4 ("fire_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Stormbringer") 4 42 32 6 ("fire_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Zephyr") 4 40 29 4 ("fire_spawns")} #endif #ifdef EASY {RESPAWN_POINT_CONDITIONAL ("Demon Stormbringer") 4 38 30 6 ("fire_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Zephyr") 4 42 30 5 ("fire_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Zephyr") 4 40 33 5 ("fire_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Zephyr") 4 38 32 5 ("fire_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Zephyr") 4 42 32 5 ("fire_spawns")} {RESPAWN_POINT_CONDITIONAL ("Demon Zephyr") 4 40 29 5 ("fire_spawns")} #endif [event] name=last breath first_time_only=yes [filter] id=boss1 [/filter] [message] speaker=unit message= _ "So they were not as weak as we presumed..." [/message] [kill] id=boss1 [/kill] [message] speaker=Esther message= _ "Damn, she just disappeared. Probably got away." [/message] [message] speaker=Aryel message= _ "Pff. Coward's way out." [/message] [message] speaker=Esther message= _ "I was more thinking that we got no information from her." [/message] [message] speaker=Aryel message= _ "(<i>shrugs</i>) Not like they'd talk easily anyway. The ones back in that crypt killed themselves before we could even do anything." [/message] [message] speaker=Esther message= _ "True." [/message] [/event] [event] name=last breath first_time_only=yes [filter] id=boss2 [/filter] [message] speaker=unit message= _ "You claim the victory this time, but more shall come." [/message] [kill] id=boss2 [/kill] [message] speaker=Aryel message= _ "Blah blah blah. Looks like they're all talk, but don't have anything to show. Least she could've done is provide more of a challenge." [/message] [message] speaker=Esther message= _ "(<i>sighs</i>) Bloodthirsty to the last." [/message] [message] speaker=Aryel message= _ "(<i>smirks</i>) Whatever." [/message] [/event] [event] name=last breath first_time_only=yes [filter] id=demonleader8 [/filter] [message] speaker=unit message= _ "..." [/message] [message] speaker=Esther message= _ "Who sent you here?" [/message] [message] speaker=unit message= _ "..." [/message] [message] speaker=Aryel message= _ "Speak, or else-" [/message] [message] speaker=unit message= _ "(<i>silence</i>)" [/message] [kill] id=demonleader8 animate=yes [/kill] [message] speaker=Aryel message= _ "Or... he can do that. Stupid demons, can't get any information from them." [/message] [fire_event] name=turn 19 [/fire_event] [/event] [event] name=enemies defeated [message] speaker=Esther message= _ "So that's it then. The rest of them are fleeing." [/message] [message] speaker=Aryel message= _ "Great. Still doesn't explain why the humans suddenly decided to attack us. Or those two demons actually talking this time." [/message] [message] speaker=Esther message= _ "I wonder if it's possible that some of them are attacking us of their own free will? Besides that, I'm thinking these blue demons or whatever that one called them are manipulating the humans." [/message] [message] speaker=Aryel message= _ "It would make sense. The humans' attitude toward us wouldn't change that drastically in such a short period. But it's kind of hard to know for sure unless we go digging around in Caerleon. That would basically mean muscling our way in." [/message] [message] speaker=Esther message= _ "And what about the demons? Those huge ones seemed to be acting freely." [/message] [message] speaker=Aryel message= _ "But the other one clearly wasn't. This whole thing is a mess and I haven't a clue what's going on. (<i>looks at Yumi</i>)" [/message] [message] speaker=Yumi message= _ "(<i>frowns</i>)" [/message] [message] speaker=Aryel message= _ "And for the record, Xia'el didn't show up. She wasn't kidding about ditching us." [/message] [message] speaker=Esther message= _ "I wonder if something's happened to her." [/message] [message] speaker=Aryel message= _ "Doubt it. The Guardians wouldn't go so far as to seriously attack each other..." [/message] [message] speaker=Aryel message= _ "... would they?" [/message] [message] speaker=Esther message= _ "At this point, your guess is as good as mine." [/message] [endlevel] result=victory {NEW_GOLD_CARRYOVER 100} next_scenario=09_Blackout [/endlevel] [/event] [event] name=victory {CLEAR_VARIABLE fire_spawns} {CLEAR_VARIABLE fire_spawns2} {CLEAR_VARIABLE blue_spawns} [/event] [/scenario] #undef GENERATE_HILL #undef GENERATE_FOREST #undef GENERATE_VILLAGE #undef GENERATE_GRASS #undef GENERATE_TEXTURE
#textdomain wesnoth-Genesis [scenario] id=09_Blackout name= _ "Blackout" map_data="{~add-ons/Genesis/episode1/maps/09_Blackout.map}" turns=-1 next_scenario=10_Incubus theme=Cutscene_Minimal {DARK_INDOORS} {SCENARIO_MUSIC underground.ogg} [side] side=1 no_leader=yes controller=human team_name=fae {NO_GOLD_SIDE} user_team_name= _ "team_name^Xia'el" shroud=yes color=green [/side] [side] no_leader=yes side=2 color=black controller=ai team_name=fae {NO_GOLD_SIDE} user_team_name= _ "team_name^Merthiaal" share_view=yes shroud=yes [/side] [side] {YUURE_SIDE} side=3 hidden=yes [/side] {STARTING_VILLAGES_ALL 2} [event] name=prestart [label] x,y=31,7 text = _ "The Blue Room" [/label] [/event] [event] name=start {FADE_SCREEN} [unit] type=Guardian of Earth name= _ "Xia'el" id=Xia'el facing=n canrecruit=yes unrenamable=yes side=1 x,y=14,32 [/unit] [unit] type=Guardian of Darkness id=Merthiaal facing=s name= _ "Merthiaal" unrenamable=yes canrecruit=yes side=2 x,y=13,24 [/unit] [hide_unit] [filter] [/filter] [/hide_unit] [scroll_to] x,y=14,32 [/scroll_to] [remove_shroud] side=1 x=1-20,21-36 y=22-36,25-36 [/remove_shroud] [redraw] clear_shroud=yes [/redraw] {UNFADE_SCREEN} {DELAY 500} [message] speaker=Merthiaal message= _ "Xia'el. Hello. It has been a while." [/message] [message] speaker=Xia'el message= _ "It has, but perhaps not long enough." [/message] [message] speaker=Merthiaal message= _ "... nice to see you too?" [/message] [message] speaker=Xia'el message= _ "I would say 'likewise', but I'm here regarding something important, unfortunately." [/message] [message] speaker=Merthiaal message= _ "I'm not sure what you mean by that." [/message] [message] speaker=Xia'el message= _ "Your influence, Merthiaal. We all know what you're capable of. It needs to stop." [/message] [message] speaker=Merthiaal message= _ "I'm sorry, I really don't know what you mean." [/message] [move_unit] id=Xia'el to_x,to_y=14,31 [/move_unit] {DELAY 250} [message] speaker=Xia'el message= _ "It's no use playing dumb. Listen, I just want us to get along, okay? We don't need to fight. So please, there's no need for you to do this." [/message] [message] speaker=Merthiaal message= _ "Do what, exactly?" [/message] {DELAY 1000} [message] speaker=Xia'el message= _ "(<i>sighs</i>) You've been controlling some of Uria's subjects and even some of those of other guardians. They have been attacking Irdya, my world, and have been harassing my faerie-" [/message] [message] speaker=Merthiaal message= _ "And you believe it's my doing. Really, Xia'el? (<i>shakes head</i>) You can't just come marching in here and accusing me of that." [/message] [message] speaker=Xia'el message= _ "But you-" [/message] [message] speaker=Merthiaal message= _ "What makes you think it's me?" [/message] {DELAY 250} [move_unit] id=Xia'el to_x,to_y=14,32 [/move_unit] [modify_unit] [filter] id=Xia'el [/filter] facing=n [/modify_unit] {DELAY 250} [message] speaker=Xia'el message= _ "I thought... you had something to do with it... you're the Guardian of Darkness. The Aspect of Darkness that you hold, it grants you the power to control the minds of other creatures." [/message] [message] speaker=Merthiaal message= _ "Obviously someone as strong as you would be able to sense if I were doing that. Besides, if I really were somehow manipulating Uria's subjects into attacking you, we wouldn't even be having this conversation. You'd probably just take it up with Yarae and get him to-" [/message] {DELAY 250} [move_unit] id=Xia'el to_x,to_y=14,30 [/move_unit] [modify_unit] [filter] id=Xia'el [/filter] facing=n [/modify_unit] {DELAY 250} [message] speaker=Xia'el message= _ "Is that what you think? That I'd just go running to Yarae for every little dispute we have?" [/message] [message] speaker=Merthiaal message= _ "Sort of. Well, it's just..." [/message] [message] speaker=Merthiaal message= _ "(<i>mutters</i>) You and Uria, you're his favorites. I don't see why you wouldn't be. (<i>coughs</i>) Nevermind. I'm not responsible for whatever is happening on your world. However, I would be glad to help, if you need it. Of course, you're quite strong, yourself, so I doubt you will want help from a weakling like me..." [/message] {DELAY 250} [move_unit] id=Xia'el to_x,to_y=14,24 [/move_unit] {DELAY 250} [modify_unit] [filter] id=Xia'el [/filter] facing=nw [/modify_unit] {DELAY 250} [modify_unit] [filter] id=Merthiaal [/filter] facing=se [/modify_unit] {DELAY 500} [message] speaker=Xia'el message= _ "Come on, Merthiaal. I know we have our differences, but it's not like I hold a grudge against you or anything. We're not Shardia and Valdir. I'm sorry I accused you of doing something like that. I really thought you might have had some connection to it because of their odd behavior. I didn't mean to try to pick a fight with you. We can be friends." [/message] [message] speaker=Merthiaal message= _ "<i>Friends, right.</i>" [/message] [message] speaker=Merthiaal message= _ "I don't see why you think I'm not being sincere. I'm trying, Xia'el. I really am. I don't want to be your enemy either-" [/message] [message] speaker=Xia'el message= _ "Nobody said you were." [/message] [message] speaker=Merthiaal message= _ "I suppose not. But sometimes, it just feels like... ah, never mind." [/message] [message] speaker=Merthiaal message= _ "..." [/message] [message] speaker=Merthiaal message= _ "(<i>sighs</i>) So, what exactly has been going on again?" [/message] [message] speaker=Xia'el message= _ "The Urdemons have been attacking Irdya. I know it's not Uria's doing. She's been trying to do what she can, but her method of 'control' usually just means quelling the rebels. Which is obviously bad and she doesn't want to keep doing that." [/message] [message] speaker=Merthiaal message= _ "Of course." [/message] [message] speaker=Xia'el message= _ "I suspect that there are other demons among them as well, but mostly they have been Uria's subjects. Ethea is in turmoil. And you were right, I haven't been able to identify how they are being controlled, if at all." [/message] [message] speaker=Merthiaal message= _ "None of the other aspects hold control over the mind like Darkness. I suppose one of the demon lords here could be responsible, but... (<i>closes eyes</i>) I would probably know about it, if that were the case. Although I'm not sure I could even do anything about it..." [/message] [message] speaker=Xia'el message= _ "Come on, Merthiaal. I know you're young, but you're a Guardian! You definitely have the right and the power to control your world." [/message] [message] speaker=Merthiaal message= _ "Yrathid is huge... and I'm weak... no. No, nevermind. You're right, I shouldn't think like that. So, any other clues?" [/message] [message] speaker=Xia'el message= _ "Hmm, the only other thing I can think of is that there were some sightings of the Yuure Demons. And the Void Demons." [/message] [message] speaker=Merthiaal message= _ "Those ones? Hmm. I never liked the Void Demons to begin with. They are merely mindless killing machines. Too dangerous to be dealt with. And I've always felt that the Yuure Demons were rather weak. Maybe they could control humans, but other demons? I don't think so." [/message] [message] speaker=Xia'el message= _ "Is that so? Then, what could it be?" [/message] [message] speaker=Merthiaal message= _ "Well, I've heard that..." [/message] {DELAY 1000} [message] speaker=Xia'el message= _ "What is it?" [/message] {DELAY 750} {MODIFY_UNIT (id=Merthiaal) facing nw} {DELAY 500} [message] speaker=Xia'el message= _ "What are you doing? Merthiaal, look at me." [/message] [message] speaker=Merthiaal message= _ "(<i>softly</i>) You won't like me if I tell you." [/message] [message] speaker=Xia'el message= _ "Come on. I won't hate you." [/message] {DELAY 750} [message] speaker=Merthiaal message= _ "I... I've heard rumors. There's been trouble on Norsula. Okay, so there's always trouble on Norsula, obviously since it has both the Aspects of Water and Fire, but I've heard that the Guardians there have started setting their eyes on other worlds. Valdir and Shardia. They're don't just want to use their own minions to fight. They want to drag others in with them." [/message] [message] speaker=Xia'el message= _ "That's been a rumor since forever." [/message] [message] speaker=Merthiaal message= _ "But that's not all! Recently, some of the demons here on Yrathid have begun attacking each other! I managed to subdue them, but day by day, their numbers grow, and in some places, it's turned into all out war! I tried to step in when the demon lords seemed like they couldn't handle it, but I made a huge, bloody mess of the whole thing so I don't even know what to do anymore, and ah..." [/message] [message] speaker=Xia'el message= _ "Sounds like Ethea right now. So you've been having the same troubles? I'm sorry to hear that." [/message] [message] speaker=Merthiaal message= _ "... it's fine. I let the demon lords do their own thing anyway. But as for the sudden trouble, I suspected that one of Valdir or Shardia had something to do with it, so I went to Yarae. I thought he might have some advice for me." [/message] [message] speaker=Xia'el message= _ "And... what did he say?" [/message] [message] speaker=Merthiaal message= _ "(<i>sighs</i>)" [/message] [message] speaker=Merthiaal message= _ "I couldn't find him. No, he wouldn't let me find him." [/message] [message] speaker=Xia'el message= _ "What do you mean? He's always standing guard at the Well of Life." [/message] [message] speaker=Merthiaal message= _ "He wouldn't let me through. There was a barrier there. I could sense a fantastic energy beyond it, the power of several elements mingled simultaneously. Yarae... he was doing something with that energy. He didn't want me to know. He doesn't want us to know anything. Xia'el... I'm sure he knows what's going on. I know he knows why my- our worlds are suddenly going crazy." [/message] [message] speaker=Merthiaal message= _ "The thing is, he's not doing anything about it. He doesn't want to help. I think... he doesn't care. No, not just that. He actually wants us to... to fight with each other like dogs while he runs his mad experiments on his own!" [/message] {DELAY 1500} [message] speaker=Xia'el message= _ "Merthiaal." [/message] {DELAY 750} [message] speaker=Xia'el message= _ "Look at me." [/message] {DELAY 1500} [message] speaker=Xia'el message= _ "(<i>reaches forward</i>)" [/message] [message] speaker=Merthiaal message= _ "(<i>flinches</i>) I thought you said you wouldn't hate-" [/message] [message] speaker=Xia'el message= _ "I don't. I just was surprised. That's quite the accusation to be making. Yarae does things with the Tree of Life all the time. He made it and knows all its secrets. Of course he has some things that he doesn't want to share with us. And I'm sure there's an explanation for why the demons have gone berserk as well. I'll bet you Yarae will give us a solution if we ask nicely." [/message] [message] speaker=Merthiaal message= _ "Ugh. You don't get it." [/message] [message] speaker=Xia'el message= _ "... I don't." [/message] {DELAY 750} {MODIFY_UNIT (id=Merthiaal) facing se} {DELAY 500} [message] speaker=Merthiaal message= _ "Of course you don't. You always think everything is okay when it's really not. Optimists like you never see the real truth." [/message] [message] speaker=Merthiaal message= _ "Our worlds are collapsing. You think our subjects fighting each other is our only problem? No. I'm sure you've seen it already. The power of the void is growing and it's already begun to seep into our universe. For all we know, the void's corrupting influence could be the thing causing everyone to go crazy, and that's just the first, tiniest little thing it can do." [/message] [message] speaker=Merthiaal message= _ "The thing is, the catastrophe that destroyed the First Gods and their civilization won't just go away. It'll happen to us too. Don't forget that Yarae's people, for all their knowledge and glory, were destroyed, and whatever did that to them could just as easily do that to us." [/message] [message] speaker=Xia'el message= _ "Merthiaal." [/message] [message] speaker=Merthiaal message= _ "We aren't even as strong as they are! Yarae is one of the few of the First Gods that remain, and he's way beyond us, because he keeps all of his power and secrets to himself. He doesn't share anything with us! He even locked me out of the Well that our powers spring from! That's not fair! He wouldn't treat you like that." [/message] [message] speaker=Xia'el message= _ "Merthiaal." [/message] [message] speaker=Merthiaal message= _ "And now he's just- just ignoring me! He doesn't care. He's watching and doing nothing as the void permeates our universe more and more with each passing moment. There's no way someone as strong as you can't see it. If, say, the armageddon arrives on our doorstep tomorrow, what could we do about it? Nothing. Absolutely nothing. Oh, Xia'el, I don't want to go on like this-" [/message] [message] speaker=Xia'el message= _ "Merthiaal!" [/message] {DELAY 1000} [message] speaker=Xia'el message= _ "Please, calm down. Nothing like that is going to happen." [/message] {DELAY 750} [message] speaker=Merthiaal message= _ "You don't know that." [/message] {DELAY 1500} [message] speaker=Xia'el message= _ "If we work together, we'll be able to figure something out. I promise. But seriously, what's gotten into you lately? You seem so..." [/message] {DELAY 500} {MODIFY_UNIT (id=Merthiaal) facing nw} {DELAY 1000} [message] speaker=Merthiaal message= _ "Let's talk somewhere else. With less of a chance of being overheard." [/message] [message] speaker=Xia'el message= _ "Umm, what? But- err... (<i>frowns</i>) okay." [/message] [move_unit] id=Merthiaal to_x,to_y=1,23 [/move_unit] [move_unit] id=Xia'el to_x,to_y=1,24 [/move_unit] [redraw] clear_shroud=yes [/redraw] {DELAY 500} [message] speaker=Xia'el message= _ "This is new. I don't remember there being anything here before." [/message] [message] speaker=Merthiaal message= _ "(<i>shrugs</i>)" [/message] {DELAY 250} [move_unit] id=Merthiaal to_x,to_y=8,18 [/move_unit] [move_unit] id=Xia'el to_x,to_y=7,19 [/move_unit] [redraw] clear_shroud=yes [/redraw] [move_unit] id=Merthiaal to_x,to_y=12,13 [/move_unit] [move_unit] id=Xia'el to_x,to_y=12,14 [/move_unit] [redraw] clear_shroud=yes [/redraw] {DELAY 500} [message] speaker=Xia'el message= _ "I know I've said this before, but maybe you shouldn't live in such dreary places. I can't help but feel that it doesn't help your anxiety." [/message] [message] speaker=Merthiaal message= _ "I'm the Guardian of Darkness, Xia'el. What else would you expect from me?" [/message] [message] speaker=Xia'el message= _ "I guess you have a point." [/message] [move_unit] id=Merthiaal to_x,to_y=20,11 [/move_unit] [move_unit] id=Xia'el to_x,to_y=17,10 [/move_unit] [redraw] clear_shroud=yes [/redraw] {DELAY 500} [message] speaker=Merthiaal message= _ "Is something wrong?" [/message] [message] speaker=Xia'el message= _ "I feel a bit lightheaded." [/message] {DELAY 250} [move_unit] id=Xia'el to_x,to_y=18,10 [/move_unit] {DELAY 750} [move_unit] id=Xia'el to_x,to_y=19,11 [/move_unit] {DELAY 500} [message] speaker=Merthiaal message= _ "Are you okay?" [/message] [message] speaker=Xia'el message= _ "I... think so." [/message] {DELAY 500} [move_unit] id=Merthiaal to_x,to_y=24,16 [/move_unit] [redraw] clear_shroud=yes [/redraw] [move_unit] id=Xia'el to_x,to_y=21,12 [/move_unit] {DELAY 250} [move_unit] id=Xia'el to_x,to_y=23,13 [/move_unit] {DELAY 500} [move_unit] id=Xia'el to_x,to_y=25,14 [/move_unit] {DELAY 500} [message] speaker=Merthiaal message= _ "You look rather pale. Is something the matter?" [/message] {DELAY 250} [move_unit] id=Xia'el to_x,to_y=25,16 [/move_unit] [message] speaker=Xia'el message= _ "I'm... not sure..." [/message] [message] speaker=Merthiaal message= _ "You don't look so good. We can talk later. I think you need to rest." [/message] [message] speaker=Xia'el message= _ "(<i>shakes head slowly</i>) But I... need to... get back..." [/message] [message] speaker=Merthiaal message= _ "Your world isn't going to implode if you aren't there for one day. Besides, it doesn't look like you're in any condition to travel. Not safely, at least. Come on, I can give you somewhere to stay. It might not be to your tastes, but at least nobody will bother you there." [/message] {DELAY 1000} [message] speaker=Merthiaal message= _ "Xia'el?" [/message] {DELAY 750} [message] speaker=Xia'el message= _ "Uhh... sure... (<i>holds head</i>) I don't know what's wrong with me... I don't want to trouble you..." [/message] [message] speaker=Merthiaal message= _ "It's fine. It's not a big deal." [/message] [message] speaker=Xia'el message= _ "If you say so..." [/message] {DELAY 500} [move_unit] id=Merthiaal to_x,to_y=27,22 [/move_unit] [redraw] clear_shroud=yes [/redraw] {DELAY 500} [move_unit] id=Xia'el to_x,to_y=26,21 [/move_unit] {DELAY 500} [move_unit] id=Merthiaal to_x,to_y=34,19 [/move_unit] [redraw] clear_shroud=yes [/redraw] {DELAY 750} [move_unit] id=Xia'el to_x,to_y=34,20 [/move_unit] {DELAY 500} [move_unit] id=Merthiaal to_x,to_y=32,16 [/move_unit] {DELAY 750} [move_unit] id=Xia'el to_x,to_y=33,17 [/move_unit] {DELAY 250} [message] speaker=Merthiaal message= _ "Just a moment." [/message] {DELAY 500} [terrain] x,y=32,15 terrain=Myb [/terrain] [redraw] clear_shroud=yes [/redraw] {DELAY 250} [move_unit] id=Merthiaal to_x,to_y=31,10 [/move_unit] [redraw] clear_shroud=yes [/redraw] [move_unit] id=Xia'el to_x,to_y=31,11 [/move_unit] [move_unit] id=Merthiaal to_x,to_y=30,4 [/move_unit] [redraw] clear_shroud=yes [/redraw] [move_unit] id=Xia'el to_x,to_y=31,5 [/move_unit] {DELAY 250} [message] speaker=Merthiaal message= _ "There. Not the most comfortable room, but it is a private one. Nobody will bother you here." [/message] [message] speaker=Xia'el message= _ "Thanks, Merthiaal." [/message] [move_unit] id=Xia'el to_x,to_y=34,1 [/move_unit] [redraw] clear_shroud=yes [/redraw] {DELAY 500} [message] speaker=Merthiaal message= _ "Sleep well." [/message] [message] speaker=Xia'el message= _ "Mmm..." [/message] {DELAY 250} [hide_unit] id=Xia'el [/hide_unit] {DELAY 500} [message] speaker=Merthiaal message= _ "I should get going." [/message] {DELAY 500} [hide_unit] id=Merthiaal [/hide_unit] {DELAY 500} {SPAWN ("Demon Nightmare") 3 24 3} {SPAWN ("Demon Nightmare") 3 26 5} {SPAWN ("Demon Nightmare") 3 29 7} {SPAWN ("Demon Nightmare") 3 33 8} {DELAY 1500} [move_unit] id=spawn_24_3 to_x,to_y=27,3 [/move_unit] [move_unit] id=spawn_26_5 to_x,to_y=28,4 [/move_unit] [move_unit] id=spawn_29_7 to_x,to_y=30,5 [/move_unit] [move_unit] id=spawn_33_8 to_x,to_y=33,6 [/move_unit] [move_unit] id=spawn_24_3 to_x,to_y=30,2 [/move_unit] [move_unit] id=spawn_26_5 to_x,to_y=30,3 [/move_unit] [move_unit] id=spawn_29_7 to_x,to_y=31,4 [/move_unit] [move_unit] id=spawn_33_8 to_x,to_y=33,4 [/move_unit] [move_unit] id=spawn_24_3 to_x,to_y=32,1 [/move_unit] [move_unit] id=spawn_26_5 to_x,to_y=32,2 [/move_unit] [move_unit] id=spawn_29_7 to_x,to_y=33,3 [/move_unit] [move_unit] id=spawn_33_8 to_x,to_y=34,3 [/move_unit] {DELAY 2000} [kill] side=3 [/kill] {DELAY 2000} {FADE_SCREEN} [endlevel] result=victory bonus=no replay_save=no carryover_report=no linger_mode=no next_scenario=10_Incubus [/endlevel] [/event] [/scenario]
#textdomain wesnoth-Genesis [scenario] id=10_Incubus name= _ "Incubus" map_data="{~add-ons/Genesis/episode1/maps/10_Incubus.map}" next_scenario=11_Frozen_Skies victory_when_enemies_defeated=no disallow_recall=yes turns=29 {ETERNALDARKDREAM} {SCENARIO_MUSIC wind3.ogg} {EXTRA_SCENARIO_MUSIC returning_in_time.ogg} {EXTRA_SCENARIO_MUSIC snowfall.ogg} {EXTRA_SCENARIO_MUSIC underground.ogg} [side] {PLAYER_FAE} side=1 recruit= {GOLD 400 360 280} {NO_INCOME_SIDE} fog=yes shroud=yes [/side] [side] {YUURE_SIDE} side=2 [ai] aggression=1 caution=0 grouping=false [goal] [criteria] id=Yumi [/criteria] value=200 [/goal] [/ai] [/side] [side] side=3 no_leader=yes team_name=yuure controller=ai user_team_name= _ "team_name^Humans" color=white [ai] aggression=1 caution=0 grouping=false [goal] [criteria] id=Yumi [/criteria] value=200 [/goal] [/ai] [/side] [side] side=4 no_leader=yes hidden=yes controller=null team_name=yuure color=black [/side] [side] {YUURE_SIDE} side=5 hidden=yes [ai] aggression=1 caution=0 grouping=false [goal] [criteria] id=Yumi [/criteria] value=200 [/goal] [/ai] [/side] [event] name=switch_terrain first_time_only=no [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$hex[$i].x,$hex[$i].y terrain=Ai [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=2 [/variable] [then] [terrain] x,y=$hex[$i].x,$hex[$i].y terrain=Aa [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/event] #define GENERATE_BLACK_SHALLOW [store_locations] variable=hex [filter_adjacent_location] terrain=Wwby [/filter_adjacent_location] [not] terrain=Woby [/not] [/store_locations] [for] array=hex [do] [set_variable] name=change_terrain rand=1..3 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$hex[$i].x,$hex[$i].y terrain=Wwby [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE hex} #enddef #define REGENERATE_TERRAIN [store_locations] variable=hex [not] terrain=Aa^Fma,Aa^Fpa,Wwby,Woby [/not] [/store_locations] [for] array=hex [do] [set_variable] name=change_terrain rand=1..50 [/set_variable] [fire_event] name=switch_terrain [/fire_event] [/do] [/for] {CLEAR_VARIABLE hex} [store_locations] variable=hex terrain=Aa^Fma,Aa^Fpa [not] terrain=Wwby,Woby [/not] [/store_locations] [for] array=hex [do] [set_variable] name=change_terrain rand=1..160 [/set_variable] [fire_event] name=switch_terrain [/fire_event] [/do] [/for] {CLEAR_VARIABLE hex} #enddef #define GENERATE_ICE [set_variable] name=x_coord rand=1..27,7..21 [/set_variable] [set_variable] name=y_coord rand=1..27,7..21 [/set_variable] [terrain] x=$x_coord y=$y_coord terrain=Ai [/terrain] {CLEAR_VARIABLE x_coord} {CLEAR_VARIABLE y_coord} [store_locations] variable=hex [filter_adjacent_location] terrain=Ai [/filter_adjacent_location] [/store_locations] [for] array=hex [do] [set_variable] name=change_terrain rand=1..12 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$hex[$i].x,$hex[$i].y terrain=Ai [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE hex} #enddef #define GENERATE_SNOW [set_variable] name=x_coord rand=1..27,7..21 [/set_variable] [set_variable] name=y_coord rand=1..27,7..21 [/set_variable] [terrain] x=$x_coord y=$y_coord terrain=Aa [/terrain] {CLEAR_VARIABLE x_coord} {CLEAR_VARIABLE y_coord} [store_locations] variable=hex [filter_adjacent_location] terrain=Aa [/filter_adjacent_location] [/store_locations] [for] array=hex [do] [set_variable] name=change_terrain rand=1..12 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$hex[$i].x,$hex[$i].y terrain=Aa [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE hex} #enddef #define GENERATE_SNOW_PINE_FOREST [set_variable] name=x_coord rand=5..23,10..18 [/set_variable] [set_variable] name=y_coord rand=5..23,10..18 [/set_variable] [terrain] x=$x_coord y=$y_coord terrain=Aa^Fpa [/terrain] {CLEAR_VARIABLE x_coord} {CLEAR_VARIABLE y_coord} [store_locations] variable=hex [filter_adjacent_location] terrain=Aa^Fma,Aa^Fpa [/filter_adjacent_location] [/store_locations] [for] array=hex [do] [set_variable] name=change_terrain rand=1..15 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$hex[$i].x,$hex[$i].y terrain=Aa^Fpa [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE hex} #enddef #define GENERATE_SNOW_MIXED_FOREST [set_variable] name=x_coord rand=5..23,10..18 [/set_variable] [set_variable] name=y_coord rand=5..23,10..18 [/set_variable] [terrain] x=$x_coord y=$y_coord terrain=Aa^Fma [/terrain] {CLEAR_VARIABLE x_coord} {CLEAR_VARIABLE y_coord} [store_locations] variable=hex [filter_adjacent_location] terrain=Aa^Fma,Aa^Fpa [/filter_adjacent_location] [/store_locations] [for] array=hex [do] [set_variable] name=change_terrain rand=1..15 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$hex[$i].x,$hex[$i].y terrain=Aa^Fma [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE hex} #enddef #define GENERATE_SNOW_HILLS [set_variable] name=x_coord rand=5..23,10..18 [/set_variable] [set_variable] name=y_coord rand=5..23,10..18 [/set_variable] [terrain] x=$x_coord y=$y_coord terrain=Ha [/terrain] {CLEAR_VARIABLE x_coord} {CLEAR_VARIABLE y_coord} [store_locations] variable=hex [filter_adjacent_location] terrain=Ha [/filter_adjacent_location] [/store_locations] [for] array=hex [do] [set_variable] name=change_terrain rand=1..10 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$hex[$i].x,$hex[$i].y terrain=Ha [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE hex} #enddef #define GENERATE_SHALLOW_WATER [set_variable] name=x_coord rand=1..27 [/set_variable] [set_variable] name=y_coord rand=1..27 [/set_variable] [terrain] x=$x_coord y=$y_coord terrain=Wwg [/terrain] {CLEAR_VARIABLE x_coord} {CLEAR_VARIABLE y_coord} [store_locations] variable=hex [filter_adjacent_location] terrain=Wwg [/filter_adjacent_location] [/store_locations] [for] array=hex [do] [set_variable] name=change_terrain rand=1..30 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$hex[$i].x,$hex[$i].y terrain=Wwg [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE hex} #enddef #define GENERATE_DEEP_WATER [set_variable] name=x_coord rand=1..27 [/set_variable] [set_variable] name=y_coord rand=1..27 [/set_variable] [terrain] x=$x_coord y=$y_coord terrain=Wog [/terrain] {CLEAR_VARIABLE x_coord} {CLEAR_VARIABLE y_coord} [store_locations] variable=hex [filter_adjacent_location] terrain=Wog [/filter_adjacent_location] [/store_locations] [for] array=hex [do] [set_variable] name=change_terrain rand=1..30 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$hex[$i].x,$hex[$i].y terrain=Wog [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE hex} #enddef # enemy spawns #ifdef HARD {RESPAWN_POINT_CONDITIONAL_RANDOM ("Shadow Demon") 5 7 21 7 21 7 ("new_terrain")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Shadow Demon") 5 7 21 7 21 7 ("new_terrain")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Shadow Demon") 5 7 21 7 21 7 ("new_terrain")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Shadow Demon") 5 7 21 7 21 7 ("new_terrain")} #endif #ifdef NORMAL {RESPAWN_POINT_CONDITIONAL_RANDOM ("Shadow Demon") 5 7 21 7 21 14 ("new_terrain")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Shadow Demon") 5 7 21 7 21 14 ("new_terrain")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Shadow Demon") 5 7 21 7 21 14 ("new_terrain")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Shadow Demon") 5 7 21 7 21 14 ("new_terrain")} #endif #ifdef EASY {RESPAWN_POINT_CONDITIONAL_RANDOM ("Shadow Demon") 5 7 21 7 21 19 ("new_terrain")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Shadow Demon") 5 7 21 7 21 19 ("new_terrain")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Shadow Demon") 5 7 21 7 21 19 ("new_terrain")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Shadow Demon") 5 7 21 7 21 19 ("new_terrain")} #endif [event] name=new turn first_time_only=no [store_locations] variable=hex terrain=Ha^*,Aa,Ai,Ha,Aa^*,Wwg,Wog [/store_locations] [for] array=hex [do] #ifdef HARD [set_variable] name=spawn_val rand=1..1800 [/set_variable] #endif #ifdef NORMAL [set_variable] name=spawn_val rand=1..3000 [/set_variable] #endif #ifdef EASY [set_variable] name=spawn_val rand=1..3600 [/set_variable] #endif [if] [variable] name=spawn_val less_than=3 [/variable] [then] {SPAWN_NOID ("Dream Dragoon","Dream Swordsman","Dream Javelineer","Dream Knight","Dream Longbowman","Dream Red Mage","Dream White Mage","Dream Pikeman","Dream Shock Trooper") 3 $hex[$i].x $hex[$i].y} [/then] [/if] [if] [variable] name=spawn_val numerical_equals=4 [/variable] [then] {SPAWN_NOID ("Demon Dreamweaver","Demon Nightmare") 2 $hex[$i].x $hex[$i].y} [/then] [/if] {CLEAR_VARIABLE spawn_val} [/do] [/for] {CLEAR_VARIABLE hex} [store_locations] variable=hex terrain=Wwby [/store_locations] [for] array=hex [do] [set_variable] name=spawn_val rand=1..700 [/set_variable] [if] [variable] name=spawn_val numerical_equals=1 [/variable] [then] {SPAWN_NOID ("Shadow Demon") 5 $hex[$i].x $hex[$i].y} [/then] [/if] {CLEAR_VARIABLE spawn_val} [/do] [/for] {CLEAR_VARIABLE hex} [/event] [event] name=prestart {REPEAT 15 ({GENERATE_SHALLOW_WATER})} {REPEAT 7 ({GENERATE_ICE})} {REPEAT 7 ({GENERATE_SNOW})} {REPEAT 5 ({GENERATE_SHALLOW_WATER})} {REPEAT 5 ({GENERATE_ICE})} {REPEAT 5 ({GENERATE_SNOW})} {REPEAT 5 ({GENERATE_SHALLOW_WATER})} {REPEAT 3 ({GENERATE_ICE})} {REPEAT 3 ({GENERATE_SNOW})} {REPEAT 5 ({GENERATE_SNOW_HILLS})} {REPEAT 5 ({GENERATE_SNOW_PINE_FOREST})} {REPEAT 5 ({GENERATE_SNOW_MIXED_FOREST})} {REPEAT 3 ({GENERATE_ICE})} {REPEAT 3 ({GENERATE_SNOW})} {REPEAT 3 ({GENERATE_SNOW_HILLS})} {REPEAT 3 ({GENERATE_SNOW_PINE_FOREST})} {REPEAT 3 ({GENERATE_SNOW_MIXED_FOREST})} {RECALL_YUMI_NOLOC} [set_variable] name=x_coord rand=9..19 [/set_variable] [set_variable] name=y_coord rand=9..19 [/set_variable] [move_unit] id=Yumi to_x,to_y=$x_coord,$y_coord [/move_unit] [store_unit] [filter] id=Esther [/filter] variable=esther_tmp [/store_unit] [kill] id=Esther [/kill] # recruiting code for this scenario [set_menu_item] id=recruit_manifestation description= _ "Recruit Manifestation" image="attacks/wail.png~SCALE(18,18)" [show_if] [variable] name=side_number numerical_equals=1 [/variable] [/show_if] [filter_location] [not] [filter][/filter] [/not] [filter_adjacent_location] [filter] side=1 id=Yumi [/filter] [/filter_adjacent_location] [/filter_location] [command] [store_gold] [filter_side] side=1 [/filter_side] variable=side1gold [/store_gold] [if] [variable] name=side1gold less_than=5 [/variable] [then] {MESSAGE_NOT_ENOUGH_GOLD} [/then] [else] [unit] side=1 type=Manifestation x,y=$x1,$y1 moves,attacks_left=0,0 animate=yes upkeep=free [modifications] {TRAIT_LOYAL} [/modifications] [/unit] {VARIABLE_OP side1gold sub 5} [modify_side] side=1 gold=$side1gold [/modify_side] {CLEAR_VARIABLE side1gold} [/else] [/if] [/command] [/set_menu_item] {CLEAR_VARIABLE x_coord} {CLEAR_VARIABLE y_coord} [sound_source] id=s10dark1 x=14 y=14 sounds="dark-2.ogg" full_range=100 delay=0 loop=-1 check_fogged=no check_shrouded=no [/sound_source] [set_variable] name=new_terrain value=0 [/set_variable] [/event] [event] name=start [message] speaker=Yumi message= _ "(<i>rubs eyes</i>)" [/message] [message] speaker=Yumi message= _ "<i>Again?</i>" [/message] [message] speaker=Yumi message= _ "(<i>shivers</i>)" [/message] [message] speaker=narrator message= _ "<i>It's here, that power. It wants you to use it.</i>" [/message] [message] speaker=Yumi message= _ "(<i>nods</i>)" [/message] [message] speaker=narrator message= _ "<i>But you do not want to. You do not trust it. You do not trust yourself.</i>" [/message] [message] speaker=Yumi message= _ "... (<i>nods</i>)" [/message] [message] speaker=narrator message= _ "<i>It will not simply disappear if you ignore it. What will you do?</i>" [/message] [message] speaker=Yumi message= _ "(<i>covers ears</i>)" [/message] [message] speaker=narrator message= _ "<i>So you're giving up.</i>" [/message] {DELAY 1000} [message] speaker=Yumi message= _ "(<i>shakes head</i>)" [/message] [objectives] {OBJECTIVE_VICTORY ( _ "Survive until end of turns")} {OBJECTIVE_DEFEAT ( _ "Death of Yumi")} {OBJECTIVE_FULL_CARRYOVER} {OBJECTIVE_NOTE ( _ "You may recruit by right clicking on a hex next to Yumi.")} [/objectives] [/event] [event] name=new turn first_time_only=no [filter_condition] [variable] name=new_terrain numerical_equals=0 [/variable] [/filter_condition] {REPEAT 5 ({GENERATE_SHALLOW_WATER})} {GENERATE_ICE} {GENERATE_SNOW} {GENERATE_SNOW_HILLS} {GENERATE_SNOW_PINE_FOREST} {GENERATE_SNOW_MIXED_FOREST} {REPEAT 5 ({GENERATE_DEEP_WATER})} [/event] [event] name=new turn first_time_only=no [filter_condition] [variable] name=new_terrain numerical_equals=1 [/variable] [/filter_condition] {REGENERATE_TERRAIN} {REPEAT 3 ({GENERATE_BLACK_SHALLOW})} [/event] [event] name=attack [filter] side=3 [/filter] [filter_second] id=Yumi [/filter_second] [message] speaker=unit message= _ "Die, faerie scum!" [/message] [harm_unit] [filter] id=Yumi [/filter] [filter_second] x,y=$x1,$y1 [/filter_second] [primary_attack] range=melee [/primary_attack] [secondary_attack] range=melee [/secondary_attack] animate=yes amount=4 [/harm_unit] {DELAY 250} [message] speaker=Yumi message= _ "<i>Ugh. Why would they attack us? What did we do to deserve this?</i>" [/message] [message] speaker=unit message= _ "Say something!" [/message] {DELAY 350} [harm_unit] [filter] id=Yumi [/filter] [filter_second] x,y=$x1,$y1 [/filter_second] [primary_attack] range=melee [/primary_attack] [secondary_attack] range=melee [/secondary_attack] amount=0 animate=yes [/harm_unit] [message] speaker=unit message= _ "What's the matter? Cat got your tongue?" [/message] [message] speaker=Yumi message= _ "(<i>steps back</i>) <i>I hate this.</i>" [/message] [/event] [event] name=turn 4 [message] speaker=narrator message= _ "<i>You are so quiet.</i>" [/message] [message] speaker=Yumi message= _ "<i>Is there something wrong with that?</i>" [/message] [message] speaker=narrator message= _ "<i>You keep so much to yourself. Why are you afraid of telling people things? You should not be so scared of opening up.</i>" [/message] [message] speaker=Yumi message= _ "<i>I'm not afraid.</i>" [/message] [message] speaker=narrator message= _ "<i>No?</i>" [/message] [message] speaker=Yumi message= _ "<i>No.</i>" [/message] [message] speaker=narrator message= _ "<i>You seem upset. Or maybe angry.</i>" [/message] [message] speaker=Yumi message= _ "<i>Do I?</i>" [/message] {DELAY 1500} [message] speaker=Yumi message= _ "(<i>shakes head</i>) <i>I just feel strange.</i>" [/message] [/event] [event] name=turn 7 [message] speaker=Yumi message= _ "(<i>looks up</i>)" [/message] [message] speaker=Yumi message= _ "(<i>eyes gleam</i>)" [/message] [message] speaker=narrator message= _ "<i>You see what will happen if you use that power? Blood rains from the sky. Everything crumbles into the void. This is your doing.</i>" [/message] {DELAY 500} {TURN_UNIT5 "Yumi"} {DELAY 500} [message] speaker=narrator message= _ "<i>You are horrifying, are you not?</i>" [/message] [message] speaker=Yumi message= _ "(<i>remains silent</i>)" [/message] [/event] [event] name=turn 11 [store_unit] [filter] id=Yumi [/filter] variable=yumi [/store_unit] {FADE_SCREEN} {DELAY 250} {PLAY_SOUND "dark-1.ogg"} [message] speaker=Yumi message= _ "(<i>shudders</i>)" [/message] {DELAY 750} {PLAY_SOUND "magic-dark.ogg"} {DELAY 550} [message] speaker=Yumi message= _ "<i>Something is coming.</i>" [/message] {DELAY 500} {PLAY_SOUND "magic-dark-miss.ogg"} {DELAY 400} {PLAY_SOUND "magic-dark.ogg"} {DELAY 500} {UNFADE_SCREEN} {SPAWN_ID ("Demon Incubus") 2 $yumi.x $yumi.y ("boss1") ("male")} {SPAWN_ID ("Demon Incubus") 2 $yumi.x $yumi.y ("boss2") ("male")} [message] speaker=Yumi message= _ "<i>Uhh...</i>" [/message] [message] speaker=boss1 message= _ "Why, she is only a child. The poor thing." [/message] [message] speaker=boss2 message= _ "One must show a limited amount of empathy for such a creature." [/message] [message] speaker=boss1 message= _ "That is true." [/message] [message] speaker=Yumi message= _ "<i>They look strong... should I try to fight or run?</i>" [/message] [message] speaker=boss2 message= _ "She is frightened." [/message] [message] speaker=boss1 message= _ "So you suppose. Will you come quietly?" [/message] [message] speaker=Yumi message= _ "(<i>frowns</i>)" [/message] [message] speaker=boss2 message= _ "She is silent. So be it." [/message] [message] speaker=boss1 message= _ "We will have to subdue her by force." [/message] [message] speaker=Yumi message= _ "(<i>holds head</i>)" [/message] {CLEAR_VARIABLE yumi} [/event] [event] name=last breath [filter] id=boss1 [/filter] [message] speaker=boss1 message= _ "She is powerful, even in our domain. But she cannot resist forever..." [/message] [kill] id=boss1 [/kill] [/event] [event] name=last breath [filter] id=boss2 [/filter] [message] speaker=boss2 message= _ "Sooner or later... you will belong to us." [/message] [kill] id=boss2 [/kill] [message] speaker=Yumi message= _ "<i>All I am is a toy to them...</i>" [/message] [/event] [event] name=turn 17 [message] speaker=Yumi message= _ "(<i>winces</i>) <i>It hurts...</i>" [/message] [message] speaker=narrator message= _ "<i>The more you think about it the more harm it will do. You are letting it slip out of control.</i>" [/message] [message] speaker=Yumi message= _ "(<i>stares at hands</i>)" [/message] [message] speaker=narrator message= _ "<i>All that passes through your dreams comes into reality.</i>" [/message] [message] speaker=Yumi message= _ "(<i>remains silent</i>)" [/message] [message] speaker=narrator message= _ "<i>Are you afraid of the future?</i>" [/message] [message] speaker=Yumi message= _ "<i>Am I?</i>" [/message] {DELAY 1500} [message] speaker=Yumi message= _ "<i>...I don't know how I feel.</i>" [/message] [message] speaker=Yumi message= _ "<i>Esther... Aryel...</i>" [/message] [message] speaker=narrator message= _ "<i>They cannot help you. They cannot stand before it. You are the only one with that power.</i>" [/message] [/event] [event] name=turn 21 {FADE_SCREEN} [terrain] x,y=14,14 radius=2 terrain=Wwby [/terrain] [terrain] x,y=14,14 radius=1 terrain=Woby [/terrain] [redraw][/redraw] [message] speaker=Yumi message= _ "..." [/message] [message] speaker=Yumi message= _ "<i>It's so dark.</i>" [/message] [message] speaker=Yumi message= _ "..." [/message] {UNFADE_SCREEN} {DELAY 500} [store_unit] [filter] id=Yumi [/filter] variable=yumi [/store_unit] [if] [variable] name=yumi.x numerical_equals=14 [/variable] [and] [variable] name=yumi.y numerical_equals=14 [/variable] [/and] [then] [move_unit] id=Yumi to_x,to_y=14,15 [/move_unit] [/then] [/if] {CLEAR_VARIABLE yumi} [message] speaker=Yumi message= _ "(<i>flinches</i>)" [/message] {DELAY 750} [remove_shroud] side=1 x,y=14,14 radius=4 [/remove_shroud] [lift_fog] [filter_side] side=1 [/filter_side] x,y=14,14 radius=4 multiturn=yes [/lift_fog] [redraw] clear_shroud=yes [/redraw] [unit] type=Guardian of Darkness id=Merthiaal name= _ "Merthiaal" x,y=14,14 side=4 random_traits=no [/unit] {DELAY 500} [message] speaker=Yumi message= _ "(<i>pales</i>)" [/message] [message] speaker=Merthiaal message= _ "Hello. Do you know who I am?" [/message] {DELAY 1000} [message] speaker=Merthiaal message= _ "I'm going to assume you do. I'm sure you don't know why I'm here, though." [/message] {DELAY 1000} [message] speaker=Merthiaal message= _ "Are you afraid of me?" [/message] {DELAY 2000} [message] speaker=Merthiaal message= _ "<i>How strange. I can't tell what she is thinking at all. This is a first.</i>" [/message] [message] speaker=Yumi message= _ "(<i>shudders</i>)" [/message] [message] speaker=Merthiaal message= _ "I'm not going to hurt you. I just want to help. Please come here." [/message] {DELAY 1500} [message] speaker=Merthiaal message= _ "<i>She's a difficult one.</i>" [/message] [set_variable] name=new_terrain value=1 [/set_variable] [/event] [event] name=attack first_time_only=no [filter] [/filter] [filter_second] id=Merthiaal [/filter_second] [message] speaker=Merthiaal message= _ "You don't really want to attack me." [/message] [store_unit] [filter] id=Merthiaal [/filter] variable=merthiaal [/store_unit] [kill] x,y=$x2,$y2 [/kill] [unit] type=Guardian of Darkness id=Merthiaal name= _ "Merthiaal" x,y=$merthiaal.x,$merthiaal.y side=4 random_traits=no facing=$merthiaal.facing [/unit] {CLEAR_VARIABLE merthiaal} [/event] [event] name=turn 22 {COLOR_ADJUST -10 -10 -10} [/event] [event] name=turn 23 [message] speaker=Merthiaal message= _ "Why are you afraid of me?" [/message] {COLOR_ADJUST -20 -20 -20} [/event] [event] name=side 3 turn 23 [message] speaker=Merthiaal message= _ "I haven't even done anything to you. The humans and the demons are the ones attacking you. Come here, I'll protect you against them." [/message] [/event] [event] name=turn 24 {DELAY 500} [message] speaker=Yumi message= _ "(<i>holds head</i>)" [/message] [message] speaker=Merthiaal message= _ "Are you hurt? Maybe I can help you." [/message] {COLOR_ADJUST -30 -30 -30} [/event] [event] name=turn 25 [message] speaker=Merthiaal message= _ "Listen, I'm friends with Xia'el. You don't need to fear me." [/message] [message] speaker=Yumi message= _ "(<i>shakes head</i>)" [/message] [message] speaker=Merthiaal message= _ "What's wrong? I just want to protect you. Xia'el trusts me. Don't you trust her?" [/message] [message] speaker=Yumi message= _ "(<i>looks away</i>)" [/message] [message] speaker=Merthiaal message= _ "<i>Ah, she doesn't trust anyone. I see. I suppose I can empathize.</i>" [/message] {COLOR_ADJUST -40 -40 -40} [/event] [event] name=turn 26 [message] speaker=narrator message= _ "<i>You two are not so different.</i>" [/message] [message] speaker=Yumi message= _ "(<i>looks up</i>)" [/message] {TURN_UNIT5 "Yumi"} [message] speaker=Merthiaal message= _ "(<i>eyes narrow</i>) <i>She can feel it too? I thought so.</i>" [/message] {COLOR_ADJUST -50 -50 -50} [/event] [event] name=side 5 turn 26 [message] speaker=Merthiaal message= _ "<i>Perhaps she is more similar to me than I had originally thought.</i>" [/message] [/event] [event] name=turn 27 [message] speaker=narrator message= _ "<i>She is the one. She has seen it too. She knows what must be done to stop it.</i>" [/message] [message] speaker=Yumi message= _ "(<i>turns</i>)" [/message] [message] speaker=Merthiaal message= _ "(<i>frowns</i>) <i>She's looking at me now? But it's not because of anything I said. What could she be thinking?</i>" [/message] [message] speaker=Yumi message= _ "(<i>tenses</i>) <i>Should I trust her?</i>" [/message] [message] speaker=narrator message= _ "<i>What do you think?</i>" [/message] {COLOR_ADJUST -60 -60 -60} [/event] [event] name=turn 28 [store_unit] [filter] id=Yumi [/filter] variable=yumi [/store_unit] [unit] type=Fake Shadow Fae id=Fake Yumi name=_ "Yumi" random_traits=no side=4 x,y=$yumi.x,$yumi.y [/unit] {CLEAR_VARIABLE yumi} {DELAY 500} [message] speaker=Yumi message= _ "(<i>eyes widen</i>)" [/message] [message] speaker=Fake Yumi message= _ "<i>What can you do? If they knew, Esther and Aryel wouldn't care enough to help you. And even if they did...</i>" [/message] [kill] id=Fake Yumi [/kill] [message] speaker=narrator message= _ "<i>They would not be able to.</i>" [/message] [message] speaker=Yumi message= _ "(<i>whispers</i>) ... they do care. They'll help me. They'll help me stop it!" [/message] [message] speaker=Merthiaal message= _ "Who?" [/message] [message] speaker=Yumi message= _ "(<i>holds hand over mouth</i>) <i>I- I shouldn't have said that-</i>" [/message] {COLOR_ADJUST -70 -70 -70} [/event] [event] name=turn 29 [message] speaker=Yumi message= _ "<i>I guess... it doesn't matter. We're all doomed anyway. It's better if they don't know about it. At least that way, they'll still like me.</i>" [/message] [message] speaker=narrator message= _ "<i>Is that what you have concluded?</i>" [/message] [message] speaker=Yumi message= _ "(<i>shrugs</i>)" [/message] [message] speaker=narrator message= _ "<i>They will find out about it sooner or later, and when they do, all of your secrets will be revealed. What will they think then? Do you think they will give up like you have?</i>" [/message] [message] speaker=Yumi message= _ "I..." [/message] [message] speaker=Yumi message= _ "... don't want to give up." [/message] [message] speaker=Merthiaal message= _ "(<i>speaks slowly</i>) Are you talking to someone?" [/message] [message] speaker=narrator message= _ "<i>But what can you do? You do not have what it takes to fight the void on your own.</i>" [/message] [message] speaker=Yumi message= _ "I'm... so weak." [/message] [message] speaker=Merthiaal message= _ "(<i>frowns</i>) Aren't we all?" [/message] {COLOR_ADJUST -80 -80 -80} [/event] [event] name=time over [store_unit] [filter] id=Yumi [/filter] variable=yumi [/store_unit] [unit] type=Fake Shadow Fae id=Fake Yumi name=_ "Yumi" random_traits=no side=4 x,y=$yumi.x,$yumi.y [/unit] {CLEAR_VARIABLE yumi} {DELAY 500} [message] speaker=Fake Yumi message= _ "<i>Why do you keep fighting?</i>" [/message] [message] speaker=Yumi message= _ "<i>Because... because-</i>" [/message] [message] speaker=narrator message= _ "<i>You think it is a power you can use. That may be true, but it is not something you can control.</i>" [/message] [message] speaker=Yumi message= _ "<i>But- I-</i>" [/message] [message] speaker=Fake Yumi message= _ "<i>Shouldn't we just give up?</i>" [/message] [message] speaker=Yumi message= _ "(<i>whispers</i>) Give up?" [/message] [message] speaker=Merthiaal message= _ "Give up on what?" [/message] [message] speaker=Yumi message= _ "(<i>whispers</i>) Shouldn't we try?" [/message] {DELAY 1500} {COLOR_ADJUST -85 -85 -85} [message] speaker=Fake Yumi message= _ "<i>That takes too much effort. Let's let it all disappear.</i>" [/message] [message] speaker=Yumi message= _ "(<i>whispers</i>) But, my friends..!" [/message] [message] speaker=Fake Yumi message= _ "<i>They're not really-</i>" [/message] [message] speaker=Yumi message= _ "They are! They'll prove you wrong. I trust them. I'm not scared of them." [/message] [message] speaker=Merthiaal message= _ "Of... course. Who exactly are you referring to?" [/message] [message] speaker=Yumi message= _ "(<i>bites lip</i>)" [/message] [message] speaker=narrator message= _ "<i>She is the one. She has seen it too. The other two cannot help you, but she could... if you would just let her.</i>" [/message] [message] speaker=Merthiaal message= _ "You don't have to be afraid. You can tell me your secrets. This'll all stay between us. Okay? I won't tell anyone else." [/message] [message] speaker=Fake Yumi message= _ "<i>Let's just let her handle it. A small sacrifice is nothing if she actually knows how to stop it.</i>" [/message] [message] speaker=Yumi message= _ "I... don't... want to." [/message] {COLOR_ADJUST -90 -90 -90} [message] speaker=Merthiaal message= _ "Excuse me?" [/message] [message] speaker=narrator message= _ "<i>You and your friends, you are powerless by yourselves.</i>" [/message] [message] speaker=Yumi message= _ "We're not helpless!" [/message] {COLOR_ADJUST -95 -95 -95} [message] speaker=Merthiaal message= _ "<i>So she is not talking to me. That means...</i>" [/message] [message] speaker=Fake Yumi message= _ "<i>She's looking at you. Are you just going to stand there?</i>" [/message] [message] speaker=Yumi message= _ "(<i>holds head in hands</i>) No! No, I mean, I know, but-" [/message] {COLOR_ADJUST -100 -100 -100} [message] speaker=narrator message= _ "<i>You would fight a Guardian?</i>" [/message] [message] speaker=Yumi message= _ "N-no no no. I just..." [/message] {COLOR_ADJUST -105 -105 -105} [message] speaker=Merthiaal message= _ "Tell me. Who are you talking to? And what are you referring to as 'we'? Friends, perhaps?" [/message] [message] speaker=Fake Yumi message= _ "<i>She knows about Esther and Aryel.</i>" [/message] [message] speaker=Yumi message= _ "I-I don't have friends." [/message] {COLOR_ADJUST -110 -110 -110} [message] speaker=Merthiaal message= _ "That's not true. You can't lie to me. You are going to tell me everything-" [/message] [message] speaker=Yumi message= _ "(<i>looks around frantically</i>) No!" [/message] {COLOR_ADJUST -115 -115 -115} [message] speaker=Merthiaal message= _ "<i>She's starting to panic. Is it because of me, or because of something else?</i>" [/message] [message] speaker=Merthiaal message= _ "Come now. It won't hurt. I'm just trying to-" [/message] [message] speaker=Yumi message= _ "(<i>shakes head vehemently</i>) S-stop! Please... please- j-just... get out of my head!" [/message] {COLOR_ADJUST -120 -120 -120} [message] speaker=Fake Yumi message= _ "<i>We have to get out of here, now!</i>" [/message] [message] speaker=narrator message= _ "<i>There is no escape. It is coming.</i>" [/message] [message] speaker=Yumi message= _ "Get out!" [/message] {COLOR_ADJUST -140 -140 -140} [message] speaker=Merthiaal message= _ "What the-" [/message] {COLOR_ADJUST -170 -170 -170} [message] speaker=Merthiaal message= _ "<i>She's forcibly removing us from her mind! She has that kind of power?</i>" [/message] [kill] side=2 [/kill] [kill] side=3 [/kill] [kill] side=5 [/kill] {DELAY 750} {COLOR_ADJUST -210 -210 -210} [message] speaker=Yumi message= _ "Leave!" [/message] [message] speaker=Merthiaal message= _ "But-" [/message] [kill] id=Merthiaal [/kill] {DELAY 750} {COLOR_ADJUST -255 -255 -255} [hide_unit] [/hide_unit] {DELAY 2000} [endlevel] result=victory bonus=yes {NEW_GOLD_CARRYOVER 100} replay_save=no carryover_report=no linger_mode=no next_scenario=11_Frozen_Skies [/endlevel] [/event] # don't forget to unstore Esther [event] name=victory [kill] side=1 type=Manifestation [/kill] [unstore_unit] variable=esther_tmp find_vacant=yes [/unstore_unit] [clear_menu_item] id=recruit_manifestation [/clear_menu_item] {CLEAR_VARIABLE esther_tmp} {CLEAR_VARIABLE new_terrain} [/event] [event] name=last breath [filter] id=Yumi [/filter] [message] speaker=Yumi message= _ "(<i>gasps</i>)" [/message] [endlevel] result=defeat [/endlevel] [/event] [/scenario] #undef GENERATE_DEEP_WATER #undef GENERATE_SHALLOW_WATER #undef GENERATE_ICE #undef GENERATE_SNOW #undef GENERATE_SNOW_HILLS #undef GENERATE_SNOW_PINE_FOREST #undef GENERATE_SNOW_MIXED_FOREST #undef REGENERATE_TERRAIN
#textdomain wesnoth-Genesis [scenario] id=11_Frozen_Skies name= _ "Frozen Skies" map_data="{~add-ons/Genesis/episode1/maps/11_Frozen_Skies.map}" victory_when_enemies_defeated=no disallow_recall=yes turns=25 next_scenario=12_Siege_of_Fort_Helemoor {LIMBO} {SCENARIO_MUSIC into_the_shadows.ogg} {EXTRA_SCENARIO_MUSIC returning_in_time.ogg} {EXTRA_SCENARIO_MUSIC snowfall.ogg} {EXTRA_SCENARIO_MUSIC underground.ogg} [side] {PLAYER_FAE} side=1 recruit= {GOLD 350 300 200} {INCOME 6 4 0} village_gold=0 village_support=1 income=-2 fog=yes shroud=yes [/side] [side] side=2 no_leader=yes hidden=yes controller=null team_name=fae color=black share_view=yes [/side] [side] {YUURE_SIDE} side=3 hidden=yes fog=no shroud=no [ai] aggression=1 caution=0 grouping=false [goal] [criteria] id=Yumi [/criteria] value=500 [/goal] [/ai] [/side] [side] {MONSTER_SIDE} side=4 hidden=yes [ai] aggression=1 caution=0 grouping=false [goal] [criteria] id=Aryel [/criteria] value=200 [/goal] [goal] [criteria] side=6 [/criteria] value=-1000 [/goal] [avoid] x,y=55,13 radius=10 [/avoid] [/ai] [/side] [side] side=5 no_leader=yes hidden=yes controller=ai team_name=merthiaal color=black [/side] [side] side=6 no_leader=yes hidden=yes controller=ai team_name=fae color=black [/side] #define REGENERATE_STARTING_TERRAIN [store_locations] variable=water_hex terrain=Woby [/store_locations] [for] array=water_hex [do] [set_variable] name=change_terrain rand=1..4 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$water_hex[$i].x,$water_hex[$i].y terrain=Aa^Fpa [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=2 [/variable] [then] [terrain] x,y=$water_hex[$i].x,$water_hex[$i].y terrain=Aa^Fma [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=3 [/variable] [then] [terrain] x,y=$water_hex[$i].x,$water_hex[$i].y terrain=Ai [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=4 [/variable] [then] [terrain] x,y=$water_hex[$i].x,$water_hex[$i].y terrain=Aa [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE water_hex} [store_locations] variable=cave_wall terrain=Xu [/store_locations] [for] array=cave_wall [do] [set_variable] name=change_terrain rand=1..7 [/set_variable] [if] [variable] name=change_terrain less_than=4 [/variable] [then] [terrain] x,y=$cave_wall[$i].x,$cave_wall[$i].y terrain=Aa^Fpa [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=4 [/variable] [then] [terrain] x,y=$cave_wall[$i].x,$cave_wall[$i].y terrain=Aa^Fma [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=5 [/variable] [then] [terrain] x,y=$cave_wall[$i].x,$cave_wall[$i].y terrain=Ai [/terrain] [/then] [/if] [if] [variable] name=change_terrain greater_than=5 [/variable] [then] [terrain] x,y=$cave_wall[$i].x,$cave_wall[$i].y terrain=Aa [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE cave_wall} #enddef #define GENERATE_MOUNTAIN [store_locations] variable=ice_hex terrain=Ai,Ha [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..200 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Ms [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=ice_hex terrain=Ai [filter_adjacent_location] terrain=Ms count=1,2 [/filter_adjacent_location] [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..5 [/set_variable] [if] [variable] name=change_terrain less_than=5 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Ms [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} #enddef #define GENERATE_HILL [store_locations] variable=ice_hex terrain=Ai [filter_adjacent_location] terrain=Ms [/filter_adjacent_location] [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..8 [/set_variable] [if] [variable] name=change_terrain less_than=4 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Ha [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=ice_hex terrain=Ai [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..30 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Ha [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=ice_hex terrain=Ai [filter_adjacent_location] terrain=Ha [/filter_adjacent_location] [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..10 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Ha [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} #enddef #define GENERATE_FOREST [store_locations] variable=ice_hex terrain=Ai [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..30 [/set_variable] [if] [variable] name=change_terrain less_than=5 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Aa^Fpa [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=5 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Aa^Fma [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=ice_hex terrain=Ai [filter_adjacent_location] terrain=Aa^Fpa,Aa^Fma [/filter_adjacent_location] [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..20 [/set_variable] [if] [variable] name=change_terrain less_than=4 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Aa^Fpa [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=4 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Aa^Fma [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=hill_hex terrain=Ha [/store_locations] [for] array=hill_hex [do] [set_variable] name=change_terrain rand=1..15 [/set_variable] [if] [variable] name=change_terrain less_than=3 [/variable] [then] [terrain] x,y=$hill_hex[$i].x,$hill_hex[$i].y terrain=Ha^Fpa [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=3 [/variable] [then] [terrain] x,y=$hill_hex[$i].x,$hill_hex[$i].y terrain=Ha^Fma [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE hill_hex} [store_locations] variable=hill_hex terrain=Ha [filter_adjacent_location] terrain=Aa^Fpa,Aa^Fma,Ha^Fpa,Ha^Fma [/filter_adjacent_location] [/store_locations] [for] array=hill_hex [do] [set_variable] name=change_terrain rand=1..7 [/set_variable] [if] [variable] name=change_terrain less_than=4 [/variable] [then] [terrain] x,y=$hill_hex[$i].x,$hill_hex[$i].y terrain=Ha^Fpa [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=4 [/variable] [then] [terrain] x,y=$hill_hex[$i].x,$hill_hex[$i].y terrain=Ha^Fma [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE hill_hex} #enddef #define GENERATE_SNOW [store_locations] variable=ice_hex terrain=Ai [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..7 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Aa [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=ice_hex terrain=Ai [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..21 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Spay [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=ice_hex terrain=Ai [filter_adjacent_location] terrain=Aa [/filter_adjacent_location] [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..3 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Aa [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=ice_hex terrain=Ai [filter_adjacent_location] terrain=Spay [/filter_adjacent_location] [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..4 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Spay [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} #enddef #define GENERATE_VILLAGE [store_locations] variable=ice_hex terrain=Ai [not] [filter_adjacent_location] terrain=Xu,Ai^V*a,Aa^V*a [/filter_adjacent_location] [/not] [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..400 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Ai^Vea [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=2 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Ai^Vha [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=3 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Ai^Vca [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=4 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Ai^Vla [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=5 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Aa^Vea [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=6 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Aa^Vha [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=7 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Aa^Vca [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=8 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Aa^Vla [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=hill_hex terrain=Ha [not] [filter_adjacent_location] terrain=Ai^V*a,Aa^V*a,Ha^Vhha [/filter_adjacent_location] [/not] [/store_locations] [for] array=hill_hex [do] [set_variable] name=change_terrain rand=1..100 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$hill_hex[$i].x,$hill_hex[$i].y terrain=Ha^Vhha [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE hill_hex} #enddef #define GENERATE_TEXTURE [store_locations] variable=floor_hex terrain=A*,H* [and] [filter_adjacent_location] terrain=*^F* [/filter_adjacent_location] [/and] [/store_locations] [for] array=floor_hex [do] [set_variable] name=change_terrain rand=1..25 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$floor_hex[$i].x,$floor_hex[$i].y layer=overlay terrain=^Em [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE floor_hex} [store_locations] variable=floor_hex terrain=A*,H* [and] [filter_adjacent_location] terrain=*^F* count=3-6 [/filter_adjacent_location] [/and] [/store_locations] [for] array=floor_hex [do] [set_variable] name=change_terrain rand=1..200 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$floor_hex[$i].x,$floor_hex[$i].y layer=overlay terrain=^Emf [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE floor_hex} [store_locations] variable=floor_hex terrain=A*,H*,S* [/store_locations] [for] array=floor_hex [do] [set_variable] name=change_terrain rand=1..25 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$floor_hex[$i].x,$floor_hex[$i].y layer=overlay terrain=^Es [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE floor_hex} #enddef [event] name=prestart {RECALL_ARYEL_NOLOC} {RECALL_YUMI_NOLOC} [move_unit] id=Yumi to_x,to_y=55,13 [/move_unit] [move_unit] id=Aryel to_x,to_y=51,12 [/move_unit] [store_unit] [filter] id=Esther [/filter] variable=esther [/store_unit] [kill] id=Esther [/kill] [set_variable] name=spirit_spawns value=1 [/set_variable] [set_variable] name=monster_spawns value=0 [/set_variable] [set_variable] name=blue_spawns value=0 [/set_variable] [set_variable] name=turn_counter numerical_equals=0 [/set_variable] [set_variable] name=turn_counter1 numerical_equals=0 [/set_variable] [set_variable] name=turn_counter2 numerical_equals=0 [/set_variable] [store_unit] [filter] id=Yumi [/filter] variable=yumi [/store_unit] [kill] id=Yumi [/kill] [set_variable] name=yumi.side value=2 [/set_variable] [unstore_unit] variable=yumi [/unstore_unit] {CLEAR_VARIABLE yumi} [hide_unit] [filter] [/filter] [/hide_unit] {COLOR_ADJUST -255 -255 -255} [/event] [event] name=start {COLOR_ADJUST -255 -255 -255} {DELAY 500} [message] speaker=Aryel message= _ "(<i>blinks</i>) Yumi?" [/message] [message] speaker=Aryel message= _ "<i>Why the hell is it so dark</i>?" [/message] {DELAY 350} [unhide_unit] id=Aryel [/unhide_unit] {DELAY 350} [message] speaker=Aryel message= _ "Hello?" [/message] {DELAY 750} {COLOR_ADJUST -215 -215 -215} {DELAY 100} {COLOR_ADJUST -145 -145 -145} {DELAY 100} {COLOR_ADJUST -95 -95 -95} {DELAY 100} {COLOR_ADJUST -75 -75 -75} {DELAY 100} {COLOR_ADJUST -60 -60 -60} {DELAY 100} {COLOR_ADJUST -50 -50 -50} {DELAY 500} [unhide_unit] id=Yumi [/unhide_unit] {DELAY 250} [message] speaker=Aryel message= _ "Yuuuuumi?" [/message] {DELAY 750} [move_unit] id=Aryel to_x,to_y=54,13 [/move_unit] [redraw] clear_shroud=yes [/redraw] {DELAY 750} [message] speaker=Yumi message= _ "(<i>stares blankly</i>)" [/message] [message] speaker=Aryel message= _ "You paying attention?" [/message] [message] speaker=Yumi message= _ "(<i>eyes glow</i>)" [/message] {DELAY 250} {REPEAT 3 ({PLAY_SOUND "wail.wav"})} {DELAY 500} [message] speaker=Aryel message= _ "Oh boy." [/message] {SPAWN_ID ("Phantasm1","Phantasm2") 3 58 11 ("Phantom1") ("male")} {DELAY 250} [message] speaker=Aryel message= _ "Uh." [/message] {SPAWN_ID ("Phantasm1","Phantasm2") 3 55 16 ("Phantom2") ("male")} {REPEAT 2 ({PLAY_SOUND "wail.wav"})} {DELAY 250} [message] speaker=Aryel message= _ "Yumi?" [/message] {SPAWN_ID ("Phantasm1","Phantasm2") 3 52 11 ("Phantom3") ("male")} {DELAY 250} [message] speaker=Aryel message= _ "<i>My god, what is she even dreaming about?</i>" [/message] {REPEAT 2 ({PLAY_SOUND "wail.wav"})} [message] speaker=Aryel message= _ "Damn it, Yumi, wake up." [/message] {DELAY 100} {REPEAT 2 ({PLAY_SOUND "wail.wav"})} {DELAY 400} [move_unit] id=Phantom1 to_x,to_y=57,12 [/move_unit] {DELAY 100} [move_unit] id=Phantom2 to_x,to_y=55,15 [/move_unit] {DELAY 100} [move_unit] id=Phantom3 to_x,to_y=53,12 [/move_unit] {DELAY 250} {REPEAT 2 ({PLAY_SOUND "wail.wav"})} [message] speaker=Aryel message= _ "Y-Yumi? Uhh..." [/message] {DELAY 100} [move_unit] id=Phantom1 to_x,to_y=56,12 [/move_unit] {DELAY 100} [move_unit] id=Phantom2 to_x,to_y=55,14 [/move_unit] {DELAY 100} [move_unit] id=Phantom3 to_x,to_y=54,12 [/move_unit] {DELAY 250} {REPEAT 3 ({PLAY_SOUND "wail.wav"})} {DELAY 250} [harm_unit] [filter] id=Yumi [/filter] [filter_second] id=Phantom1 [/filter_second] [primary_attack] range=melee [/primary_attack] [secondary_attack] range=melee [/secondary_attack] animate=yes amount=0 [/harm_unit] {DELAY 250} [message] speaker=Aryel message= _ "Stop!" [/message] {DELAY 150} {REPEAT 2 ({PLAY_SOUND "wail.wav"})} [harm_unit] [filter] id=Yumi [/filter] [filter_second] id=Phantom2 [/filter_second] [primary_attack] range=melee [/primary_attack] [secondary_attack] range=melee [/secondary_attack] animate=yes amount=0 [/harm_unit] {DELAY 250} [message] speaker=Aryel message= _ "Get away from her!" [/message] {FLASH_RED_EXTREME ({DELAY 500})} {COLOR_ADJUST -13 -13 -13} {COLOR_ADJUST -26 -26 -26} {COLOR_ADJUST -38 -38 -38} {COLOR_ADJUST -50 -50 -50} [kill] id=Phantom1 [/kill] [kill] id=Phantom2 [/kill] [kill] id=Phantom3 [/kill] {DELAY 750} [message] speaker=Aryel message= _ "(<i>sighs</i>)" [/message] [set_menu_item] id=recruit_ghost description= _ "Recruit Ghost" image="attacks/wail.png~SCALE(18,18)" [show_if] [variable] name=side_number numerical_equals=1 [/variable] [/show_if] [filter_location] [not] [filter][/filter] [/not] [filter_adjacent_location] [filter] side=1 id=Aryel [/filter] [/filter_adjacent_location] [/filter_location] [command] [store_gold] [filter_side] side=1 [/filter_side] variable=side1gold [/store_gold] [if] [variable] name=side1gold less_than=20 [/variable] [then] {MESSAGE_NOT_ENOUGH_GOLD} [/then] [else] [unit] side=1 type=Ghost x,y=$x1,$y1 moves,attacks_left=0,0 animate=yes [/unit] {VARIABLE_OP side1gold sub 20} [modify_side] side=1 gold=$side1gold [/modify_side] {CLEAR_VARIABLE side1gold} [/else] [/if] [/command] [/set_menu_item] [objectives] {OBJECTIVE_VICTORY ( _ "Defend Yumi")} {OBJECTIVE_DEFEAT ( _ "Death of Yumi")} {OBJECTIVE_DEFEAT ( _ "Death of Aryel")} {OBJECTIVE_FULL_CARRYOVER} {OBJECTIVE_NOTE ( _ "You may recruit ghosts by right clicking on a hex next to Aryel.")} [/objectives] [/event] #ifdef HARD {ADVANCED_RESPAWN ("Phantasm1","Phantasm2") 3 55 13 7 5 ("spirit_spawns")} {ADVANCED_RESPAWN ("Phantasm1","Phantasm2") 3 55 13 7 5 ("spirit_spawns")} {ADVANCED_RESPAWN ("Phantasm1","Phantasm2") 3 55 13 7 5 ("spirit_spawns")} {ADVANCED_RESPAWN ("Phantasm1","Phantasm2") 3 55 13 7 5 ("spirit_spawns")} #endif #ifdef NORMAL {ADVANCED_RESPAWN ("Phantasm1","Phantasm2") 3 55 13 7 7 ("spirit_spawns")} {ADVANCED_RESPAWN ("Phantasm1","Phantasm2") 3 55 13 7 7 ("spirit_spawns")} {ADVANCED_RESPAWN ("Phantasm1","Phantasm2") 3 55 13 7 7 ("spirit_spawns")} {ADVANCED_RESPAWN ("Phantasm1","Phantasm2") 3 55 13 7 7 ("spirit_spawns")} #endif #ifdef EASY {ADVANCED_RESPAWN ("Phantasm1","Phantasm2") 3 55 13 7 8 ("spirit_spawns")} {ADVANCED_RESPAWN ("Phantasm1","Phantasm2") 3 55 13 7 8 ("spirit_spawns")} {ADVANCED_RESPAWN ("Phantasm1","Phantasm2") 3 55 13 7 8 ("spirit_spawns")} {ADVANCED_RESPAWN ("Phantasm1","Phantasm2") 3 55 13 7 8 ("spirit_spawns")} #endif [event] name=turn 2 {GENERATE_MOUNTAIN} {GENERATE_MOUNTAIN} [/event] [event] name=turn 3 {GENERATE_HILL} {GENERATE_HILL} [/event] [event] name=turn 4 {GENERATE_FOREST} {GENERATE_SNOW} [/event] [event] name=turn 5 {GENERATE_VILLAGE} [/event] [event] name=side 5 turn 3 [store_unit] [filter] side=1,3 [/filter] variable=placeholder kill=yes [/store_unit] {COLOR_ADJUST 33 33 33} {DELAY 100} {COLOR_ADJUST 67 67 67} {DELAY 100} {COLOR_ADJUST 100 100 100} {DELAY 100} {COLOR_ADJUST 133 133 133} {DELAY 250} [lift_fog] [filter_side] side=1 [/filter_side] x,y=55,13 radius=6 multiturn=no [/lift_fog] [redraw] side=1 clear_shroud=yes [/redraw] [unit] type=Guardian of Darkness id=Merthiaal name= _ "Merthiaal" x,y=59,11 side=5 random_traits=no facing=sw [/unit] {DELAY 250} [message] speaker=Yumi message= _ "(<i>gasps</i>)" [/message] {DELAY 100} {MODIFY_UNIT (id=Yumi) facing ne} {DELAY 250} [message] speaker=Merthiaal message= _ "<i>Relax. Don't be afraid. You know who I am, don't you?</i>" [/message] [message] speaker=Yumi message= _ "<i>N-no...</i>" [/message] [message] speaker=Merthiaal message= _ "<i>You're lying to me.</i>" [/message] [message] speaker=Yumi message= _ "(<i>shakes head slowly</i>)" [/message] [message] speaker=Merthiaal message= _ "<i>You know much more than you let on. You've seen the void.</i>" [/message] {DELAY 1250} [message] speaker=Merthiaal message= _ "<i>Well?</i>" [/message] {DELAY 750} [message] speaker=Merthiaal message= _ "<i>Answer me.</i>" [/message] [message] speaker=Yumi message= _ "(<i>winces in pain</i>)" [/message] [message] speaker=Merthiaal message= _ "<i>Don't give me that look. I know that you know.</i>" [/message] {DELAY 750} {MODIFY_UNIT (id=Yumi) facing sw} {DELAY 400} [message] speaker=Merthiaal message= _ "<i>Look at me.</i>" [/message] {DELAY 750} [move_unit] id=Merthiaal to_x,to_y=58,11 [/move_unit] [message] speaker=Merthiaal message= _ "<i>It doesn't have to be like this.</i>" [/message] {DELAY 500} [move_unit] id=Merthiaal to_x,to_y=57,12 [/move_unit] [message] speaker=Merthiaal message= _ "<i>I'm only asking you about what you know. I don't want to hurt you. Just tell me.</i>" [/message] [message] speaker=Yumi message= _ "(<i>shakes head</i>)" [/message] {DELAY 350} [move_unit] id=Merthiaal to_x,to_y=56,12 [/move_unit] [message] speaker=Merthiaal message= _ "(<i>eyes glowing</i>) <i>You don't want to make this difficult for me.</i>" [/message] {DELAY 350} [harm_unit] [filter] id=Yumi [/filter] animate=yes amount=0 [/harm_unit] [message] speaker=Merthiaal message= _ "<i>Look at me.</i>" [/message] {DELAY 1250} {MODIFY_UNIT (id=Yumi) facing ne} {DELAY 250} [message] speaker=Merthiaal message= _ "<i>Good girl. Now hold still.</i>" [/message] [message] speaker=Merthiaal message= _ "(<i>eyes glow</i>)" [/message] {COLOR_ADJUST 167 167 167} {DELAY 100} {COLOR_ADJUST 200 200 200} {DELAY 100} {COLOR_ADJUST 233 233 233} {DELAY 100} {COLOR_ADJUST 255 255 255} [message] speaker=Yumi message= _ "(<i>gasps</i>)" [/message] {DELAY 250} [harm_unit] [filter] id=Yumi [/filter] animate=yes amount=0 [/harm_unit] {DELAY 400} [harm_unit] [filter] id=Yumi [/filter] animate=yes amount=0 [/harm_unit] {DELAY 100} [harm_unit] [filter] id=Yumi [/filter] animate=yes amount=0 [/harm_unit] {DELAY 50} [harm_unit] [filter] id=Yumi [/filter] animate=yes amount=0 [/harm_unit] [message] speaker=Yumi message= _ "(<i>whimpers</i>)" [/message] [message] speaker=Merthiaal message= _ "<i>Shhh... shhh... it'll be okay. It's going to be okay. You don't need to be afrai-</i>" [/message] [kill] id=Merthiaal [/kill] {COLOR_ADJUST 233 233 233} {DELAY 100} {COLOR_ADJUST 200 200 200} {DELAY 100} {COLOR_ADJUST 167 167 167} [for] array=placeholder [do] [unstore_unit] variable=placeholder[$i] [/unstore_unit] [/do] [/for] {CLEAR_VARIABLE placeholder} {COLOR_ADJUST 133 133 133} {DELAY 100} {COLOR_ADJUST 100 100 100} {DELAY 100} {COLOR_ADJUST 67 67 67} {DELAY 100} {COLOR_ADJUST 33 33 33} {DELAY 100} {COLOR_ADJUST 0 0 0} {COLOR_ADJUST -13 -13 -13} {COLOR_ADJUST -26 -26 -26} {COLOR_ADJUST -38 -38 -38} {COLOR_ADJUST -50 -50 -50} [/event] [event] name=turn 5 [message] speaker=Aryel message= _ "(<i>stares at Yumi</i>) <i>She seems a little more agitated. I wonder what she's thinking about.</i>" [/message] [/event] [event] name=side 5 turn 6 [store_unit] [filter] side=1,3 [/filter] variable=placeholder kill=yes [/store_unit] {COLOR_ADJUST 33 33 33} {DELAY 100} {COLOR_ADJUST 67 67 67} {DELAY 100} {COLOR_ADJUST 100 100 100} {DELAY 100} {COLOR_ADJUST 133 133 133} {DELAY 250} [lift_fog] [filter_side] side=1 [/filter_side] x,y=55,13 radius=6 multiturn=no [/lift_fog] [redraw] side=1 clear_shroud=yes [/redraw] [unit] type=Guardian of Darkness id=Merthiaal name= _ "Merthiaal" x,y=56,12 side=5 random_traits=no facing=sw [/unit] {MODIFY_UNIT (id=Yumi) facing ne} {DELAY 250} [message] speaker=Merthiaal message= _ "<i>The force was a bit stronger than I expected. Are you hurt?</i>" [/message] [message] speaker=Yumi message= _ "(<i>covers face</i>)" [/message] [message] speaker=Merthiaal message= _ "<i>Don't be like that. I was just testing something. You can hear it, can't you? It's near. The void.</i>" [/message] [message] speaker=Yumi message= _ "(<i>closes eyes</i>)" [/message] {DELAY 400} {PLAY_SOUND "voices.ogg"} {DELAY 1500} [message] speaker=Yumi message= _ "<i>I-I...</i>" [/message] {PLAY_SOUND "voices.ogg"} {PLAY_SOUND "wail.wav"} {DELAY 250} {PLAY_SOUND "wail.wav"} {PLAY_SOUND "voices.ogg"} {DELAY 100} {PLAY_SOUND "voices.ogg"} {DELAY 750} [message] speaker=Yumi message= _ "(<i>breathes slowly</i>)" [/message] [message] speaker=Merthiaal message= _ "<i>Your friends can't protect you from it.</i>" [/message] [message] speaker=Yumi message= _ "<i>But you can't either...</i>" [/message] [message] speaker=Merthiaal message= _ "<i>Nobody can. Not at this moment. It is relentless.</i>" [/message] [message] speaker=Merthiaal message= _ "<i>You know what I want to do, right? You, of all people should know. You know what my plan is.</i>" [/message] {DELAY 1250} [message] speaker=Merthiaal message= _ "<i>Please tell me you understand.</i>" [/message] [message] speaker=Yumi message= _ "<i>Why should you care what I think..?</i>" [/message] [message] speaker=Merthiaal message= _ "(<i>snaps</i>) <i>You already know the answer to that. If you would talk more, it would make this conversation go more easily.</i>" [/message] [message] speaker=Yumi message= _ "(<i>mutters</i>) <i>Sorry.</i>" [/message] [message] speaker=Merthiaal message= _ "(<i>rubs temples</i>) <i>I don't get it. You know that I'm right. I'm the only one with the guts to do what has to be done to stop it. Why do you still try to fight me?</i>" [/message] [message] speaker=Yumi message= _ "(<i>whispers</i>) <i>I-I'm n-not.</i>" [/message] [message] speaker=Merthiaal message= _ "<i>Is it out of loyalty to your friends?</i>" [/message] [message] speaker=Yumi message= _ "<i>I-i-it's-</i>" [/message] [message] speaker=Merthiaal message= _ "<i>Are you afraid of creatures of darkness?</i>" [/message] [message] speaker=Yumi message= _ "<i>N-no-</i>" [/message] [message] speaker=Merthiaal message= _ "<i>... or have you already given up?</i>" [/message] {DELAY 400} [kill] id=Merthiaal [/kill] {DELAY 250} {COLOR_ADJUST 133 133 133} {DELAY 100} {COLOR_ADJUST 100 100 100} {DELAY 100} {COLOR_ADJUST 67 67 67} {DELAY 100} {COLOR_ADJUST 33 33 33} {DELAY 100} [for] array=placeholder [do] [unstore_unit] variable=placeholder[$i] [/unstore_unit] [/do] [/for] {CLEAR_VARIABLE placeholder} {COLOR_ADJUST 0 0 0} {COLOR_ADJUST -13 -13 -13} {COLOR_ADJUST -26 -26 -26} {COLOR_ADJUST -38 -38 -38} {COLOR_ADJUST -50 -50 -50} [/event] [event] name=turn 8 [message] speaker=Aryel message= _ "Damn it Yumi, just wake up. Please wake up." [/message] [/event] [event] name=side 5 turn 10 [store_unit] [filter] side=1,3 [/filter] variable=placeholder kill=yes [/store_unit] {COLOR_ADJUST 33 33 33} {DELAY 100} {COLOR_ADJUST 67 67 67} {DELAY 100} {COLOR_ADJUST 100 100 100} {DELAY 100} {COLOR_ADJUST 133 133 133} {DELAY 250} [lift_fog] [filter_side] side=1 [/filter_side] x,y=55,13 radius=6 multiturn=no [/lift_fog] [redraw] side=1 clear_shroud=yes [/redraw] [sound_source] id=s11dark1 x=55 y=13 sounds="dark-2.ogg" full_range=100 delay=0 loop=-1 check_fogged=no check_shrouded=no [/sound_source] [sound_source] id=s11dark2 x=55 y=13 sounds="voices.ogg" full_range=100 delay=0 loop=-1 check_fogged=no check_shrouded=no [/sound_source] [unit] type=Guardian of Darkness id=Merthiaal name= _ "Merthiaal" x,y=56,12 side=5 random_traits=no facing=sw [/unit] {MODIFY_UNIT (id=Yumi) facing ne} {DELAY 250} [message] speaker=Merthiaal message= _ "<i>Do you trust them? Your friends.</i>" [/message] [message] speaker=Yumi message= _ "<i>They're... my friends...</i>" [/message] [message] speaker=Merthiaal message= _ "<i>Of course they are, dear.</i>" [/message] [message] speaker=Merthiaal message= _ "<i>How much do they mean to you? How much do you mean to them?</i>" [/message] [message] speaker=Yumi message= _ "<i>Well-</i>" [/message] {DELAY 250} [sound_source] id=s11dark3 x=55 y=13 sounds="dark-1.ogg" full_range=100 delay=0 loop=-1 check_fogged=no check_shrouded=no [/sound_source] {DELAY 250} [message] speaker=Yumi message= _ "(<i>holds head</i>)" [/message] [message] speaker=Yumi message= _ "<i>They... care for me...</i>" [/message] [sound_source] id=s11dark4 x=55 y=13 sounds="dark-3.ogg" full_range=100 delay=0 loop=-1 check_fogged=no check_shrouded=no [/sound_source] {DELAY 500} [message] speaker=Merthiaal message= _ "<i>Is something the matter?</i>" [/message] [message] speaker=Yumi message= _ "(<i>breathes deeply</i>) <i>N-no.</i>" [/message] [message] speaker=Merthiaal message= _ "<i>No?</i>" [/message] [message] speaker=Yumi message= _ "(<i>voice steadies</i>) <i>No.</i>" [/message] [message] speaker=Merthiaal message= _ "<i>You seem unsettled.</i>" [/message] {DELAY 500} [sound_source] id=s11dark5 x=55 y=13 sounds="voices.ogg" full_range=100 delay=0 loop=-1 check_fogged=no check_shrouded=no [/sound_source] [sound_source] id=s11dark6 x=55 y=13 sounds="dark-1.ogg" full_range=100 delay=0 loop=-1 check_fogged=no check_shrouded=no [/sound_source] [sound_source] id=s11dark7 x=55 y=13 sounds="voices.ogg" full_range=100 delay=0 loop=-1 check_fogged=no check_shrouded=no [/sound_source] {DELAY 250} [message] speaker=Yumi message= _ "<i>I'm not.</i>" [/message] [message] speaker=Merthiaal message= _ "(<i>frowns</i>) <i>If you say so.</i>" [/message] [sound_source] id=s11dark8 x=55 y=13 sounds="dark-3.ogg" full_range=100 delay=0 loop=-1 check_fogged=no check_shrouded=no [/sound_source] {DELAY 250} [message] speaker=Merthiaal message= _ "<i>Others might not see it this way, but you know I'm doing the right thing. I'm trying to act before it's too late. Before we are all-</i>" [/message] [message] speaker=Merthiaal message= _ "(<i>looks up</i>)" [/message] [message] speaker=Merthiaal message= _ "(<i>eyes widen</i>)" [/message] [message] speaker=Merthiaal message= _ "<i>I must go. I have a... visitor.</i>" [/message] [kill] id=Merthiaal [/kill] {DELAY 500} {MODIFY_UNIT (id=Yumi) facing sw} [message] speaker=Yumi message= _ "(<i>bites lip</i>)" [/message] {DELAY 750} {MODIFY_UNIT (id=Yumi) facing ne} [message] speaker=Yumi message= _ "<i>But I...</i>" [/message] {DELAY 700} {MODIFY_UNIT (id=Yumi) facing sw} {DELAY 1250} [remove_sound_source] id=s11dark4 [/remove_sound_source] [remove_sound_source] id=s11dark5 [/remove_sound_source] [remove_sound_source] id=s11dark6 [/remove_sound_source] [remove_sound_source] id=s11dark7 [/remove_sound_source] [remove_sound_source] id=s11dark8 [/remove_sound_source] {COLOR_ADJUST 133 133 133} {DELAY 100} {COLOR_ADJUST 100 100 100} {DELAY 100} {COLOR_ADJUST 67 67 67} {DELAY 100} {COLOR_ADJUST 33 33 33} {DELAY 100} [remove_sound_source] id=s11dark2 [/remove_sound_source] [remove_sound_source] id=s11dark3 [/remove_sound_source] [for] array=placeholder [do] [unstore_unit] variable=placeholder[$i] [/unstore_unit] [/do] [/for] {CLEAR_VARIABLE placeholder} {COLOR_ADJUST 0 0 0} {COLOR_ADJUST -13 -13 -13} {COLOR_ADJUST -26 -26 -26} [remove_sound_source] id=s11dark1 [/remove_sound_source] {COLOR_ADJUST -38 -38 -38} {COLOR_ADJUST -50 -50 -50} [set_variable] name=spirit_spawns value=0 [/set_variable] [set_variable] name=monster_spawns value=1 [/set_variable] [/event] [event] name=turn 11 [fade_out_music][/fade_out_music] {REPLACE_SCENARIO_MUSIC "silence.ogg"} [message] speaker=Aryel message= _ "Yumi?" [/message] {DELAY 500} [move_unit] id=Aryel to_x,to_y=54,13 [/move_unit] [redraw] clear_shroud=yes [/redraw] {DELAY 500} [message] speaker=Aryel message= _ "<i>I swear I saw her move...</i>" [/message] {DELAY 500} {COLOR_ADJUST -50 -50 -50} {DELAY 50} {COLOR_ADJUST -75 -75 -75} {DELAY 50} {COLOR_ADJUST -100 -100 -100} {DELAY 50} {COLOR_ADJUST -125 -125 -125} {DELAY 50} {COLOR_ADJUST -150 -150 -150} {DELAY 50} {COLOR_ADJUST -175 -175 -175} [store_unit] [filter] side=1 [not] id=Aryel [/not] [/filter] variable=placeholder kill=yes [/store_unit] {DELAY 50} {COLOR_ADJUST -200 -200 -200} {DELAY 50} {COLOR_ADJUST -225 -225 -225} {DELAY 50} {COLOR_ADJUST -250 -250 -250} {DELAY 500} [message] speaker=Aryel message= _ "Ugh, what is it now?" [/message] {DELAY 750} [kill] side=3 [/kill] {DELAY 250} [move_unit] id=Yumi to_x,to_y=48,16 [/move_unit] [message] speaker=Aryel message= _ "Wait!" [/message] [move_unit] id=Aryel to_x,to_y=49,16 [/move_unit] [redraw] clear_shroud=yes [/redraw] {DELAY 1250} [message] speaker=Aryel message= _ "(<i>reaches forward</i>) Uh..." [/message] [message] speaker=Yumi message= _ "(<i>gasps</i>)" [/message] [message] speaker=Aryel message= _ "Yu-" [/message] {COLOR_ADJUST -225 -225 -225} {COLOR_ADJUST -200 -200 -200} {COLOR_ADJUST -175 -175 -175} {COLOR_ADJUST -150 -150 -150} {COLOR_ADJUST -125 -125 -125} {COLOR_ADJUST -100 -100 -100} {COLOR_ADJUST -75 -75 -75} {COLOR_ADJUST -50 -50 -50} {COLOR_ADJUST -25 -25 -25} {WHITE_SCREEN} {REGENERATE_STARTING_TERRAIN} {GENERATE_TEXTURE} [terrain] x,y=55,13 terrain=Aa^Fet [/terrain] [redraw][/redraw] {DELAY 250} [set_variable] name=x_loc rand=20..40 [/set_variable] [set_variable] name=y_loc rand=10..30 [/set_variable] [modify_unit] [filter] id=Yumi [/filter] side=6 x,y=$x_loc,$y_loc [/modify_unit] [micro_ai] side=6 ai_type=coward action=add id=Yumi [filter_second] side=1 [/filter_second] distance=7 [/micro_ai] [micro_ai] side=4 ai_type=big_animals action=add [filter] side=4 [/filter] [avoid_unit] id=Yumi [/avoid_unit] [/micro_ai] [modify_side] side=4 hidden=no [/modify_side] {CLEAR_VARIABLE x_loc} {CLEAR_VARIABLE y_loc} [replace_schedule] {DEFAULT_SCHEDULE_24H} [/replace_schedule] {DELAY 250} {UNWHITE_SCREEN} [message] speaker=Aryel message= _ "-mi?" [/message] [message] speaker=Aryel message= _ "... great. Now where did she go?" [/message] {DELAY 750} {TURN_UNIT5 "Aryel"} {DELAY 500} [message] speaker=Aryel message= _ "(<i>sighs</i>) This kid..." [/message] [for] array=placeholder [do] [unstore_unit] variable=placeholder[$i] [/unstore_unit] [/do] [/for] {CLEAR_VARIABLE placeholder} [set_variable] name=find_yumi value=1 [/set_variable] [set_variable] name=turn_counter2 value=1 [/set_variable] {REPLACE_SCENARIO_MUSIC wanderer.ogg} {APPEND_MUSIC wind3.ogg} {APPEND_MUSIC greyskiesv2.ogg} [objectives] {OBJECTIVE_VICTORY ( _ "Find Yumi and move Aryel next to her")} {OBJECTIVE_DEFEAT ( _ "Death of Yumi")} {OBJECTIVE_DEFEAT ( _ "Death of Aryel")} {OBJECTIVE_FULL_CARRYOVER} {OBJECTIVE_NOTE ( _ "You may recruit ghosts by right clicking on a hex next to Aryel.")} {OBJECTIVE_NOTE ( _ "Yumi will flee if you get too close.")} [/objectives] [/event] [event] name=new turn first_time_only=no [filter_condition] [variable] name=turn_counter2 greater_than=0 [/variable] [/filter_condition] {VARIABLE_OP turn_counter2 add 1} [/event] [event] name=new turn first_time_only=no [filter_condition] [variable] name=monster_spawns numerical_equals=1 [/variable] [/filter_condition] [store_unit] [filter] side=4 [/filter] variable=monsterunits [/store_unit] [if] [variable] name=monsterunits.length greater_than=15 [/variable] [then] [/then] [else] [fire_event] name=spawnmonsters [/fire_event] [/else] [/if] {CLEAR_VARIABLE monsterunits} [/event] [event] name=spawnmonsters first_time_only=no [store_locations] variable=hill_hex terrain=Ha,Ha^Fpa,Ha^Fma [not] x=35-53 y=15-32 [/not] [/store_locations] [for] array=hill_hex [do] #ifdef HARD [set_variable] name=spawn_val rand=1..450 [/set_variable] #endif #ifdef NORMAL [set_variable] name=spawn_val rand=1..750 [/set_variable] #endif #ifdef EASY [set_variable] name=spawn_val rand=1..900 [/set_variable] #endif [if] [variable] name=spawn_val less_than=4 [/variable] [then] {SPAWN_NOID ("Wolf") 4 $hill_hex[$i].x $hill_hex[$i].y} [/then] [/if] [if] [variable] name=spawn_val numerical_equals=20 [/variable] [then] {SPAWN_NOID ("Great Wolf") 4 $hill_hex[$i].x $hill_hex[$i].y} [/then] [/if] {CLEAR_VARIABLE spawn_val} [/do] [/for] {CLEAR_VARIABLE hill_hex} [store_locations] variable=hill_hex terrain=Ms [not] x=35-53 y=15-32 [/not] [/store_locations] [for] array=hill_hex [do] #ifdef HARD [set_variable] name=spawn_val rand=1..450 [/set_variable] #endif #ifdef NORMAL [set_variable] name=spawn_val rand=1..600 [/set_variable] #endif #ifdef EASY [set_variable] name=spawn_val rand=1..700 [/set_variable] #endif [if] [variable] name=spawn_val numerical_equals=1 [/variable] [then] {SPAWN_NOID ("Direwolf") 4 $hill_hex[$i].x $hill_hex[$i].y} [/then] [/if] {CLEAR_VARIABLE spawn_val} [/do] [/for] {CLEAR_VARIABLE hill_hex} [store_locations] variable=hill_hex terrain=Ms [not] x=35-53 y=15-32 [/not] [/store_locations] [for] array=hill_hex [do] #ifdef HARD [set_variable] name=spawn_val rand=1..5000 [/set_variable] #endif #ifdef NORMAL [set_variable] name=spawn_val rand=1..8000 [/set_variable] #endif #ifdef EASY [set_variable] name=spawn_val rand=1..9000 [/set_variable] #endif [if] [variable] name=spawn_val numerical_equals=1 [/variable] [then] {SPAWN_NOID ("Yeti") 4 $hill_hex[$i].x $hill_hex[$i].y} [/then] [/if] {CLEAR_VARIABLE spawn_val} [/do] [/for] {CLEAR_VARIABLE hill_hex} [/event] [event] name=new turn first_time_only=yes [filter_condition] [variable] name=turn_counter2 numerical_equals=4 [/variable] [/filter_condition] [message] speaker=Aryel message= _ "Stop running! Can't you see? It's me! Your friend." [/message] [message] speaker=Aryel message= _ "Come on..." [/message] [/event] [event] name=new turn first_time_only=yes [filter_condition] [variable] name=turn_counter2 numerical_equals=7 [/variable] [and] [variable] name=find_yumi numerical_equals=1 [/variable] [/and] [/filter_condition] [message] speaker=Aryel message= _ "Do you really think I'm going to attack you or something?" [/message] [message] speaker=Aryel message= _ "Since when have I ever done anything to... well..." [/message] [message] speaker=Aryel message= _ "Okay, so I might be a bit brash sometimes, but you know I'm not going to actually hurt you." [/message] [message] speaker=Aryel message= _ "(<i>whispers</i>) You just worry me." [/message] [/event] [event] name=new turn first_time_only=yes [filter_condition] [variable] name=turn_counter2 numerical_equals=10 [/variable] [and] [variable] name=find_yumi numerical_equals=1 [/variable] [/and] [/filter_condition] [message] speaker=Aryel message= _ "Yumi, please..." [/message] [message] speaker=Aryel message= _ "We're friends, right?" [/message] [/event] [event] name=moveto first_time_only=yes [filter] id=Aryel [filter_adjacent] id=Yumi [/filter_adjacent] [/filter] [filter_condition] [variable] name=find_yumi numerical_equals=1 [/variable] [/filter_condition] [set_variable] name=find_yumi value=2 [/set_variable] [message] speaker=Aryel message= _ "Stop running, will you?" [/message] [message] speaker=Yumi message= _ "(<i>squirms</i>)" [/message] [harm_unit] [filter] id=Aryel [/filter] [filter_second] id=Yumi [/filter_second] [primary_attack] range=ranged [/primary_attack] [secondary_attack] name=faerie fire [/secondary_attack] animate=yes amount=0 [/harm_unit] [message] speaker=Aryel message= _ "Ow! Yumi, seriously! Stop struggling!" [/message] [message] speaker=Yumi message= _ "(<i>blinks rapidly</i>)" [/message] {DELAY 1000} [message] speaker=Yumi message= _ "(<i>eyes flutter</i>)" [/message] {DELAY 500} [modify_unit] [filter] id=Yumi [/filter] side=1 [/modify_unit] {DELAY 500} [message] speaker=Yumi message= _ "(<i>gasps</i>)" [/message] [message] speaker=Aryel message= _ "Have you come to your senses yet?" [/message] {DELAY 1000} [message] speaker=Aryel message= _ "Are you even going to say anything?" [/message] {DELAY 1000} [message] speaker=Aryel message= _ "Yumi, you haven't spoken in <i>weeks</i>. Like it or not, you are going to tal-" [/message] [message] speaker=Yumi message= _ "(<i>whispers</i>) S-sorry..." [/message] {DELAY 1500} [message] speaker=Aryel message= _ "(<i>shakes head slowly</i>) You're unbelievable." [/message] {DELAY 1000} [message] speaker=Aryel message= _ "Are you willing to talk to me yet?" [/message] [message] speaker=Yumi message= _ "I can't." [/message] [message] speaker=Aryel message= _ "What do you mean you can't?" [/message] [message] speaker=Yumi message= _ "I just can't." [/message] {DELAY 1500} [message] speaker=Yumi message= _ "(<i>pouts</i>) Are you mad at me?" [/message] [message] speaker=Aryel message= _ "(<i>sighs</i>)" [/message] [message] speaker=Aryel message= _ "I don't even..." [/message] [message] speaker=Aryel message= _ "... just..." [/message] [message] speaker=Aryel message= _ "... nevermind." [/message] [message] speaker=Yumi message= _ "I'm sorry..." [/message] [message] speaker=Yumi message= _ "Maybe you should just leave me..." [/message] [message] speaker=Aryel message= _ "Don't say stupid things like that." [/message] [message] speaker=Yumi message= _ "But-" [/message] [message] speaker=Aryel message= _ "Like it or not, we're not leaving you behind. Don't even think about it." [/message] [message] speaker=Yumi message= _ "I'm just a burden..." [/message] [message] speaker=Aryel message= _ "You're not." [/message] [message] speaker=Yumi message= _ "But you- you..." [/message] [message] speaker=Aryel message= _ "I don't hate you, if that's what you're trying to say. And I'm not mad either." [/message] [message] speaker=Yumi message= _ "(<i>tilts head</i>)" [/message] [message] speaker=Aryel message= _ "... just very frustrated. Ugh. It doesn't matter. Don't worry about it." [/message] {DELAY 1250} [message] speaker=Aryel message= _ "Come on, let's go back to camp where everyone else is." [/message] [message] speaker=Yumi message= _ "Which way?" [/message] {DELAY 250} {TURN_UNIT3 "Aryel"} {DELAY 500} [message] speaker=Aryel message= _ "... I hate everything." [/message] {DELAY 500} {REPEAT 3 ({PLAY_SOUND "gust.wav"})} {DELAY 500} [message] speaker=Aryel message= _ "And a snowstorm is coming. Wonderful. Looks like we're lost." [/message] [message] speaker=Yumi message= _ "Can I give up now?" [/message] [message] speaker=Aryel message= _ "No. Let's just head back to where we were before. At least we'll have some shelter from the trees. No arguments, okay?" [/message] [message] speaker=Yumi message= _ "Okay..." [/message] [set_variable] name=turn_counter2 value=0 [/set_variable] [set_variable] name=turn_counter value=1 [/set_variable] [set_variable] name=added_turns value=10 [/set_variable] {VARIABLE_OP added_turns sub 25} {VARIABLE_OP added_turns add $turn_number} [if] [variable] name=added_turns less_than=3 [/variable] [then] [set_variable] name=added_turns value=3 [/set_variable] [/then] [/if] [modify_turns] add=$added_turns [/modify_turns] {CLEAR_VARIABLE added_turns} [objectives] {OBJECTIVE_VICTORY ( _ "Move Yumi and Aryel near the starting location (55,13)")} {OBJECTIVE_DEFEAT ( _ "Death of Yumi")} {OBJECTIVE_DEFEAT ( _ "Death of Aryel")} {OBJECTIVE_FULL_CARRYOVER} {OBJECTIVE_NOTE ( _ "You may recruit ghosts by right clicking on a hex next to Aryel.")} [/objectives] [/event] [event] name=new turn first_time_only=no [filter_condition] [variable] name=turn_counter greater_than=0 [/variable] [/filter_condition] {VARIABLE_OP turn_counter add 1} [if] [variable] name=turn_counter less_than=10 [/variable] [then] [set_variable] name=color_adjust1 value=-22 [/set_variable] [set_variable] name=color_adjust2 value=-18 [/set_variable] {VARIABLE_OP color_adjust1 mult $turn_counter} {VARIABLE_OP color_adjust2 mult $turn_counter} {PLAY_SOUND "gust.wav"} [color_adjust] red=$color_adjust1 green=$color_adjust1 blue=$color_adjust2 [/color_adjust] {CLEAR_VARIABLE color_adjust1} {CLEAR_VARIABLE color_adjust2} [/then] [/if] [/event] #ifdef HARD {ADVANCED_RESPAWN ("Demon Nightmare","Demon Dreamweaver") 3 55 13 7 2 ("blue_spawns")} {ADVANCED_RESPAWN ("Demon Nightmare","Demon Dreamweaver") 3 55 13 7 1 ("blue_spawns")} {ADVANCED_RESPAWN ("Demon Nightmare","Demon Dreamweaver") 3 55 13 7 2 ("blue_spawns")} {ADVANCED_RESPAWN ("Demon Nightmare","Demon Dreamweaver") 3 55 13 7 1 ("blue_spawns")} #endif #ifdef NORMAL {ADVANCED_RESPAWN ("Demon Nightmare","Demon Dreamweaver") 3 55 13 7 3 ("blue_spawns")} {ADVANCED_RESPAWN ("Demon Nightmare","Demon Dreamweaver") 3 55 13 7 3 ("blue_spawns")} {ADVANCED_RESPAWN ("Demon Nightmare","Demon Dreamweaver") 3 55 13 7 3 ("blue_spawns")} {ADVANCED_RESPAWN ("Demon Nightmare","Demon Dreamweaver") 3 55 13 7 3 ("blue_spawns")} #endif #ifdef EASY {ADVANCED_RESPAWN ("Demon Nightmare","Demon Dreamweaver") 3 55 13 7 4 ("blue_spawns")} {ADVANCED_RESPAWN ("Demon Nightmare","Demon Dreamweaver") 3 55 13 7 4 ("blue_spawns")} {ADVANCED_RESPAWN ("Demon Nightmare","Demon Dreamweaver") 3 55 13 7 4 ("blue_spawns")} {ADVANCED_RESPAWN ("Demon Nightmare","Demon Dreamweaver") 3 55 13 7 4 ("blue_spawns")} #endif [event] name=moveto first_time_only=no [filter] id=Yumi,Aryel [filter_location] x,y=55,13 radius=7 [/filter_location] [/filter] [filter_condition] [variable] name=find_yumi numerical_equals=2 [/variable] [and] [have_unit] id=Yumi [filter_location] x,y=55,13 radius=7 [/filter_location] [/have_unit] [/and] [and] [have_unit] id=Aryel [filter_location] x,y=55,13 radius=7 [/filter_location] [/have_unit] [/and] [/filter_condition] [set_variable] name=find_yumi value=3 [/set_variable] [set_variable] name=turn_counter1 value=1 [/set_variable] [set_variable] name=blue_spawns value=1 [/set_variable] [set_variable] name=monster_spawns value=0 [/set_variable] [store_unit] [filter] side=4 [/filter] variable=monsters kill=yes [/store_unit] {CLEAR_VARIABLE monsters} [modify_side] side=3 color=blue [/modify_side] [message] speaker=Aryel message= _ "Whew. Okay. I guess we can just hang out here for a bit while the snowstorm passes." [/message] [message] speaker=Yumi message= _ "(<i>shivers</i>)" [/message] [message] speaker=Aryel message= _ "Yes? What is it?" [/message] [message] speaker=Yumi message= _ "I feel something." [/message] [message] speaker=Aryel message= _ "Like..." [/message] {DELAY 500} {SPAWN ("Demon Nightmare","Demon Dreamweaver") 3 58 11} {DELAY 500} {SPAWN ("Demon Nightmare","Demon Dreamweaver") 3 55 16} {DELAY 500} {SPAWN ("Demon Nightmare","Demon Dreamweaver") 3 52 11} [redraw][/redraw] [scroll_to] x,y=55,13 [/scroll_to] {DELAY 900} [message] speaker=Aryel message= _ "Oh. Not this again..." [/message] [modify_turns] value=-1 [/modify_turns] [objectives] {OBJECTIVE_VICTORY ( _ "Survive")} {OBJECTIVE_DEFEAT ( _ "Death of Yumi")} {OBJECTIVE_DEFEAT ( _ "Death of Aryel")} {OBJECTIVE_FULL_CARRYOVER} {OBJECTIVE_NOTE ( _ "You may recruit ghosts by right clicking on a hex next to Aryel.")} {OBJECTIVE_NOTE ( _ "Avoid moving outside of the starting region (7 unit radius around 55,13)")} [/objectives] [/event] [event] name=moveto first_time_only=no [filter] id=Yumi,Aryel [not] [filter_location] x,y=55,13 radius=7 [/filter_location] [/not] [/filter] [filter_condition] [variable] name=turn_counter1 greater_than=0 [/variable] [/filter_condition] {PLAY_SOUND "gust.wav"} [harm_unit] [filter] x,y=$x1,$y1 [/filter] amount=5 animate=yes kill=no [/harm_unit] [modify_unit] [filter] x,y=$x1,$y1 [/filter] attacks_left=0 moves=0 [status] slowed=yes [/status] [/modify_unit] [/event] [event] name=new turn first_time_only=no [store_unit] [filter] side=3 [/filter] variable=bluedemons [/store_unit] [filter_condition] [variable] name=blue_spawns greater_than=0 [/variable] [/filter_condition] [for] array=bluedemons [do] [set_variable] name=kill_unit rand=1..6 [/set_variable] [if] [variable] name=kill_unit numerical_equals=1 [/variable] [then] [kill] x,y=$bluedemons[$i].x,$bluedemons[$i].y [/kill] [/then] [/if] {CLEAR_VARIABLE kill_unit} [/do] [/for] {CLEAR_VARIABLE bluedemons} [/event] [event] name=new turn first_time_only=no [filter_condition] [variable] name=turn_counter1 greater_than=0 [/variable] [/filter_condition] {VARIABLE_OP turn_counter1 add 1} [/event] [event] name=new turn first_time_only=yes [filter_condition] [variable] name=turn_counter1 numerical_equals=3 [/variable] [/filter_condition] [message] speaker=Yumi message= _ "(<i>holds head</i>)" [/message] [message] speaker=Yumi message= _ "(<i>looks up</i>)" [/message] [message] speaker=Aryel message= _ "What is it?" [/message] [message] speaker=Yumi message= _ "I thought I felt someone coming, but they're gone now." [/message] [message] speaker=Aryel message= _ "Your voice is hoarse." [/message] [message] speaker=Yumi message= _ "(<i>shrugs</i>)" [/message] [message] speaker=Aryel message= _ "And you look kind of pale." [/message] [message] speaker=Yumi message= _ "(<i>eyes shift away</i>) I'm just... tired." [/message] [message] speaker=Aryel message= _ "Are you okay? Please be honest with me, Yumi." [/message] [message] speaker=Yumi message= _ "I'm fine." [/message] [message] speaker=Aryel message= _ "... <i>like anyone would believe that.</i>" [/message] [/event] [event] name=new turn first_time_only=yes [filter_condition] [variable] name=turn_counter1 numerical_equals=7 [/variable] [/filter_condition] {PLAY_SOUND "fire.wav"} {DELAY 500} [message] speaker=Aryel message= _ "Did you hear that?" [/message] [message] speaker=Yumi message= _ "Isn't that-" [/message] {PLAY_SOUND "fire.wav"} [store_unit] [filter] side=3 [/filter] variable=bluedemons [/store_unit] [for] array=bluedemons [do] [set_variable] name=kill_unit rand=1..3 [/set_variable] [if] [variable] name=kill_unit numerical_equals=1 [/variable] [then] [kill] x,y=$bluedemons[$i].x,$bluedemons[$i].y [/kill] [/then] [/if] {CLEAR_VARIABLE kill_unit} [/do] [/for] {CLEAR_VARIABLE bluedemons} {DELAY 1000} {PLAY_SOUND "fire.wav"} [store_unit] [filter] side=3 [/filter] variable=bluedemons [/store_unit] [for] array=bluedemons [do] [set_variable] name=kill_unit rand=1..3 [/set_variable] [if] [variable] name=kill_unit numerical_equals=1 [/variable] [then] [kill] x,y=$bluedemons[$i].x,$bluedemons[$i].y [/kill] [/then] [/if] {CLEAR_VARIABLE kill_unit} [/do] [/for] {CLEAR_VARIABLE bluedemons} {DELAY 500} {PLAY_SOUND "fire.wav"} [store_unit] [filter] side=3 [/filter] variable=bluedemons kill=yes [/store_unit] {CLEAR_VARIABLE bluedemons} [set_variable] name=esther.hitpoints rand=4..9 [/set_variable] {DELAY 500} [unstore_unit] variable=esther find_vacant=yes animate=yes x,y=61,18 [/unstore_unit] [redraw] clear_shroud=yes [/redraw] {MODIFY_UNIT (id=Yumi) facing se} {MODIFY_UNIT (id=Aryel) facing se} [scroll_to] x,y=61,18 [/scroll_to] {DELAY 750} [message] speaker=Aryel message= _ "Oh my god." [/message] [message] speaker=Esther message= _ "(<i>shivering</i>) I-I've been l-looking e-everywhere for y-you t-two." [/message] [move_unit] id=Esther to_x,to_y=57,16 [/move_unit] {DELAY 250} [move_unit] id=Aryel to_x,to_y=57,16 [/move_unit] {DELAY 250} [message] speaker=Aryel message= _ "Esther! You're freezing to death! Why in the world would you fly through that storm just to find us?" [/message] [message] speaker=Esther message= _ "(<i>teeth chatter</i>)" [/message] {DELAY 500} [move_unit] id=Yumi to_x,to_y=57,16 [/move_unit] {DELAY 500} [message] speaker=Yumi message= _ "(<i>bites lip</i>)" [/message] [message] speaker=Yumi message= _ "<i>This is all my fault...</i>" [/message] [message] speaker=Esther message= _ "I-I... needed to make s-sure that-" [/message] [message] speaker=Aryel message= _ "Shush. J-just... (<i>sighs</i>)" [/message] [message] speaker=Aryel message= _ "Let's make a fire and warm you up." [/message] [message] speaker=Esther message= _ "O-okay." [/message] [message] speaker=Aryel message= _ "(<i>turns</i>) And don't you feel guilty about this. You hear me?" [/message] [message] speaker=Yumi message= _ "(<i>looks away</i>)" [/message] [store_unit] [filter] id=Esther [/filter] variable=esther [/store_unit] [store_unit] [filter] id=Yumi [/filter] variable=yumi [/store_unit] [store_unit] [filter] id=Aryel [/filter] variable=aryel [/store_unit] #ifdef EASY {VARIABLE_OP esther.experience add 150} {VARIABLE_OP yumi.experience add 150} {VARIABLE_OP aryel.experience add 150} [unstore_unit] variable=esther find_vacant=no text= _ "+150 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=yumi find_vacant=no text= _ "+150 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=aryel find_vacant=no text= _ "+150 XP" red,green,blue=255,0,255 [/unstore_unit] {CLEAR_VARIABLE esther} {CLEAR_VARIABLE yumi} {CLEAR_VARIABLE aryel} #endif #ifdef NORMAL {VARIABLE_OP esther.experience add 100} {VARIABLE_OP yumi.experience add 100} {VARIABLE_OP aryel.experience add 100} [unstore_unit] variable=esther find_vacant=no text= _ "+100 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=yumi find_vacant=no text= _ "+100 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=aryel find_vacant=no text= _ "+100 XP" red,green,blue=255,0,255 [/unstore_unit] {CLEAR_VARIABLE esther} {CLEAR_VARIABLE yumi} {CLEAR_VARIABLE aryel} #endif #ifdef HARD {VARIABLE_OP esther.experience add 25} {VARIABLE_OP yumi.experience add 25} {VARIABLE_OP aryel.experience add 25} [unstore_unit] variable=esther find_vacant=no text= _ "+25 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=yumi find_vacant=no text= _ "+25 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=aryel find_vacant=no text= _ "+25 XP" red,green,blue=255,0,255 [/unstore_unit] {CLEAR_VARIABLE esther} {CLEAR_VARIABLE yumi} {CLEAR_VARIABLE aryel} #endif {DELAY 500} [endlevel] result=victory bonus=yes {NEW_GOLD_CARRYOVER 100} next_scenario=12_Siege_of_Fort_Helemoor [/endlevel] [/event] [event] name=victory [clear_menu_item] id=recruit_ghost [/clear_menu_item] {CLEAR_VARIABLE esther} {CLEAR_VARIABLE new_terrain} {CLEAR_VARIABLE spirit_spawns} {CLEAR_VARIABLE monster_spawns} {CLEAR_VARIABLE blue_spawns} {CLEAR_VARIABLE find_yumi} {CLEAR_VARIABLE turn_counter} {CLEAR_VARIABLE turn_counter1} {CLEAR_VARIABLE turn_counter2} [/event] [event] name=last breath [filter] id=Yumi [/filter] [message] speaker=Yumi message= _ "(<i>gasps</i>)" [/message] [message] speaker=Aryel message= _ "Yumi!" [/message] [endlevel] result=defeat [/endlevel] [/event] [event] name=last breath [filter] id=Aryel [/filter] [message] speaker=Aryel message= _ "I-I-... (<i>chokes</i>)" [/message] [endlevel] result=defeat [/endlevel] [/event] [event] name=time over [if] [variable] name=find_yumi numerical_equals=1 [/variable] [then] [kill] id=Yumi [/kill] [message] speaker=Aryel message= _ "Well that's just great. Now she's disappeared. Ugh." [/message] [endlevel] result=defeat [/endlevel] [/then] [else] {PLAY_SOUND "gust.wav"} [message] speaker=Aryel message= _ "We're going to freeze to death out here..." [/message] [endlevel] result=defeat [/endlevel] [/else] [/if] [/event] [/scenario] #undef GENERATE_HILL #undef GENERATE_FOREST #undef GENERATE_VILLAGE #undef GENERATE_MOUNTAIN #undef GENERATE_SNOW #undef GENERATE_TEXTURE #undef REGENERATE_STARTING_TERRAIN
#textdomain wesnoth-Genesis [scenario] id=12_Siege_of_Fort_Helemoor name= _ "Siege of Fort Helemoor" map_data="{~add-ons/Genesis/episode1/maps/12_Siege_of_Fort_Helemoor.map}" next_scenario=13_Blood_Sea victory_when_enemies_defeated=no turns=-1 {DAWN} {DAWN_NO_SOUND} {MORNING} {MORNING} {MORNING} {MIDDAY} {MIDDAY} {MIDDAY} {AFTERNOON} {AFTERNOON} {AFTERNOON} {DUSK} {DUSK_NO_SOUND} {DUSK_NO_SOUND} {FIRST_WATCH} {FIRST_WATCH} {FIRST_WATCH} {MIDNIGHT} {MIDNIGHT} {MIDNIGHT} {SCENARIO_MUSIC loyalists.ogg} {EXTRA_SCENARIO_MUSIC battle.ogg} {EXTRA_SCENARIO_MUSIC battle-epic.ogg} {EXTRA_SCENARIO_MUSIC knalgan_theme.ogg} {FAE_DEATHS2} {STORYTXT_SIEGE_OF_HELEMOOR} [side] {PLAYER_FAE} {FULL_RECRUIT_LIST} side=1 {GOLD 350 300 200} village_gold=2 village_support=1 income=4 facing=sw [/side] [side] {DEFENSIVE_SIDE} type=General id=humanleader122 generate_name=yes canrecruit=yes side=2 controller=ai recruit=Swordsman,Pikeman,Javelineer,Longbowman,Dragoon {GOLD 300 250 150} {INCOME 15 10 5} facing=e team_name=fae color=grey village_support=2 user_team_name= _ "team_name^Northern Humans" [/side] [side] {DEFENSIVE_SIDE} type=General id=humanleader123 generate_name=yes canrecruit=yes side=3 controller=ai recruit=Swordsman,Pikeman,Javelineer,Longbowman,Dragoon {GOLD 300 250 150} {INCOME 10 8 5} facing=ne team_name=fae color=grey village_support=2 user_team_name= _ "team_name^Northern Humans" [/side] [side] {HUMAN_ENEMY} type=Grand Marshal id=humanleader124 name= _ "Marshal Briggs" canrecruit=yes side=4 recruit=Swordsman,Pikeman,Javelineer,Longbowman,Dragoon,Red Mage,Shock Trooper {GOLD 300 350 500} {INCOME 20 25 30} facing=ne village_gold=3 village_support=2 [ai] aggression=0.1 caution=0.9 [/ai] [/side] [side] {HUMAN_ENEMY} type=General id=humanleader125 generate_name=yes canrecruit=yes side=5 recruit=Swordsman,Pikeman,Javelineer,Longbowman,Dragoon {GOLD 175 225 350} {INCOME 15 20 25} facing=ne village_gold=2 village_support=2 [ai] aggression=0.25 caution=0.75 [/ai] [/side] [side] {HUMAN_ENEMY} type=General id=humanleader126 generate_name=yes canrecruit=yes side=6 recruit=Swordsman,Pikeman,Javelineer,Longbowman,Dragoon {GOLD 175 225 350} {INCOME 15 20 25} facing=ne village_gold=2 village_support=2 [ai] aggression=0.25 caution=0.75 [/ai] [/side] {STARTING_VILLAGES 4 3} {STARTING_VILLAGES 5 3} {STARTING_VILLAGES 6 3} #define GENERATE_MOUNTAIN [store_locations] variable=ice_hex terrain=Ai,Ha [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..1200 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Ms [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=ice_hex terrain=Ai [filter_adjacent_location] terrain=Ms count=1 [/filter_adjacent_location] [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..10 [/set_variable] [if] [variable] name=change_terrain less_than=7 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Ms [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=ice_hex terrain=Ai [filter_adjacent_location] terrain=Ms count=2 [/filter_adjacent_location] [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..10 [/set_variable] [if] [variable] name=change_terrain less_than=5 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Ms [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=ice_hex terrain=Ai [filter_adjacent_location] terrain=Ms count=3 [/filter_adjacent_location] [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..15 [/set_variable] [if] [variable] name=change_terrain less_than=3 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Ms [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=ice_hex terrain=Ai [filter_adjacent_location] terrain=Ms count=4 [/filter_adjacent_location] [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..10 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Ms [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=ice_hex terrain=Ai [filter_adjacent_location] terrain=Ms count=5,6 [/filter_adjacent_location] [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..5 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Ms [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} #enddef #define GENERATE_HILL [store_locations] variable=ice_hex terrain=Ai [filter_adjacent_location] terrain=Ms [/filter_adjacent_location] [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..8 [/set_variable] [if] [variable] name=change_terrain less_than=4 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Ha [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=ice_hex terrain=Ai [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..30 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Ha [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=ice_hex terrain=Ai [filter_adjacent_location] terrain=Ha [/filter_adjacent_location] [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..10 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Ha [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} #enddef #define GENERATE_FOREST [store_locations] variable=ice_hex terrain=Ai [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..30 [/set_variable] [if] [variable] name=change_terrain less_than=5 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Aa^Fpa [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=5 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Aa^Fma [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=ice_hex terrain=Ai [filter_adjacent_location] terrain=Aa^Fpa,Aa^Fma [/filter_adjacent_location] [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..20 [/set_variable] [if] [variable] name=change_terrain less_than=4 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Aa^Fpa [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=4 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Aa^Fma [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=hill_hex terrain=Ha [/store_locations] [for] array=hill_hex [do] [set_variable] name=change_terrain rand=1..15 [/set_variable] [if] [variable] name=change_terrain less_than=3 [/variable] [then] [terrain] x,y=$hill_hex[$i].x,$hill_hex[$i].y terrain=Ha^Fpa [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=3 [/variable] [then] [terrain] x,y=$hill_hex[$i].x,$hill_hex[$i].y terrain=Ha^Fma [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE hill_hex} [store_locations] variable=hill_hex terrain=Ha [filter_adjacent_location] terrain=Aa^Fpa,Aa^Fma,Ha^Fpa,Ha^Fma [/filter_adjacent_location] [/store_locations] [for] array=hill_hex [do] [set_variable] name=change_terrain rand=1..7 [/set_variable] [if] [variable] name=change_terrain less_than=4 [/variable] [then] [terrain] x,y=$hill_hex[$i].x,$hill_hex[$i].y terrain=Ha^Fpa [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=4 [/variable] [then] [terrain] x,y=$hill_hex[$i].x,$hill_hex[$i].y terrain=Ha^Fma [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE hill_hex} #enddef #define GENERATE_SNOW [store_locations] variable=road_hex terrain=Rrc [/store_locations] [for] array=road_hex [do] [set_variable] name=change_terrain rand=1..7 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$road_hex[$i].x,$road_hex[$i].y terrain=Aa [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE road_hex} [store_locations] variable=road_hex terrain=Rrc [filter_adjacent_location] terrain=Aa,Ai [/filter_adjacent_location] [/store_locations] [for] array=road_hex [do] [set_variable] name=change_terrain rand=1..12 [/set_variable] [if] [variable] name=change_terrain less_than=3 [/variable] [then] [terrain] x,y=$road_hex[$i].x,$road_hex[$i].y terrain=Aa [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE road_hex} [store_locations] variable=ice_hex terrain=Ai [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..7 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Aa [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=ice_hex terrain=Ai [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..21 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Spay [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=ice_hex terrain=Ai [filter_adjacent_location] terrain=Aa [/filter_adjacent_location] [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..3 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Aa [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=ice_hex terrain=Ai [filter_adjacent_location] terrain=Spay [/filter_adjacent_location] [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..4 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Spay [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} #enddef #define GENERATE_VILLAGE [store_locations] variable=ice_hex terrain=Ai,Aa [not] [filter_adjacent_location] terrain=Xu,Ai^V*a,Aa^V*a [/filter_adjacent_location] [/not] [not] x=0,46 [or] y=0,51 [/or] [/not] [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..400 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Ai^Vea [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=2 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Ai^Vha [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=3 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Ai^Vca [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=4 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Ai^Vla [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=5 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Aa^Vea [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=6 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Aa^Vha [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=7 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Aa^Vca [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=8 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Aa^Vla [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=hill_hex terrain=Ha [not] [filter_adjacent_location] terrain=Ai^V*a,Aa^V*a,Ha^Vhha [/filter_adjacent_location] [/not] [/store_locations] [for] array=hill_hex [do] [set_variable] name=change_terrain rand=1..50 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$hill_hex[$i].x,$hill_hex[$i].y terrain=Ha^Vhha [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE hill_hex} [store_locations] variable=road_hex terrain=Rrc [not] x=0,46 [or] y=0,51 [/or] [/not] [not] [filter_adjacent_location] terrain=Aa^Fyak [/filter_adjacent_location] [/not] [/store_locations] [for] array=road_hex [do] [set_variable] name=change_terrain rand=1..35 [/set_variable] [if] [variable] name=change_terrain less_than=5 [/variable] [then] [terrain] x,y=$road_hex[$i].x,$road_hex[$i].y terrain=Rrc^Vhca [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=5 [/variable] [then] [terrain] x,y=$road_hex[$i].x,$road_hex[$i].y terrain=Rrc^Vhc [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE road_hex} #enddef #define GENERATE_TEXTURE [store_locations] variable=floor_hex terrain=A*,H* [and] [filter_adjacent_location] terrain=*^F* [/filter_adjacent_location] [/and] [/store_locations] [for] array=floor_hex [do] [set_variable] name=change_terrain rand=1..20 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$floor_hex[$i].x,$floor_hex[$i].y layer=overlay terrain=^Em [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE floor_hex} [store_locations] variable=floor_hex terrain=A*,H* [and] [filter_adjacent_location] terrain=*^F* count=3-6 [/filter_adjacent_location] [/and] [/store_locations] [for] array=floor_hex [do] [set_variable] name=change_terrain rand=1..100 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$floor_hex[$i].x,$floor_hex[$i].y layer=overlay terrain=^Emf [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE floor_hex} [store_locations] variable=floor_hex terrain=A*,H*,S* [/store_locations] [for] array=floor_hex [do] [set_variable] name=change_terrain rand=1..20 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$floor_hex[$i].x,$floor_hex[$i].y layer=overlay terrain=^Es [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE floor_hex} #enddef [event] name=prestart {REPEAT 5 ({GENERATE_MOUNTAIN})} {REPEAT 3 ({GENERATE_HILL})} {GENERATE_FOREST} {GENERATE_SNOW} {GENERATE_SNOW} {GENERATE_VILLAGE} {GENERATE_TEXTURE} {CAPTURE_VILLAGES 2 8 3 4} {CAPTURE_VILLAGES 3 3 6 4} {CAPTURE_VILLAGES 2 8 3 3} {RECALL_ARYEL_NOLOC} [unit] side=4 generate_name=yes type=Royal Guard random_traits=yes upkeep=loyal x,y=27,32 ai_special=guardian [/unit] [unit] side=4 generate_name=yes type=Royal Guard random_traits=yes upkeep=loyal x,y=24,33 ai_special=guardian [/unit] [unit] side=4 generate_name=yes type=Royal Guard random_traits=yes upkeep=loyal x,y=24,30 ai_special=guardian [/unit] [unit] side=5 generate_name=yes type=Royal Guard random_traits=yes upkeep=loyal x,y=29,18 ai_special=guardian [/unit] [unit] side=5 generate_name=yes type=Royal Guard random_traits=yes upkeep=loyal x,y=29,21 ai_special=guardian [/unit] [unit] side=5 generate_name=yes type=Royal Guard random_traits=yes upkeep=loyal x,y=32,19 ai_special=guardian [/unit] [unit] side=6 generate_name=yes type=Royal Guard random_traits=yes upkeep=loyal x,y=12,24 ai_special=guardian [/unit] [unit] side=6 generate_name=yes type=Royal Guard random_traits=yes upkeep=loyal x,y=12,27 ai_special=guardian [/unit] [unit] side=6 generate_name=yes type=Royal Guard random_traits=yes upkeep=loyal x,y=15,26 ai_special=guardian [/unit] [unit] side=2 generate_name=yes type=Shock Trooper random_traits=yes upkeep=loyal x,y=12,12 ai_special=guardian [/unit] [unit] side=2 generate_name=yes type=Iron Mauler random_traits=yes upkeep=loyal x,y=14,11 ai_special=guardian [/unit] [unit] side=2 generate_name=yes type=Shock Trooper random_traits=yes upkeep=loyal x,y=16,10 ai_special=guardian [/unit] [unit] side=2 generate_name=yes type=Shock Trooper random_traits=yes upkeep=loyal x,y=16,8 ai_special=guardian [/unit] [unit] side=2 generate_name=yes type=Shock Trooper random_traits=yes upkeep=loyal x,y=9,13 ai_special=guardian [/unit] [unit] side=2 generate_name=yes type=Shock Trooper random_traits=yes upkeep=loyal x,y=16,6 ai_special=guardian [/unit] [unit] side=2 generate_name=yes type=Shock Trooper random_traits=yes upkeep=loyal x,y=6,13 ai_special=guardian [/unit] [unit] side=2 generate_name=yes type=Iron Mauler random_traits=yes upkeep=loyal x,y=9,11 ai_special=guardian [/unit] [unit] side=2 generate_name=yes type=Iron Mauler random_traits=yes upkeep=loyal x,y=14,7 ai_special=guardian [/unit] [/event] [event] name=start [modify_unit] [filter] race=human side=2,3,4,5,6 [/filter] [object] silent=yes [filter] x,y=humanunits[$i].x,humanunits[$i].y [/filter] [effect] apply_to=movement_costs replace=yes [movement_costs] frozen=2 [/movement_costs] [/effect] [effect] apply_to=defense replace=yes [defense] frozen=70 [/defense] [/effect] [/object] [/modify_unit] {DELAY 500} {SCROLL_TO 13 26} {DELAY 500} {SCROLL_TO 30 19} {DELAY 500} {SCROLL_TO 25 32} {DELAY 750} {SCROLL_TO 11 8} {DELAY 500} [unit] side=1 type=Mistral Maiden variation=MM2 canrecruit=no x,y=3,3 [modifications] {TRAIT_LOYAL} [/modifications] name= _ "Talya" id=Talya unrenamable=yes canrecruit=yes random_traits=no # profile=portraits/talya.png animate=yes facing=se [/unit] [unit] side=1 type=Mage canrecruit=no [modifications] {TRAIT_LOYAL} {TRAIT_RESILIENT} [/modifications] x,y=2,3 animate=yes facing=se random_gender=yes [/unit] [unit] side=1 type=Mage canrecruit=no [modifications] {TRAIT_LOYAL} {TRAIT_INTELLIGENT} [/modifications] x,y=3,2 animate=yes facing=se random_gender=yes [/unit] {DELAY 500} [message] speaker=Esther message= _ "(<i>whispers</i>) Looks like we made it just in time." [/message] [message] speaker=Aryel message= _ "(<i>whispers</i>) Yeah. Doesn't look like anything good is about to happen." [/message] {DELAY 500} [message] speaker=Talya message= _ "Marshal Briggs, what a surprise. We were unaware that you would be visiting us today. How can we help you?" [/message] [message] speaker=humanleader124 message= _ "It has come to our attention that you have been aiding the faerie in their wicked endeavors. The King and the other members of the Council of Magi have ordered for your immediate presence in Caerleon where the status of your rank shall be reviewed and possibly withdrawn. Come quietly and no blood has to be shed." [/message] [message] speaker=Talya message= _ "... aiding faerie? Since when have we been forbidden to help the faerie? They have only ever been helpful to us. We most certainly were not notified of any such order." [/message] [message] speaker=humanleader124 message= _ "You may tell that to the Council during your hearing. Come quietly." [/message] [message] speaker=humanleader123 message= _ "With all due respect, sir, have you gone mad? There was no such order, and besides, the faerie are our friends-" [/message] [message] speaker=humanleader124 message= _ "Come now, generals, do you think I am stupid? You may feign ignorance all you like, but fact of the matter is, your faerie allies are arriving right now to help you resist us!" [/message] [message] speaker=humanleader122 message= _ "They are here of their own volition, not because we called them here!" [/message] [message] speaker=humanleader124 message= _ "My patience is not endless. I will repeat one more time. Will you come quietly, or will we have to take you in by force?" [/message] [message] speaker=Talya message= _ "..." [/message] [message] speaker=humanleader122 message= _ "..." [/message] [message] speaker=humanleader123 message= _ "..." [/message] [message] speaker=humanleader124 message= _ "Then I have my answer." [/message] [message] speaker=Esther message= _ "(<i>whispers</i>) Something fishy is going on in Caerleon. Let's try to subdue their leaders and see if we can get any information out of them." [/message] [message] speaker=Aryel message= _ "(<i>whispers</i>) Sure, but..." [/message] [message] speaker=Esther message= _ "(<i>whispers</i>) Hmmm?" [/message] [message] speaker=Aryel message= _ "(<i>looks around</i>) Where's Yumi?" [/message] [message] speaker=Esther message= _ "(<i>shrugs</i>) I went to check on her an hour ago - she was sleeping. And she's seemed very tired lately, so I didn't really want to disturb her. I don't think we really need her for this battle, anyway. We can probably handle this ourselves." [/message] [message] speaker=Aryel message= _ "(<i>frowns</i>) Maybe, but that's a lot of humans. You sure they won't overrun the fort before we can stop them?" [/message] [message] speaker=Esther message= _ "If you're so worried about that, then go distract them by charging into them like you always do." [/message] [message] speaker=Aryel message= _ "Hah, you got it." [/message] [store_unit] [filter] id=Yumi [/filter] variable=yumi [/store_unit] [kill] id=Yumi [/kill] [objectives] {OBJECTIVE_VICTORY ( _ "Defend Fort Helemoor")} {OBJECTIVE_DEFEAT ( _ "Death of Esther")} {OBJECTIVE_DEFEAT ( _ "Death of Aryel")} {OBJECTIVE_DEFEAT ( _ "Death of Talya")} {OBJECTIVE_DEFEAT ( _ "Death of allied human leaders")} [/objectives] [/event] [event] name=recruit first_time_only=no [filter] race=human side=2,3,4,5,6 [/filter] [object] silent=yes [filter] x,y=$x1,$y1 [/filter] [effect] apply_to=movement_costs replace=yes [movement_costs] frozen=2 [/movement_costs] [/effect] [effect] apply_to=defense replace=yes [defense] frozen=70 [/defense] [/effect] [/object] [/event] [event] name=last breath [filter] id=humanleader123 [/filter] [message] speaker=humanleader123 message= _ "Argh- you fool-" [/message] [message] speaker=humanleader124 message= _ "You, the fool, die a fool's death for something so meaningless." [/message] [kill] x,y=$x1,$y1 animate=yes [/kill] {DELAY 500} [if] [have_unit] id=humanleader122 [/have_unit] [then] [message] speaker=Esther message= _ "Not good. We don't want the fort to fall, otherwise we'll have no human allies on our side." [/message] [message] speaker=Aryel message= _ "Pah, I'm beginning to think the humans are useless anyway. They're dropping dead like flies out there." [/message] [message] speaker=Esther message= _ "So you'd like to be hounded by both the demons and humans at the same time?" [/message] [message] speaker=Aryel message= _ "... well, no, that would be unpleasant." [/message] [/then] [else] [message] speaker=humanleader124 message= _ "Good. That's the last of the traitors. Round up the others. Generals, you will be in charge of their punishment. I must return to Caerleon to report to the Council." [/message] [message] speaker=humanleader125 message= _ "As you order, sir." [/message] [message] speaker=Aryel message= _ "Rest in pieces, poor meatbags." [/message] [message] speaker=Esther message= _ "Somehow I feel like this could have gone better..." [/message] [endlevel] result=defeat [/endlevel] [/else] [/if] [/event] [event] name=last breath [filter] id=Talya [/filter] [message] speaker=Talya message= _ "Wait, I- augh!" [/message] [message] speaker=Esther message= _ "Somehow I feel like this could have gone better..." [/message] [endlevel] result=defeat [/endlevel] [/event] [event] name=last breath [filter] id=humanleader122 [/filter] [message] speaker=humanleader122 message= _ "Ugh- I'll never go- alive-" [/message] [message] speaker=humanleader124 message= _ "Then we'll take you dead." [/message] [kill] x,y=$x1,$y1 animate=yes [/kill] {DELAY 500} [if] [have_unit] id=humanleader123 [/have_unit] [then] [message] speaker=Esther message= _ "Not good. We don't want the fort to fall, otherwise we'll have no human allies on our side." [/message] [message] speaker=Aryel message= _ "Pah, I'm beginning to think the humans are useless anyway. They're dropping dead like flies out there." [/message] [message] speaker=Esther message= _ "So you'd like to be hounded by both the demons and humans at the same time?" [/message] [message] speaker=Aryel message= _ "... well, no, that would be unpleasant." [/message] [/then] [else] [message] speaker=humanleader124 message= _ "Good. That's the last of the traitors. Round up the others. Generals, you will be in charge of their punishment. I must return to Caerleon to report to the Council." [/message] [message] speaker=humanleader125 message= _ "As you order, sir." [/message] [message] speaker=Aryel message= _ "Rest in pieces, poor meatbags." [/message] [message] speaker=Esther message= _ "Somehow I feel like this could have gone better..." [/message] [endlevel] result=defeat [/endlevel] [/else] [/if] [/event] [event] name=last breath first_time_only=no [filter] id=humanleader124 [/filter] [filter_condition] [variable] name=turn_number less_than=21 [/variable] [/filter_condition] [store_unit] [filter] x,y=$x1,$y1 [/filter] variable=tmp [/store_unit] [message] speaker=unit message= _ "Argh- you treacherous fools- do not think you can... defeat me- so easily." [/message] [store_gold] side=4 variable=side4gold [/store_gold] {VARIABLE_OP side4gold add 50} [modify_side] side=4 gold=$side4gold [/modify_side] {CLEAR_VARIABLE side4gold} [set_variable] name=tmp.hitpoints rand=5..10 [/set_variable] [unstore_unit] variable=tmp [/unstore_unit] {CLEAR_VARIABLE tmp} [/event] [event] name=die first_time_only=no [filter] id=humanleader124 [/filter] [filter_condition] [variable] name=turn_number less_than=21 [/variable] [/filter_condition] [store_unit] [filter] x,y=$x1,$y1 [/filter] variable=tmp [/store_unit] [set_variable] name=tmp.hitpoints rand=5..10 [/set_variable] [unstore_unit] variable=tmp find_vacant=yes [/unstore_unit] [redraw][/redraw] {CLEAR_VARIABLE tmp} [/event] [event] name=attack first_time_only=yes [filter] side=2,3 [/filter] [message] speaker=humanleader124 message= _ "You are condemning yourselves to a fate worse than death." [/message] [/event] [event] name=attack first_time_only=yes [filter] side=1 [not] id=Aryel [/not] [and] [not] type=Mage [/not] [/and] [and] [not] type=Mistral Maiden [/not] [/and] [/filter] [message] speaker=Talya message= _ "You're getting yourselves into our mess, you know." [/message] [message] speaker=Esther message= _ "We are aware." [/message] [/event] [event] name=attack first_time_only=yes [filter] id=Aryel [/filter] [message] speaker=Aryel message= _ "Before we fight, I want to let you know that when you die, I'll make sure to keep your corpse as intact as possible. Makes for prettier servants." [/message] [message] speaker=Esther message= _ "Aryel! My goodness." [/message] [message] speaker=Aryel message= _ "Haha, just kidding." [/message] [/event] [event] name=attack first_time_only=yes [filter_second] id=Aryel [/filter_second] [message] speaker=Aryel message= _ "You've got quite the nerve." [/message] [/event] [event] name=attack first_time_only=yes [filter] side=2,3 [/filter] [filter_second] id=humanleader124 [/filter_second] [message] speaker=humanleader124 message= _ "Good, my blade could use a drink from the blood of traitors." [/message] [/event] [event] name=attack first_time_only=yes [filter] side=1 [/filter] [filter_second] id=humanleader124 [/filter_second] [message] speaker=humanleader124 message= _ "No matter what power you wield, flesh is flesh. And my sword shall cleave it in two." [/message] [message] speaker=Aryel message= _ "Try it." [/message] [/event] [event] name=last breath first_time_only=yes [filter] side=4,5,6 [not] id=humanleader124,humanleader125,humanleader126 [/not] [/filter] [filter_second] id=Aryel [/filter_second] [message] speaker=unit message= _ "Arrgh, noooo! It- it burns!" [/message] [message] speaker=Aryel message= _ "It does? Great." [/message] [message] speaker=unit message= _ "Please! It hurts! It-" [/message] [message] speaker=Aryel message= _ "Yes, I'm sure it does." [/message] [message] speaker=Esther message= _ "(<i>sighs</i>) Must we go through this every time? Aryel, there's a limit to the fun you can have." [/message] [message] speaker=Aryel message= _ "Is there?" [/message] [message] speaker=Esther message= _ "I don't understand how you can feed on the pain of others like that. Stop it." [/message] [message] speaker=Aryel message= _ "Mkay." [/message] {DELAY 500} [kill] x,y=$x1,$y1 animate=yes [/kill] {DELAY 500} [message] speaker=Aryel message= _ "Besides, it's not really feeding on their pain. It's more... you know, showing them the error of their ways. For attacking us." [/message] [message] speaker=Esther message= _ "Whatever you want to call it." [/message] [/event] [event] name=last breath first_time_only=yes [filter] side=4,5,6 [not] id=humanleader124,humanleader125,humanleader126 [/not] [/filter] [filter_second] id=Talya [/filter_second] [message] speaker=humanleader124 message= _ "Traitor!" [/message] [message] speaker=Talya message= _ "I'm only defending myself!" [/message] [/event] [event] name=last breath first_time_only=yes [filter] side=4,5,6 [not] id=humanleader124,humanleader125,humanleader126 [/not] [/filter] [filter_second] id=Esther [/filter_second] [message] speaker=unit message= _ "N-nooo! Spare me!" [/message] [message] speaker=Esther message= _ "As much as I would like to, one has to be decisive some times." [/message] [message] speaker=unit message= _ "B-but-" [/message] [kill] x,y=$x1,$y1 animate=yes [/kill] [message] speaker=Aryel message= _ "Wow, that was surprisingly cruel, coming from Miss Sunshine." [/message] [message] speaker=Esther message= _ "Says you." [/message] [message] speaker=Aryel message= _ "(<i>grins</i>)" [/message] [/event] [event] name=last breath first_time_only=yes [filter] id=humanleader125 [/filter] [message] speaker=unit message= _ "I... have failed." [/message] [message] speaker=Aryel message= _ "Sure, buddy. Well, now that you've failed so miserably, care to talk? Who's giving these orders? You guys wouldn't be so shamelessly charging into these suicide missions if it was just your king telling you to do it. There's someone or something else behind it." [/message] [message] speaker=unit message= _ "As if... I'd tell you anything." [/message] [message] speaker=Aryel message= _ "You want to do this the hard way? Fine." [/message] {FLASH_RED_EXTREME ({DELAY 250})} [message] speaker=humanleader124 message= _ "The fool! Kill him quickly!" [/message] {PLAY_SOUND "throwing-knife.ogg"} [harm_unit] [filter] id=humanleader125 [/filter] amount=0 animate=yes [/harm_unit] [kill] x,y=$x1,$y1 animate=yes [/kill] [message] speaker=Aryel message= _ "Tch. Annoying pests." [/message] [/event] [event] name=last breath first_time_only=yes [filter] id=humanleader126 [/filter] [message] speaker=unit message= _ "You got me. Congratulations" [/message] [message] speaker=Aryel message= _ "Why thank you-" [/message] [message] speaker=unit message= _ "But don't think you'll get anything out of me." [/message] {PLAY_SOUND "throwing-knife.ogg"} [harm_unit] [filter] id=humanleader125 [/filter] amount=0 animate=yes [/harm_unit] [kill] x,y=$x1,$y1 animate=yes [/kill] [message] speaker=Aryel message= _ "Hmph. Okay then." [/message] [/event] [event] name=turn 4 [message] speaker=humanleader124 message= _ "It seems that they truly intend to resist us. Generals, press the assault." [/message] [message] speaker=humanleader125 message= _ "Aye." [/message] [message] speaker=humanleader126 message= _ "Yes, sir!" [/message] [modify_ai] side=4,5,6 [ai] aggression=1 caution=0 [/ai] [/modify_ai] [unit] side=4 generate_name=yes type=Iron Mauler random_traits=yes animate=yes upkeep=loyal x,y=27,32 [/unit] [unit] side=4 generate_name=yes type=Iron Mauler random_traits=yes animate=yes upkeep=loyal x,y=24,33 [/unit] [unit] side=4 generate_name=yes type=Iron Mauler random_traits=yes animate=yes upkeep=loyal x,y=24,30 [/unit] [unit] side=5 generate_name=yes type=Iron Mauler random_traits=yes animate=yes upkeep=loyal x,y=29,18 [/unit] [unit] side=5 generate_name=yes type=Iron Mauler random_traits=yes animate=yes upkeep=loyal x,y=29,21 [/unit] [unit] side=5 generate_name=yes type=Iron Mauler random_traits=yes animate=yes upkeep=loyal x,y=32,19 [/unit] [unit] side=6 generate_name=yes type=Iron Mauler random_traits=yes animate=yes upkeep=loyal x,y=12,24 [/unit] [unit] side=6 generate_name=yes type=Iron Mauler random_traits=yes animate=yes upkeep=loyal x,y=12,27 [/unit] [unit] side=6 generate_name=yes type=Iron Mauler random_traits=yes animate=yes upkeep=loyal x,y=15,26 [/unit] [modify_unit] [filter] race=human side=2,3,4,5,6 [/filter] [object] silent=yes [filter] x,y=humanunits[$i].x,humanunits[$i].y [/filter] [effect] apply_to=movement_costs replace=yes [movement_costs] frozen=2 [/movement_costs] [/effect] [effect] apply_to=defense replace=yes [defense] frozen=70 [/defense] [/effect] [/object] [/modify_unit] [/event] [event] name=turn 8 [unit] side=4 generate_name=yes id=cavalryleader12 type=Cavalier random_traits=yes animate=yes upkeep=loyal x,y=40,47 [/unit] [unit] side=4 generate_name=yes type=Dragoon random_traits=yes animate=yes upkeep=loyal x,y=40,48 [/unit] [unit] side=4 generate_name=yes type=Dragoon random_traits=yes animate=yes upkeep=loyal x,y=41,48 [/unit] [unit] side=4 generate_name=yes type=Dragoon random_traits=yes animate=yes upkeep=loyal x,y=40,49 [/unit] [unit] side=4 generate_name=yes type=Dragoon random_traits=yes animate=yes upkeep=loyal x,y=41,49 [/unit] [unit] side=4 generate_name=yes type=Dragoon random_traits=yes animate=yes upkeep=loyal x,y=40,50 [/unit] [unit] side=4 generate_name=yes type=Dragoon random_traits=yes animate=yes upkeep=loyal x,y=41,50 [/unit] [modify_unit] [filter] race=human side=2,3,4,5,6 [/filter] [object] silent=yes [filter] x,y=humanunits[$i].x,humanunits[$i].y [/filter] [effect] apply_to=movement_costs replace=yes [movement_costs] frozen=2 [/movement_costs] [/effect] [effect] apply_to=defense replace=yes [defense] frozen=70 [/defense] [/effect] [/object] [/modify_unit] [message] speaker=cavalryleader12 message= _ "At your order, sir." [/message] [message] speaker=humanleader124 message= _ "Fight to kill. However, take the generals and the mage alive if possible." [/message] [message] speaker=cavalryleader12 message= _ "As you wish." [/message] [store_gold] side=4 variable=side4gold [/store_gold] {VARIABLE_OP side4gold add 75} [modify_side] side=4 gold=$side4gold [/modify_side] {CLEAR_VARIABLE side4gold} [store_gold] side=5 variable=side5gold [/store_gold] {VARIABLE_OP side5gold add 75} [modify_side] side=5 gold=$side5gold [/modify_side] {CLEAR_VARIABLE side5gold} [store_gold] side=6 variable=side6gold [/store_gold] {VARIABLE_OP side6gold add 75} [modify_side] side=6 gold=$side6gold [/modify_side] {CLEAR_VARIABLE side6gold} [/event] [event] name=turn 12 [unstore_unit] variable=yumi x,y=41,43 find_vacant=yes [/unstore_unit] {CLEAR_VARIABLE yumi} [message] speaker=Yumi message= _ "(<i>blinks sleepily</i>)" [/message] [message] speaker=Aryel message= _ "(<i>turns</i>) Yumi! You're awake! What are you doing?" [/message] [message] speaker=Yumi message= _ "... helping?" [/message] [message] speaker=Aryel message= _ "Well, we're doing fine on our own. You can go back to sleep." [/message] [message] speaker=Yumi message= _ "(<i>shudders</i>)" [/message] [message] speaker=Yumi message= _ "(<i>whispers</i>) No thank you." [/message] [message] speaker=Aryel message= _ "Did you say something?" [/message] [message] speaker=Yumi message= _ "No. You don't need to baby me, Aryel. I can fight too." [/message] [message] speaker=Aryel message= _ "I don't doubt that, but... <i>hmm, what should I say</i>..?" [/message] [message] speaker=Aryel message= _ "Well you don't hold back when you fight so you cause a lot of destruction and- <i>ah that's a terrible excuse</i>... well, nevermind..." [/message] [message] speaker=Yumi message= _ "(<i>bites lip</i>) <i>I'm... destructive</i>?" [/message] [message] speaker=narrator message= _ "<i>Yes, you are.</i>" [/message] [/event] [event] name=turn 13 [unit] side=4 generate_name=yes id=horseleader12 type=Grand Knight random_traits=yes animate=yes upkeep=loyal x,y=40,47 [/unit] [unit] side=4 generate_name=yes type=Knight random_traits=yes animate=yes upkeep=loyal x,y=40,48 [/unit] [unit] side=4 generate_name=yes type=Knight random_traits=yes animate=yes upkeep=loyal x,y=41,48 [/unit] [unit] side=4 generate_name=yes type=Lancer random_traits=yes animate=yes upkeep=loyal x,y=40,49 [/unit] [unit] side=4 generate_name=yes type=Lancer random_traits=yes animate=yes upkeep=loyal x,y=41,49 [/unit] [unit] side=4 generate_name=yes type=Lancer random_traits=yes animate=yes upkeep=loyal x,y=40,50 [/unit] [unit] side=4 generate_name=yes type=Lancer random_traits=yes animate=yes upkeep=loyal x,y=41,50 [/unit] [modify_unit] [filter] race=human side=2,3,4,5,6 [/filter] [object] silent=yes [filter] x,y=humanunits[$i].x,humanunits[$i].y [/filter] [effect] apply_to=movement_costs replace=yes [movement_costs] frozen=2 [/movement_costs] [/effect] [effect] apply_to=defense replace=yes [defense] frozen=70 [/defense] [/effect] [/object] [/modify_unit] [message] speaker=horseleader12 message= _ "At your call." [/message] [message] speaker=humanleader124 message= _ "Leave none alive." [/message] [store_gold] side=4 variable=side4gold [/store_gold] {VARIABLE_OP side4gold add 75} [modify_side] side=4 gold=$side4gold [/modify_side] {CLEAR_VARIABLE side4gold} [store_gold] side=5 variable=side5gold [/store_gold] {VARIABLE_OP side5gold add 75} [modify_side] side=5 gold=$side5gold [/modify_side] {CLEAR_VARIABLE side5gold} [store_gold] side=6 variable=side6gold [/store_gold] {VARIABLE_OP side6gold add 75} [modify_side] side=6 gold=$side6gold [/modify_side] {CLEAR_VARIABLE side6gold} [/event] [event] name=attack first_time_only=yes [filter] id=Yumi [/filter] [filter_second] [not] id=humanleader124,humanleader125,humanleader126 [/not] [/filter_second] [filter_condition] [variable] name=turn_number greater_than=15 [/variable] [/filter_condition] [store_locations] x,y=$x2,$y2 radius=3 variable=blastradius [/store_locations] [harm_unit] [filter] x,y=$x2,$y2 [/filter] [filter_second] id=Yumi [/filter_second] [primary_attack] range=ranged name=faerie fire [/primary_attack] [secondary_attack] range=ranged name=faerie fire [/secondary_attack] amount=999 animate=yes kill=yes fire_event=yes [/harm_unit] {PLAY_SOUND "magic-dark.ogg"} {DELAY 500} [message] speaker=Yumi message= _ "(<i>shudders</i>)" [/message] {DELAY 750} {PLAY_SOUND "magic-dark.ogg"} {DELAY 500} {PLAY_SOUND "magic-dark-miss.ogg"} {DELAY 500} {PLAY_SOUND "magic-dark.ogg"} {PLAY_SOUND "magic-dark-miss.ogg"} {DELAY 250} {PLAY_SOUND "magic-dark.ogg"} {PLAY_SOUND "magic-dark-big.ogg"} {DELAY 250} {PLAY_SOUND "magic-dark.ogg"} {PLAY_SOUND "magic-dark-big.ogg"} {DELAY 250} {PLAY_SOUND "magic-dark.ogg"} {PLAY_SOUND "magic-dark-miss.ogg"} {DELAY 250} {PLAY_SOUND "magic-dark.ogg"} {PLAY_SOUND "magic-dark-big.ogg"} {PLAY_SOUND "magic-faeriefire.ogg"} {PLAY_SOUND "magic-faeriefire.ogg"} {PLAY_SOUND "fire.ogg"} [terrain] x,y=$x2,$y2 radius=3 terrain=Wwb [/terrain] [redraw][/redraw] [for] array=blastradius [do] [if] [have_unit] x,y=$blastradius[$i].x,$blastradius[$i].y [not] side=1 [/not] [and] [not] id=humanleader124,humanleader123,humanleader122,humanleader125,humanleader126 [/not] [/and] [/have_unit] [then] [harm_unit] [filter] x,y=$blastradius[$i].x,$blastradius[$i].y [/filter] amount=999 animate=yes kill=yes delay=0 fire_event=yes [/harm_unit] [/then] [/if] [/do] [/for] {CLEAR_VARIABLE blastradius} [message] speaker=Yumi message= _ "(<i>gasps</i>)" [/message] [message] speaker=Aryel message= _ "Yumi! What happened?" [/message] [message] speaker=Yumi message= _ "(<i>covers face</i>) I-I didn't mean-" [/message] [message] speaker=Aryel message= _ "Are you okay?" [/message] [message] speaker=Yumi message= _ "I-I couldn't c-control-" [/message] [message] speaker=narrator message= _ "<i>You have made that power your own. Are you afraid of it?</i>" [/message] [message] speaker=humanleader124 message= _ "Form ranks, men! She may just look like a girl, but she's clearly a monster in disguise! These faerie are wicked and deceptive. We will need to employ our full strength to bring them down." [/message] [message] speaker=Yumi message= _ "S-sorry-" [/message] [message] speaker=narrator message= _ "<i>But truthfully, you are not really sorry about killing them. Otherwise, you wouldn't have used that power.</i>" [/message] [message] speaker=Yumi message= _ "(<i>shakes</i>)" [/message] [message] speaker=Esther message= _ "Yumi, relax, it's okay. Don't freak out. There's no need to make a big deal out of it. It was a mistake." [/message] [message] speaker=Yumi message= _ "(<i>bites lip</i>) <i>It wasn't really...</i>" [/message] [store_gold] side=4 variable=side4gold [/store_gold] {VARIABLE_OP side4gold add 100} [modify_side] side=4 gold=$side4gold [/modify_side] {CLEAR_VARIABLE side4gold} [/event] #define DRAW_DARKNESS [store_locations] variable=blood_hex terrain=* [not] terrain=Gd^Fetd [/not] [filter_adjacent_location] terrain=Woby count=1-3 [/filter_adjacent_location] [/store_locations] [for] array=blood_hex [do] [set_variable] name=change_terrain rand=1..8 [/set_variable] [if] [variable] name=change_terrain less_than=6 [/variable] [then] [terrain] x,y=$blood_hex[$i].x,$blood_hex[$i].y terrain=Woby [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE blood_hex} [store_locations] variable=blood_hex terrain=* [not] terrain=Gd^Fetd [/not] [filter_adjacent_location] terrain=Woby count=4-6 [/filter_adjacent_location] [/store_locations] [for] array=blood_hex [do] [set_variable] name=change_terrain rand=1..30 [/set_variable] [if] [variable] name=change_terrain less_than=6 [/variable] [then] [terrain] x,y=$blood_hex[$i].x,$blood_hex[$i].y terrain=Woby [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE blood_hex} [redraw][/redraw] #enddef #define DRAW_BLOOD [store_locations] variable=blood_hex terrain=* [not] terrain=Aa^Fyak,Woby [/not] [filter_adjacent_location] terrain=Wwb count=1-2 [/filter_adjacent_location] [/store_locations] [for] array=blood_hex [do] [set_variable] name=change_terrain rand=1..10 [/set_variable] [if] [variable] name=change_terrain less_than=6 [/variable] [then] [terrain] x,y=$blood_hex[$i].x,$blood_hex[$i].y terrain=Wwb [/terrain] [redraw][/redraw] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE blood_hex} #enddef #define DRAW_BLOOD_NO_REDRAW [store_locations] variable=blood_hex terrain=* [not] terrain=Aa^Fyak,Woby [/not] [filter_adjacent_location] terrain=Wwb count=1-2 [/filter_adjacent_location] [/store_locations] [for] array=blood_hex [do] [set_variable] name=change_terrain rand=1..10 [/set_variable] [if] [variable] name=change_terrain less_than=8 [/variable] [then] [terrain] x,y=$blood_hex[$i].x,$blood_hex[$i].y terrain=Wwb [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE blood_hex} [redraw][/redraw] #enddef #define DRAW_BLOOD_KILL [store_locations] variable=blood_hex terrain=* [not] terrain=Aa^Fyak,Woby [/not] [filter_adjacent_location] terrain=Wwb count=1-3 [/filter_adjacent_location] [/store_locations] [for] array=blood_hex [do] [set_variable] name=change_terrain rand=1..10 [/set_variable] [if] [variable] name=change_terrain less_than=6 [/variable] [then] [terrain] x,y=$blood_hex[$i].x,$blood_hex[$i].y terrain=Wwb [/terrain] [/then] [/if] [if] [have_unit] x,y=$blood_hex[$i].x,$blood_hex[$i].y [not] id=humanleader124,humanleader125,humanleader126,humanleader122,humanleader123 [/not] [and] [not] side=1 [/not] [/and] [/have_unit] [then] [kill] x,y=$blood_hex[$i].x,$blood_hex[$i].y animate=no [/kill] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE blood_hex} [redraw][/redraw] #enddef [event] name=turn 18 {INCIDENTAL_MUSIC vengeful.ogg} {REPEAT 3 ({QUAKE_FIXED "rumble.ogg"})} {DELAY 250} [message] speaker=Aryel message= _ "Uh." [/message] {REPEAT 2 ({QUAKE_FIXED "rumble.ogg"})} {PLAY_SOUND "magic-dark.ogg"} {PLAY_SOUND "magic-dark-big.ogg"} {REPEAT 2 ({QUAKE_FIXED "rumble.ogg"})} {PLAY_SOUND "magic-dark-miss.ogg"} {PLAY_SOUND "magic-dark.ogg"} {REPEAT 2 ({QUAKE_FIXED "rumble.ogg"})} [store_unit] [filter] side=4-6 [not] id=humanleader124 [/not] [/filter] variable=enemies [/store_unit] [for] array=enemies [do] [set_variable] name=die rand=1..3 [/set_variable] [if] [variable] name=die numerical_equals=1 [/variable] [then] [kill] x,y=$enemies[$i].x,$enemies[$i].y animate=yes [/kill] [terrain] x,y=$enemies[$i].x,$enemies[$i].y terrain=Wwb [/terrain] [redraw][/redraw] [/then] [/if] {CLEAR_VARIABLE die} [/do] [/for] {CLEAR_VARIABLE enemies} [message] speaker=Esther message= _ "What in the world-" [/message] {REPEAT 2 ({QUAKE_FIXED "rumble.ogg"})} {PLAY_SOUND "magic-dark.ogg"} {PLAY_SOUND "magic-dark-big.ogg"} {REPEAT 2 ({QUAKE_FIXED "rumble.ogg"})} {PLAY_SOUND "magic-dark-miss.ogg"} {PLAY_SOUND "magic-dark.ogg"} {REPEAT 2 ({QUAKE_FIXED "rumble.ogg"})} [store_unit] [filter] side=4-6 [not] id=humanleader124,humanleader125,humanleader126 [/not] [/filter] variable=enemies [/store_unit] [for] array=enemies [do] [set_variable] name=die rand=1..3 [/set_variable] [if] [variable] name=die numerical_equals=1 [/variable] [then] [terrain] x,y=$enemies[$i].x,$enemies[$i].y terrain=Wwb [/terrain] [redraw][/redraw] [kill] x,y=$enemies[$i].x,$enemies[$i].y animate=yes [/kill] [/then] [/if] {CLEAR_VARIABLE die} [/do] [/for] {CLEAR_VARIABLE enemies} {REPEAT 3 ({QUAKE_FIXED "rumble.ogg"})} [message] speaker=Yumi message= _ "(<i>covers eyes</i>) <i>It's happening...</i>" [/message] [message] speaker=narrator message= _ "<i>And there's nothing you can do to stop it.</i>" [/message] {REPEAT 2 ({QUAKE_FIXED "rumble.ogg"})} {REPEAT 2 ({PLAY_SOUND "dragonstick.ogg"})} {SCROLL_TO 13 10} [store_locations] variable=castle_hex terrain=Cha,Kha [/store_locations] [for] array=castle_hex [do] [set_variable] name=change_terrain rand=1..2 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$castle_hex[$i].x,$castle_hex[$i].y terrain=Chr [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE castle_hex} [redraw][/redraw] [message] speaker=Talya message= _ "Oh gods! Stay close, I'm going to get us out of here! Let's regroup with the faerie." [/message] {DELAY 500} [hide_unit] side=1 type=Mage [/hide_unit] [store_unit] [filter] id=Talya [/filter] variable=talya [/store_unit] [store_unit] [filter] id=Esther [/filter] variable=esther [/store_unit] [kill] id=Talya [/kill] [scroll_to] x,y=$esther.x,$esther.y [/scroll_to] [unstore_unit] variable=talya find_vacant=yes x,y=$esther.x,$esther.y [/unstore_unit] {CLEAR_VARIABLE esther} {CLEAR_VARIABLE talya} {DELAY 500} {DRAW_BLOOD_KILL} {DELAY 250} {REPEAT 2 ({QUAKE_FIXED "rumble.ogg"})} [message] speaker=Aryel message= _ "Uh, Esther, what do we do?" [/message] [message] speaker=Esther message= _ "How should I know?" [/message] {REPEAT 2 ({PLAY_SOUND "dragonstick.ogg"})} [store_unit] [filter] side=2,3,4,5,6 [not] id=humanleader122,humanleader123,humanleader124,humanleader125,humanleader126 [/not] [/filter] variable=enemies [/store_unit] [for] array=enemies [do] [set_variable] name=die rand=1..3 [/set_variable] [if] [variable] name=die numerical_equals=1 [/variable] [then] [terrain] x,y=$enemies[$i].x,$enemies[$i].y terrain=Wwb [/terrain] [kill] x,y=$enemies[$i].x,$enemies[$i].y animate=no [/kill] [/then] [/if] {CLEAR_VARIABLE die} [/do] [/for] {CLEAR_VARIABLE enemies} [redraw][/redraw] {DELAY 250} {SCROLL_TO 13 10} [store_locations] variable=castle_hex terrain=Cha,Kha [/store_locations] [for] array=castle_hex [do] [set_variable] name=change_terrain rand=1..2 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$castle_hex[$i].x,$castle_hex[$i].y terrain=Chr [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE castle_hex} [redraw][/redraw] {DELAY 500} [store_locations] variable=castle_hex terrain=Chr [/store_locations] [for] array=castle_hex [do] [terrain] x,y=$castle_hex[$i].x,$castle_hex[$i].y terrain=Wwb [/terrain] [/do] [/for] {CLEAR_VARIABLE castle_hex} [redraw][/redraw] {DELAY 500} [message] speaker=Yumi message= _ "<i>It... hurts...</i>" [/message] [message] speaker=narrator message= _ "<i>Such pitiful creatures.</i>" [/message] {DRAW_BLOOD_KILL} {DELAY 250} {REPEAT 1 ({QUAKE_FIXED "rumble.ogg"})} {PLAY_SOUND "magic-dark.ogg"} {PLAY_SOUND "magic-faeriefire.ogg"} {PLAY_SOUND "magic-dark-miss.ogg"} {PLAY_SOUND "magic-dark-big.ogg"} {REPEAT 2 ({QUAKE_FIXED "rumble.ogg"})} [message] speaker=humanleader125 message= _ "Oh gods..." [/message] [message] speaker=humanleader123 message= _ "Ack-" [/message] [kill] id=humanleader123 animate=yes [/kill] [kill] id=humanleader125 animate=yes [/kill] [message] speaker=humanleader126 message= _ "What in blazes-" [/message] [message] speaker=humanleader122 message= _ "Lords of Light save us..." [/message] [kill] id=humanleader122 animate=yes [/kill] [kill] id=humanleader126 animate=yes [/kill] {DELAY 500} [message] speaker=Talya message= _ "My god. They're all going to die! Can't you two do something about this?" [/message] {DELAY 300} [modify_unit] [filter] id=Aryel [/filter] facing=sw [/modify_unit] {DELAY 300} [message] speaker=Aryel message= _ "I don't know! Esther, do you have any ideas? We can't just sit back and watch them implode." [/message] {REPEAT 2 ({PLAY_SOUND "dragonstick.ogg"})} [message] speaker=Esther message= _ "Let's focus on staying alive for the moment. Everyone, retreat back to the forests!" [/message] {REPEAT 2 ({PLAY_SOUND "dragonstick.ogg"})} [store_unit] [filter] side=2,3,4,5,6 [not] id=humanleader124 [/not] [/filter] variable=enemies [/store_unit] [for] array=enemies [do] [set_variable] name=die rand=1..5 [/set_variable] [if] [variable] name=die less_than=4 [/variable] [then] [terrain] x,y=$enemies[$i].x,$enemies[$i].y terrain=Wwb [/terrain] [kill] x,y=$enemies[$i].x,$enemies[$i].y animate=no [/kill] [/then] [/if] {CLEAR_VARIABLE die} [/do] [/for] {CLEAR_VARIABLE enemies} [redraw][/redraw] {DELAY 300} {REPEAT 2 ({PLAY_SOUND "dragonstick.ogg"})} [store_locations] variable=castle_hex terrain=Chr,Cha,Kha [/store_locations] [for] array=castle_hex [do] [terrain] x,y=$castle_hex[$i].x,$castle_hex[$i].y terrain=Wwb [/terrain] [/do] [/for] {CLEAR_VARIABLE castle_hex} [redraw][/redraw] {DRAW_BLOOD_NO_REDRAW} {DELAY 300} [message] speaker=humanleader124 message= _ "You fools! You won't get away with this- I will- I'll-" [/message] [kill] id=humanleader124 animate=yes [/kill] [message] speaker=Yumi message= _ "<i>I can't... stop it.</i>" [/message] {REPEAT 2 ({PLAY_SOUND "dragonstick.ogg"})} [store_unit] [filter] side=2,3,4,5,6 [/filter] variable=enemies [/store_unit] [for] array=enemies [do] [set_variable] name=die rand=1..10 [/set_variable] [if] [variable] name=die less_than=8 [/variable] [then] [terrain] x,y=$enemies[$i].x,$enemies[$i].y terrain=Wwb [/terrain] [kill] x,y=$enemies[$i].x,$enemies[$i].y animate=no [/kill] [/then] [/if] {CLEAR_VARIABLE die} [/do] [/for] {CLEAR_VARIABLE enemies} {DRAW_BLOOD_NO_REDRAW} {DELAY 300} [message] speaker=Yumi message= _ "<i>Everyone's going to die...</i>" [/message] [message] speaker=narrator message= _ "<i>It is not picky about its victims.</i>" [/message] [message] speaker=Yumi message= _ "<i>Why is this even happening...</i>" [/message] [message] speaker=narrator message= _ "<i>Don't you understand? This is your fault.</i>" [/message] [message] speaker=Yumi message= _ "..." [/message] [message] speaker=Yumi message= _ "<i>I know... so I have to figure out a way to fix this...</i>" [/message] [message] speaker=narrator message= _ "<i>It is a pointless effort.</i>" [/message] [store_unit] [filter] side=2,3,4,5,6 [/filter] variable=enemies [/store_unit] [for] array=enemies [do] [terrain] x,y=$enemies[$i].x,$enemies[$i].y terrain=Wwb [/terrain] [redraw][/redraw] [kill] x,y=$enemies[$i].x,$enemies[$i].y animate=yes [/kill] [/do] [/for] {CLEAR_VARIABLE enemies} [message] speaker=Yumi message= _ "<i>I need to do something...</i>" [/message] [message] speaker=Aryel message= _ "Yumi?" [/message] [message] speaker=Yumi message= _ "(<i>eyes glow</i>)" [/message] [message] speaker=Aryel message= _ "Yumi, what are you doing?" [/message] [message] speaker=Esther message= _ "Yumi, come on! We need to get out of here." [/message] {REPEAT 2 ({QUAKE_FIXED "magic-faeriefire.ogg"})} {SCROLL_TO 2 2} [terrain] x,y=2,2 radius=1 terrain=Woby [/terrain] [terrain] x,y=2,2 terrain=Gd^Fetd [/terrain] [redraw][/redraw] {DELAY 500} {QUAKE_FIXED "magic-faeriefire.ogg"} {DRAW_BLOOD_NO_REDRAW} {DELAY 300} {DRAW_BLOOD_NO_REDRAW} {DELAY 300} {DRAW_DARKNESS} {DELAY 500} [message] speaker=Talya message= _ "Ladies? Everyone else is leaving. Are you two just going to stand there, or..." [/message] [message] speaker=Aryel message= _ "I don't know. If we just leave, is this going to keep spreading? There's a chance that if we don't stop it now, we won't be able to later." [/message] [message] speaker=Esther message= _ "And do you have any idea how to do that?" [/message] [message] speaker=Aryel message= _ "Not really..." [/message] [message] speaker=Esther message= _ "Exactly. Our first priority should be making sure that the others - yes, the humans too - are in a safe place. Then, we can come back here and see if we can figure something out." [/message] {DELAY 500} [message] speaker=Aryel message= _ "But Esther-" [/message] {DELAY 500} [message] speaker=Esther message= _ "Come on, let's go! Yumi, that means you too!" [/message] [message] speaker=Yumi message= _ "(<i>eyes glow brighter</i>)" [/message] [message] speaker=narrator message= _ "<i>Yes, let the energy flow through you.</i>" [/message] {SCROLL_TO 2 2} {REPEAT 2 ({QUAKE_FIXED "magic-faeriefire.ogg"})} {DRAW_DARKNESS} {DELAY 300} {DRAW_DARKNESS} {DELAY 300} [hide_unit] side=1 [not] id=Esther,Aryel,Yumi [/not] [/hide_unit] {REPEAT 1 ({QUAKE_FIXED "magic-faeriefire.ogg"})} {DRAW_DARKNESS} {DELAY 300} {DRAW_DARKNESS} {DELAY 300} {REPEAT 2 ({QUAKE_FIXED "magic-faeriefire.ogg"})} [message] speaker=Esther message= _ "Aryel, come on." [/message] [message] speaker=Aryel message= _ "But what about Yumi?" [/message] {SCROLL_TO 2 2} {REPEAT 1 ({QUAKE_FIXED "magic-faeriefire.ogg"})} {DRAW_DARKNESS} {DELAY 300} {DRAW_DARKNESS} {DELAY 300} {DRAW_DARKNESS} {DELAY 300} {REPEAT 1 ({QUAKE_FIXED "magic-faeriefire.ogg"})} [message] speaker=Esther message= _ "You don't know what'll happen if that blackness touches you." [/message] [message] speaker=Aryel message= _ "But Yumi-" [/message] [message] speaker=Esther message= _ "-is usually fine around these kinds of weird things, and she looks like she knows what she's doing. We don't, so let's go back and regroup!" [/message] [message] speaker=Aryel message= _ "I mean, yes, but, well... <i>Esther's probably right, but I don't really want to just leave her...</i>" [/message] [message] speaker=Esther message= _ "We'll be back to help her in a few minutes, once we get everyone to safety and have a better idea of what's going on, okay?" [/message] {SCROLL_TO 2 2} {REPEAT 1 ({QUAKE_FIXED "magic-faeriefire.ogg"})} {DRAW_DARKNESS} {DELAY 300} {DRAW_DARKNESS} {DELAY 300} {DRAW_DARKNESS} {DELAY 300} {REPEAT 1 ({QUAKE_FIXED "magic-faeriefire.ogg"})} [message] speaker=Aryel message= _ "It's fine. You lead everyone away. I'll stay behind." [/message] [message] speaker=Esther message= _ "... that's-" [/message] [message] speaker=Esther message= _ "Damn it, Aryel. You two are my whole world. You're making it really hard to be responsible right now." [/message] {SCROLL_TO 2 2} {REPEAT 1 ({QUAKE_FIXED "magic-faeriefire.ogg"})} {DRAW_DARKNESS} {DELAY 300} {DRAW_DARKNESS} {DELAY 300} {REPEAT 1 ({QUAKE_FIXED "magic-faeriefire.ogg"})} [move_unit] id=Yumi to_x,to_y=2,2 [/move_unit] [message] speaker=Aryel message= _ "... I know. I'm sorry, Esther, but I'm going after her. You take care of the others." [/message] {SCROLL_TO 2 2} {DELAY 500} [store_unit] [filter] id=Yumi [/filter] variable=yumi_tmp [/store_unit] [kill] id=Yumi [/kill] {DELAY 500} [message] speaker=Esther message= _ "(<i>takes a deep breath</i>)" [/message] [message] speaker=Esther message= _ "I'll be back as quickly as I can. Stay safe. And make sure Yumi does too." [/message] [message] speaker=Aryel message= _ "Alright. I'll do my best." [/message] [hide_unit] [filter] id=Esther [/filter] [/hide_unit] [move_unit] id=Aryel to_x,to_y=2,2 [/move_unit] {DELAY 500} [hide_unit] [filter] id=Aryel [/filter] [/hide_unit] {DELAY 500} {FADE_SCREEN} [unstore_unit] variable=yumi_tmp find_vacant=yes [/unstore_unit] [hide_unit] [filter] id=Yumi [/filter] [/hide_unit] {CLEAR_VARIABLE yumi_tmp} [store_locations] terrain=* variable=siege_map [/store_locations] {DELAY 1000} [endlevel] result=victory {NEW_GOLD_CARRYOVER 100} replay_save=no carryover_report=no linger_mode=no next_scenario=13_Blood_Sea [/endlevel] [/event] [/scenario] #undef GENERATE_HILL #undef GENERATE_FOREST #undef GENERATE_VILLAGE #undef GENERATE_MOUNTAIN #undef GENERATE_SNOW #undef GENERATE_TEXTURE #undef DRAW_DARKNESS #undef DRAW_BLOOD #undef DRAW_BLOOD_KILL #undef DRAW_BLOOD_NO_REDRAW
#textdomain wesnoth-Genesis [scenario] id=13_Blood_Sea name= _ "Blood Sea" map_data="{~add-ons/Genesis/episode1/maps/13_Blood_Sea.map}" next_scenario=14_Iron_Crescent victory_when_enemies_defeated=no disallow_recall=yes turns=25 {ETERNALDARK} {SCENARIO_MUSIC snowfall.ogg} {EXTRA_SCENARIO_MUSIC returning_in_time.ogg} {EXTRA_SCENARIO_MUSIC underground.ogg} [side] {PLAYER_FAE} side=1 recruit= {GOLD 370 320 220} {NO_INCOME_SIDE} fog=yes shroud=yes [/side] [side] {YUURE_SIDE} side=2 fog=no shroud=no [ai] aggression=1 caution=0 grouping=false [goal] [criteria] id=Yumi [/criteria] value=200 [/goal] [goal] [criteria] id=Aryel [/criteria] value=200 [/goal] [goal] [criteria] side=3 [/criteria] value=-1000 [/goal] [/ai] [/side] [side] {BLACK_DEMON_SIDE} side=3 fog=no shroud=no [ai] aggression=1 caution=0 grouping=false [goal] [criteria] id=Yumi [/criteria] value=200 [/goal] [goal] [criteria] id=Aryel [/criteria] value=200 [/goal] [goal] [criteria] side=3 [/criteria] value=-1000 [/goal] [/ai] [/side] #define CAVE_WALL_SEED [store_locations] variable=blood_hex terrain=Wwb [and] [not] [filter_adjacent_location] terrain=Xu,Xue [/filter_adjacent_location] [/not] [/and] [and] [not] [filter] [/filter] [/not] [/and] [/store_locations] [for] array=blood_hex [do] [set_variable] name=change_terrain rand=1..50 [/set_variable] [if] [variable] name=change_terrain less_than=6 [/variable] [then] [terrain] x,y=$blood_hex[$i].x,$blood_hex[$i].y terrain=Xu [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE blood_hex} [redraw][/redraw] #enddef #define TERRAIN_GEN1 [store_locations] variable=blood_hex terrain=Wwb [and] [not] [filter_adjacent_location] terrain=Xue [/filter_adjacent_location] [/not] [/and] [and] [not] [filter] [/filter] [/not] [/and] [/store_locations] [for] array=blood_hex [do] [set_variable] name=change_terrain rand=1..60 [/set_variable] [if] [variable] name=change_terrain less_than=3 [/variable] [then] [terrain] x,y=$blood_hex[$i].x,$blood_hex[$i].y terrain=Qxv [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE blood_hex} #enddef #define TERRAIN_GEN2 [store_locations] variable=blood_hex terrain=Wwb [and] [filter_adjacent_location] terrain=Qxv [/filter_adjacent_location] [/and] [and] [not] [filter_adjacent_location] terrain=Xue [/filter_adjacent_location] [/not] [/and] [and] [not] [filter] [/filter] [/not] [/and] [/store_locations] [for] array=blood_hex [do] [set_variable] name=change_terrain rand=1..10 [/set_variable] [if] [variable] name=change_terrain less_than=3 [/variable] [then] [terrain] x,y=$blood_hex[$i].x,$blood_hex[$i].y terrain=Qxv [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE blood_hex} [redraw][/redraw] #enddef #define REGEN_ABYSS [store_locations] variable=blood_hex terrain=Wwb [and] [not] [filter] [/filter] [/not] [/and] [/store_locations] [for] array=blood_hex [do] [set_variable] name=change_terrain rand=1..300 [/set_variable] [if] [variable] name=change_terrain less_than=6 [/variable] [then] [terrain] x,y=$blood_hex[$i].x,$blood_hex[$i].y terrain=Qxv [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE blood_hex} [store_locations] variable=blood_hex terrain=Wwb [and] [not] [filter] [/filter] [/not] [/and] [and] [filter_adjacent_location] terrain=Qxv [/filter_adjacent_location] [/and] [/store_locations] [for] array=blood_hex [do] [set_variable] name=change_terrain rand=1..50 [/set_variable] [if] [variable] name=change_terrain less_than=6 [/variable] [then] [terrain] x,y=$blood_hex[$i].x,$blood_hex[$i].y terrain=Qxv [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE blood_hex} [redraw][/redraw] #enddef #define DRAW_WALLS [store_locations] variable=blood_hex terrain=Wwb,Qxv [filter_adjacent_location] terrain=Xu count=1 [/filter_adjacent_location] [and] [not] [filter_adjacent_location] terrain=Xue [/filter_adjacent_location] [/not] [/and] [and] [not] [filter] [/filter] [/not] [/and] [/store_locations] [for] array=blood_hex [do] [set_variable] name=change_terrain rand=1..30 [/set_variable] [if] [variable] name=change_terrain less_than=6 [/variable] [then] [terrain] x,y=$blood_hex[$i].x,$blood_hex[$i].y terrain=Xu [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE blood_hex} [redraw][/redraw] #enddef #define DRAW_WALLS2 [store_locations] variable=blood_hex terrain=Wwb,Qxv [filter_adjacent_location] terrain=Xu count=2 [/filter_adjacent_location] [and] [not] [filter_adjacent_location] terrain=Xue [/filter_adjacent_location] [/not] [/and] [and] [not] [filter] [/filter] [/not] [/and] [/store_locations] [for] array=blood_hex [do] [set_variable] name=change_terrain rand=1..70 [/set_variable] [if] [variable] name=change_terrain less_than=6 [/variable] [then] [terrain] x,y=$blood_hex[$i].x,$blood_hex[$i].y terrain=Xu [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE blood_hex} [redraw][/redraw] #enddef #define DRAW_WALLS3 [store_locations] variable=blood_hex terrain=Wwb,Qxv [filter_adjacent_location] terrain=Xu count=3 [/filter_adjacent_location] [and] [not] [filter_adjacent_location] terrain=Xue [/filter_adjacent_location] [/not] [/and] [and] [not] [filter] [/filter] [/not] [/and] [/store_locations] [for] array=blood_hex [do] [set_variable] name=change_terrain rand=1..150 [/set_variable] [if] [variable] name=change_terrain less_than=6 [/variable] [then] [terrain] x,y=$blood_hex[$i].x,$blood_hex[$i].y terrain=Xu [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE blood_hex} [redraw][/redraw] #enddef #define DRAW_WALLS4 [store_locations] variable=blood_hex terrain=Wwb,Qxv [filter_adjacent_location] terrain=Xu count=4 [/filter_adjacent_location] [and] [not] [filter_adjacent_location] terrain=Xue [/filter_adjacent_location] [/not] [/and] [and] [not] [filter] [/filter] [/not] [/and] [/store_locations] [for] array=blood_hex [do] [set_variable] name=change_terrain rand=1..250 [/set_variable] [if] [variable] name=change_terrain less_than=6 [/variable] [then] [terrain] x,y=$blood_hex[$i].x,$blood_hex[$i].y terrain=Xu [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE blood_hex} [redraw][/redraw] #enddef #define BREAK_WALLS [store_locations] variable=blood_hex terrain=Xu [filter_adjacent_location] terrain=Wwb,Qxv count=3,4 [/filter_adjacent_location] [/store_locations] [for] array=blood_hex [do] [set_variable] name=change_terrain rand=1..100 [/set_variable] [if] [variable] name=change_terrain less_than=6 [/variable] [then] [terrain] x,y=$blood_hex[$i].x,$blood_hex[$i].y terrain=Wwb [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE blood_hex} [redraw][/redraw] #enddef #define DRAW_DARKNESS1 [store_locations] variable=blood_hex terrain=Wwb,Xu,Qxv [not] terrain=Gd^Fyok [/not] [filter_adjacent_location] terrain=Woby count=1-2 [/filter_adjacent_location] [/store_locations] [for] array=blood_hex [do] [set_variable] name=change_terrain rand=1..10 [/set_variable] [if] [variable] name=change_terrain less_than=6 [/variable] [then] [terrain] x,y=$blood_hex[$i].x,$blood_hex[$i].y terrain=Woby [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE blood_hex} [redraw][/redraw] #enddef #define DRAW_DARKNESS2 [store_locations] variable=blood_hex terrain=Wwb,Xu,Qxv [not] terrain=Gd^Fyok [/not] [filter_adjacent_location] terrain=Woby count=3-4 [/filter_adjacent_location] [/store_locations] [for] array=blood_hex [do] [set_variable] name=change_terrain rand=1..25 [/set_variable] [if] [variable] name=change_terrain less_than=6 [/variable] [then] [terrain] x,y=$blood_hex[$i].x,$blood_hex[$i].y terrain=Woby [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE blood_hex} [store_locations] variable=blood_hex terrain=Wwb,Xu [not] terrain=Gd^Fyok,Xue [/not] [filter_adjacent_location] terrain=Woby count=5-6 [/filter_adjacent_location] [/store_locations] [for] array=blood_hex [do] [set_variable] name=change_terrain rand=1..50 [/set_variable] [if] [variable] name=change_terrain less_than=6 [/variable] [then] [terrain] x,y=$blood_hex[$i].x,$blood_hex[$i].y terrain=Woby [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE blood_hex} [redraw][/redraw] #enddef #define SWITCH_WALLS [store_locations] variable=hex terrain=Xue [/store_locations] [for] array=hex [do] [terrain] x,y=$hex[$i].x,$hex[$i].y terrain=Xu [/terrain] [/do] [/for] {CLEAR_VARIABLE hex} #enddef # enemy spawns #spawns [event] name=side 2 turn first_time_only=no [filter_condition] [variable] name=boss_battle numerical_equals=0 [/variable] [/filter_condition] [store_locations] variable=hex terrain=Qxv [/store_locations] [for] array=hex [do] #ifdef HARD [set_variable] name=spawn_val rand=1..300 [/set_variable] #endif #ifdef NORMAL [set_variable] name=spawn_val rand=1..500 [/set_variable] #endif #ifdef EASY [set_variable] name=spawn_val rand=1..600 [/set_variable] #endif [if] [variable] name=spawn_val numerical_equals=4 [/variable] [then] {SPAWN_NOID ("Demon Voidhunter","Demon Voidreaver") 3 $hex[$i].x $hex[$i].y} [/then] [/if] {CLEAR_VARIABLE spawn_val} [/do] [/for] {CLEAR_VARIABLE hex} [store_locations] variable=hex terrain=Wwb [/store_locations] [for] array=hex [do] #ifdef HARD [set_variable] name=spawn_val rand=1..1000 [/set_variable] #endif #ifdef NORMAL [set_variable] name=spawn_val rand=1..1600 [/set_variable] #endif #ifdef EASY [set_variable] name=spawn_val rand=1..1800 [/set_variable] #endif [if] [variable] name=spawn_val numerical_equals=4 [/variable] [then] {SPAWN_NOID ("Demon Nightmare") 2 $hex[$i].x $hex[$i].y} [/then] [/if] {CLEAR_VARIABLE spawn_val} [/do] [/for] {CLEAR_VARIABLE hex} [store_locations] variable=hex terrain=Woby [/store_locations] [for] array=hex [do] #ifdef HARD [set_variable] name=spawn_val rand=1..750 [/set_variable] #endif #ifdef NORMAL [set_variable] name=spawn_val rand=1..1200 [/set_variable] #endif #ifdef EASY [set_variable] name=spawn_val rand=1..1400 [/set_variable] #endif [if] [variable] name=spawn_val numerical_equals=4 [/variable] [then] {SPAWN_NOID ("Shadow Demon") 2 $hex[$i].x $hex[$i].y} [/then] [/if] {CLEAR_VARIABLE spawn_val} [/do] [/for] {CLEAR_VARIABLE hex} [/event] #REDRAW THE MAZE [event] name=new turn first_time_only=no [filter_condition] [variable] name=boss_battle numerical_equals=0 [/variable] [/filter_condition] [if] [variable] name=faster_spread numerical_equals=0 [/variable] [then] {DRAW_DARKNESS1} {BREAK_WALLS} {DRAW_WALLS} {DRAW_WALLS} {DRAW_WALLS2} {BREAK_WALLS} {DRAW_WALLS2} {DRAW_WALLS3} {DRAW_WALLS3} {DRAW_WALLS4} {BREAK_WALLS} {REGEN_ABYSS} [/then] [/if] [if] [variable] name=faster_spread numerical_equals=1 [/variable] [then] {DRAW_DARKNESS1} {DRAW_DARKNESS1} {DRAW_DARKNESS2} {BREAK_WALLS} {DRAW_WALLS} {DRAW_WALLS} {DRAW_WALLS2} {BREAK_WALLS} {DRAW_WALLS2} {DRAW_WALLS3} {DRAW_WALLS3} {DRAW_WALLS4} {BREAK_WALLS} {REGEN_ABYSS} {DRAW_DARKNESS1} {DRAW_DARKNESS2} [/then] [/if] [/event] [event] name=prestart {CAVE_WALL_SEED} {CAVE_WALL_SEED} {DRAW_WALLS} {DRAW_WALLS} {DRAW_WALLS2} {TERRAIN_GEN1} {TERRAIN_GEN2} [set_variable] name=faster_spread value=0 [/set_variable] [set_variable] name=boss_battle value=0 [/set_variable] [set_variable] name=turn_damage value=0 [/set_variable] [store_unit] [filter] id=Esther [/filter] variable=esther_tmp [/store_unit] [kill] id=Esther [/kill] # recruiting code for this scenario [set_menu_item] id=recruit_manifestation description= _ "Recruit Manifestation" image="attacks/wail.png~SCALE(18,18)" [show_if] [variable] name=side_number numerical_equals=1 [/variable] [/show_if] [filter_location] [not] [filter][/filter] [/not] [filter_adjacent_location] [filter] side=1 id=Yumi [/filter] [/filter_adjacent_location] [/filter_location] [command] [store_gold] [filter_side] side=1 [/filter_side] variable=side1gold [/store_gold] [if] [variable] name=side1gold less_than=4 [/variable] [then] {MESSAGE_NOT_ENOUGH_GOLD} [/then] [else] [unit] side=1 type=Manifestation x,y=$x1,$y1 moves,attacks_left=0,0 animate=yes upkeep=free [modifications] {TRAIT_LOYAL} [/modifications] [/unit] {VARIABLE_OP side1gold sub 4} [modify_side] side=1 gold=$side1gold [/modify_side] {CLEAR_VARIABLE side1gold} [/else] [/if] [/command] [/set_menu_item] [sound_source] id=s10dark1 x=14 y=14 sounds="dark-2.ogg" full_range=100 delay=0 loop=-1 check_fogged=no check_shrouded=no [/sound_source] [/event] [event] name=start {FADE_SCREEN} {SCROLL_TO 29 34} [remove_shroud] side=1 x=29 y=34 radius=6 [/remove_shroud] [lift_fog] [filter_side] side=1 [/filter_side] x=29 y=34 radius=6 multiturn=no [/lift_fog] {UNFADE_SCREEN} {DELAY 1000} {RECALL_YUMI 29 34} {DELAY 1250} [message] speaker=Yumi message= _ "(<i>stares</i>)" [/message] {DELAY 1250} [remove_shroud] side=1 x=37 y=37 radius=6 [/remove_shroud] [lift_fog] [filter_side] side=1 [/filter_side] x=37 y=37 radius=9 multiturn=no [/lift_fog] {SCROLL_TO 37 37} {DELAY 750} {RECALL_ARYEL 37 37} [message] speaker=Aryel message= _ "Yumi?" [/message] {DELAY 500} {MODIFY_UNIT (id=Aryel) facing se} {DELAY 750} {MODIFY_UNIT (id=Aryel) facing sw} {DELAY 500} [move_unit] id=Aryel to_x,to_y=29,34 [/move_unit] [message] speaker=Aryel message= _ "Where are we?" [/message] {DELAY 1500} [message] speaker=Aryel message= _ "Are you paying attention?" [/message] [message] speaker=Aryel message= _ "Yu-" [/message] [message] speaker=Yumi message= _ "(<i>blinks</i>) Aryel?" [/message] [message] speaker=Aryel message= _ "Yumi, what in the world is going on?" [/message] [message] speaker=Yumi message= _ "<i>Should I tell her?</i>" [/message] [message] speaker=Yumi message= _ "<i>... maybe not yet.</i>" [/message] [message] speaker=Aryel message= _ "(<i>sighs</i>) I'm not going to get anything out of you, am I? At least stop running off on your own, especially with everyone exploding in pools of blood right now-" [/message] [message] speaker=Yumi message= _ "I think I can stop it." [/message] [message] speaker=Aryel message= _ "You do? How?" [/message] [message] speaker=Yumi message= _ "It's the tree. We have to find the tree." [/message] [message] speaker=Aryel message= _ "... <i>A tree? Does she mean the one that was growing in the fort's courtyard? I thought that was just an ordinary tree. It shouldn't have had anything to do with this... but Yumi's intuition about these things is usually correct. It's probably a good idea to listen to her.</i>" [/message] [message] speaker=Aryel message= _ "Okay. And where is this tree?" [/message] [message] speaker=Yumi message= _ "(<i>frowns</i>) I don't know." [/message] [message] speaker=Aryel message= _ "... I see. Guess we have to look for it." [/message] [objectives] {OBJECTIVE_VICTORY ( _ "Explore")} {OBJECTIVE_DEFEAT ( _ "Death of Yumi")} {OBJECTIVE_DEFEAT ( _ "Death of Aryel")} {OBJECTIVE_NOTE ( _ "You may recruit by right clicking on a hex next to Yumi.")} {OBJECTIVE_NOTE ( _ "Explore northwest.")} {OBJECTIVE_NOTE ( _ "The main objective becomes available on turn 15.")} [/objectives] {DRAW_WALLS3} {DRAW_WALLS} {DRAW_WALLS2} {DRAW_WALLS4} {BREAK_WALLS} {TERRAIN_GEN1} {TERRAIN_GEN2} {SPAWN_NOID ("Demon Nightmare") 2 36 22} {SPAWN_NOID ("Demon Nightmare") 2 29 24} {SPAWN_NOID ("Demon Nightmare") 2 16 29} {SPAWN_NOID ("Demon Nightmare") 2 14 34} {SPAWN_NOID ("Demon Voidreaver") 3 20 21} #ifdef NORMAL {SPAWN_NOID ("Demon Voidreaver") 3 19 22} {SPAWN_NOID ("Shadow Demon") 2 14 11} {SPAWN_NOID ("Shadow Demon") 2 17 10} #endif #ifdef HARD {SPAWN_NOID ("Shadow Demon") 2 14 11} {SPAWN_NOID ("Shadow Demon") 2 17 10} {SPAWN_NOID ("Demon Voidreaver") 3 19 22} {SPAWN_NOID ("Demon Voidreaver") 3 10 14} {SPAWN_NOID ("Demon Voidreaver") 3 20 11} #endif [/event] #damage [event] name=new turn first_time_only=no [if] [variable] name=turn_damage numerical_not_equals=0 [/variable] [then] [store_unit] [filter] side=1 [/filter] variable=fire_dmg_unit [/store_unit] [/then] [/if] [for] array=fire_dmg_unit [do] [if] [variable] name=fire_dmg_unit[$i].hitpoints greater_than=$turn_damage [/variable] [then] {VARIABLE_OP fire_dmg_unit[$i].hitpoints sub $turn_damage} [/then] [else] {VARIABLE fire_dmg_unit[$i].hitpoints 1} [/else] [/if] [unstore_unit] variable=fire_dmg_unit[$i] find_vacant=no text= _ "harmed" {COLOR_HARM} [/unstore_unit] [/do] [/for] {CLEAR_VARIABLE fire_dmg_unit} [/event] [event] name=sighted first_time_only=yes [filter] side=2,3 [/filter] [filter_second] side=1 [/filter_second] [message] speaker=Aryel message= _ "These demons again? Ugh. What a pain." [/message] [/event] [event] name=turn 2 {SWITCH_WALLS} [/event] [event] name=turn 3 [message] speaker=Aryel message= _ "Yumi?" [/message] [message] speaker=Yumi message= _ "Hmm?" [/message] [message] speaker=Aryel message= _ "Why are the walls moving?" [/message] [message] speaker=Yumi message= _ "..." [/message] [message] speaker=Yumi message= _ "I don't know." [/message] [/event] [event] name=turn 4 [message] speaker=Aryel message= _ "Where are we, exactly?" [/message] [message] speaker=Yumi message= _ "I don't know that either." [/message] [/event] [event] name=turn 5 end #ifndef HARD [set_variable] name=turn_damage value=1 [/set_variable] #endif #ifdef HARD [set_variable] name=turn_damage value=2 [/set_variable] #endif [/event] [event] name=side 1 turn 6 {PLAY_SOUND "magic-dark.ogg"} [message] speaker=Yumi message= _ "(<i>flinches</i>)" [/message] [message] speaker=Aryel message= _ "Ow! What was that?" [/message] [message] speaker=Yumi message= _ "(<i>rubs arms</i>) Something's there. It's taking our energy." [/message] [message] speaker=Aryel message= _ "Something? Like what?" [/message] [message] speaker=Yumi message= _ "It's like a demon." [/message] [message] speaker=Aryel message= _ "Like a demon?" [/message] [message] speaker=Yumi message= _ "It's like a demon, but not a demon." [/message] [message] speaker=Aryel message= _ "... oookay. So a demon lord? Well, probably not that, I could sense 'it' if it were. So something else." [/message] [message] speaker=Yumi message= _ "It's hiding." [/message] [message] speaker=Aryel message= _ "Hiding. Riiiight." [/message] [message] speaker=Aryel message= _ "Yumi, are you sure that this is a good idea? I know you said that you know what's going on, but..." [/message] {DELAY 750} [message] speaker=Aryel message= _ "Yumi." [/message] [message] speaker=Aryel message= _ "Yuuuumi." [/message] [message] speaker=Yumi message= _ "You don't believe me?" [/message] [message] speaker=Aryel message= _ "It's... just that I have no clue what's going on, and you're not telling me anything-" [/message] [message] speaker=Yumi message= _ "Sorry. Aryel..." [/message] [message] speaker=Aryel message= _ "What is it?" [/message] [message] speaker=Yumi message= _ "(<i>shakes head</i>) This is my fault." [/message] [message] speaker=Aryel message= _ "What makes you say that? Yumi? Hello? Yuumi." [/message] [message] speaker=Aryel message= _ "..." [/message] [message] speaker=Aryel message= _ "Ugh." [/message] [/event] [event] name=turn 7 [message] speaker=Aryel message= _ "I don't get why you have to be like this." [/message] [message] speaker=Yumi message= _ "I want to tell you. I really do." [/message] [message] speaker=Aryel message= _ "And you can't because..?" [/message] [/event] [event] name=turn 8 [message] speaker=Aryel message= _ "You can't hide everything forever, Yumi. I know you try to pretend like you're fine, and that you're in the dark about everything like us, but it's not true. And no matter how much you insist otherwise, you aren't going to fool me." [/message] [message] speaker=Yumi message= _ "(<i>fidgets nervously</i>)" [/message] [/event] [event] name=turn 9 [message] speaker=Aryel message= _ "Esther lets you off the hook too often. I mean, I do too, but not this time." [/message] [message] speaker=Yumi message= _ "But-" [/message] [message] speaker=Aryel message= _ "No buts! And I dont want to hear anything about protecting us. We're in this together. You can trust me, can't you?" [/message] [/event] [event] name=turn 10 [message] speaker=Yumi message= _ "I trust you." [/message] [message] speaker=Aryel message= _ "So what's the problem?" [/message] [/event] [event] name=turn 10 end #ifndef HARD [set_variable] name=turn_damage value=2 [/set_variable] #endif #ifdef HARD [set_variable] name=turn_damage value=3 [/set_variable] #endif [/event] [event] name=turn 11 [message] speaker=Yumi message= _ "The problem is me." [/message] [message] speaker=Aryel message= _ "No, it's not. Stop pretending like this is all your fault. You don't need to hide yourself from me." [/message] [message] speaker=Aryel message= _ "We both know you don't have the emotions of a potato, Yumi." [/message] [message] speaker=Aryel message= _ "Won't you talk to me?" [/message] [/event] [event] name=turn 12 [message] speaker=Yumi message= _ "Aryel...I just..." [/message] [message] speaker=Yumi message= _ "(<i>whispers</i>) I'm afraid." [/message] [message] speaker=Aryel message= _ "Why?" [/message] [/event] [event] name=side 2 turn 12 [message] speaker=Yumi message= _ "(<i>breathes deeply</i>) They're always in my dreams. The demons. The nightmares." [/message] [message] speaker=Yumi message= _ "Whenever I close my eyes, they're there. They won't leave my head." [/message] [/event] [event] name=side 3 turn 12 [message] speaker=Yumi message= _ "I can't sleep anymore. I can't sleep. Aryel..." [/message] [set_variable] name=faster_spread value=1 [/set_variable] [/event] [event] name=turn 13 [message] speaker=Yumi message= _ "They're always there waiting for me." [/message] [message] speaker=Yumi message= _ "They just won't leave me alone." [/message] [message] speaker=Yumi message= _ "But they're not hunting me." [/message] [message] speaker=Yumi message= _ "It's there, lurking in the shadows. They want me to use it. But if I do, everyone will die. You saw what happened to all those humans. If I can't control it, it'll keep eating everything. Esther, you... everyone." [/message] [message] speaker=Yumi message= _ "But if I don't, it'll eventually come anyway..." [/message] [/event] [event] name=side 2 turn 13 [message] speaker=Yumi message= _ "I keep trying, but I feel like I can't do anything." [/message] [/event] [event] name=side 3 turn 13 [message] speaker=Yumi message= _ "I'm useless. I'm... weak." [/message] [/event] [event] name=turn 14 [message] speaker=Yumi message= _ "Aryel..." [/message] [message] speaker=Yumi message= _ "I can't take it anymore." [/message] [message] speaker=Yumi message= _ "They keep showing me what's going to happen. What they're going to do- what it's going to do." [/message] [/event] [event] name=side 3 turn 14 [message] speaker=Yumi message= _ "In my dream, there's blood everywhere... everything, people, plants, even the ground, it all turns into a sea of blood. That's just the start. It's a warning." [/message] [message] speaker=Yumi message= _ "And then it comes, turning everything to darkness. Everything's going to be just... gone." [/message] [message] speaker=Yumi message= _ "It's going to destroy everything. All the humans, the demons, the faerie..." [/message] [/event] [event] name=turn 15 [message] speaker=Yumi message= _ "(<i>whispers</i>) Even Esther and you." [/message] [message] speaker=Yumi message= _ "..." [/message] [message] speaker=Yumi message= _ "I don't want you two to leave me..." [/message] [message] speaker=Yumi message= _ "..." [/message] [message] speaker=Yumi message= _ "(<i>breathes</i>)" [/message] [message] speaker=Yumi message= _ "Sorry... I talk too much..." [/message] {DELAY 1500} [message] speaker=Aryel message= _ "(<i>sighs</i>)" [/message] [message] speaker=Aryel message= _ "I should have said something earlier. I <i>knew</i> something was up but..." [/message] [message] speaker=Aryel message= _ "Yumi. None of this is your fault. You hear me? Stop blaming yourself." [/message] [message] speaker=Yumi message= _ "(<i>shakes head</i>)" [/message] [message] speaker=Aryel message= _ "If anything, it's my fault. I shouldn't have... ugh. For goodness sake, you've been fighting these demons alone! You've been keeping it to yourself this whole time, and you still think that this is all-" [/message] [message] speaker=Yumi message= _ "They're not the ones causing this." [/message] [message] speaker=Aryel message= _ "But you said-" [/message] [message] speaker=Yumi message= _ "It's the other ones. The ones that you can't see. The ones that aren't demons. <i>And part of it is me...</i>" [/message] {DELAY 1000} [message] speaker=Aryel message= _ "Yumi, we're not giving up. We're getting to the bottom of this. I'm not going to sit by while they do this to you." [/message] [message] speaker=Yumi message= _ "But you can't stop them! They'll- they'll hurt you..." [/message] [message] speaker=Aryel message= _ "So? What do you want me to do, Yumi? You think I can just sit back while you're suffering?" [/message] [message] speaker=Yumi message= _ "(<i>remains silent</i>)" [/message] [message] speaker=Aryel message= _ "I thought so. Look, Yumi. Esther and I aren't going to leave you. We're your friends. We want to protect you." [/message] [message] speaker=Yumi message= _ "... I'm just a burden." [/message] [message] speaker=Aryel message= _ "Don't be ridiculous. Now come on. Stay close to me, okay? I'm not going to let you give up so easily." [/message] [terrain] x,y=14,9 terrain=Gd^Fyok [/terrain] [/event] [event] name=turn 15 end #ifndef HARD [set_variable] name=turn_damage value=3 [/set_variable] #endif #ifdef HARD [set_variable] name=turn_damage value=4 [/set_variable] #endif [/event] [event] name=moveto first_time_only=yes [filter] side=1 [filter_location] terrain=Gd^Fyok [/filter_location] [and] [not] id=Yumi [/not] [/and] [/filter] [message] speaker=Aryel message= _ "Yumi, I found your tree." [/message] [/event] #define S13_SPAWN_ILLUSION_NOID X Y R [store_locations] [and] x,y={X},{Y} radius={R} [/and] [not] [filter] [/filter] [or] [filter_adjacent_location] [filter] [/filter] [/filter_adjacent_location] [/or] [/not] variable=spawn_points [/store_locations] [set_variable] name=tmp rand=0..$($spawn_points.length-1) [/set_variable] [set_variable] name=x_loc value=$spawn_points[$tmp].x [/set_variable] [set_variable] name=y_loc value=$spawn_points[$tmp].y [/set_variable] [unit] type=Illusory Angel Illusion animate=yes side=2 x,y=$x_loc,$y_loc random_traits=no generate_name=no gender=female moves=1 hitpoints=$luna.hitpoints [/unit] [clear_variable] name=x_loc,y_loc,spawn_points,tmp [/clear_variable] #enddef #define S13_SPAWN_ILLUSION ID [store_locations] [and] x,y=14,9 radius=7 [/and] [not] [filter] [/filter] [or] [filter_adjacent_location] [filter] [/filter] [/filter_adjacent_location] [/or] [/not] variable=spawn_points [/store_locations] [set_variable] name=tmp rand=0..$($spawn_points.length-1) [/set_variable] [set_variable] name=x_loc value=$spawn_points[$tmp].x [/set_variable] [set_variable] name=y_loc value=$spawn_points[$tmp].y [/set_variable] [unit] id={ID} type=Illusory Angel Illusion animate=yes side=2 x,y=$x_loc,$y_loc random_traits=no generate_name=no gender=female [/unit] [clear_variable] name=x_loc,y_loc,spawn_points,tmp [/clear_variable] #enddef #define REGENERATE_ILLUSIONS [store_unit] [filter] id=Luna [/filter] variable=luna [/store_unit] [kill] side=2 animate=yes [/kill] [set_variable] name=generator rand=1..5 [/set_variable] [set_variable] name=gen_counter value=0 [/set_variable] [set_variable] name=rev_gen value=5 [/set_variable] {VARIABLE_OP rev_gen sub $generator} {VARIABLE_OP rev_gen sub 1} [while] [variable] name=gen_counter less_than=$generator [/variable] [do] {S13_SPAWN_ILLUSION_NOID 14 9 7} {VARIABLE_OP gen_counter add 1} [/do] [/while] [set_variable] name=gen_counter value=0 [/set_variable] [store_locations] [and] x,y=14,9 radius=7 [/and] [not] [filter] [/filter] [or] [filter_adjacent_location] [filter] [/filter] [/filter_adjacent_location] [/or] [/not] variable=spawn_points [/store_locations] [set_variable] name=tmp rand=0..$($spawn_points.length-1) [/set_variable] [set_variable] name=x_loc value=$spawn_points[$tmp].x [/set_variable] [set_variable] name=y_loc value=$spawn_points[$tmp].y [/set_variable] [unit] id=Luna type=Illusory Angel hitpoints=$luna.hitpoints animate=yes side=2 x,y=$x_loc,$y_loc random_traits=no generate_name=no gender=female moves=1 [/unit] [clear_variable] name=x_loc,y_loc,spawn_points,tmp [/clear_variable] [while] [variable] name=gen_counter less_than=$rev_gen [/variable] [do] {S13_SPAWN_ILLUSION_NOID 14 9 7} {VARIABLE_OP gen_counter add 1} [/do] [/while] #ifdef NORMAL {S13_SPAWN_ILLUSION_NOID 14 9 7} #endif #ifdef HARD {S13_SPAWN_ILLUSION_NOID 14 9 7} {S13_SPAWN_ILLUSION_NOID 14 9 7} {S13_SPAWN_ILLUSION_NOID 14 9 7} #endif [clear_variable] name=gen_counter,rev_gen,generator,luna [/clear_variable] #enddef [event] name=moveto first_time_only=yes [filter] side=1 [filter_location] terrain=Gd^Fyok [/filter_location] [and] id=Yumi [/and] [/filter] {DELAY 300} [heal_unit] [filter] id=Yumi [/filter] amount=full [/heal_unit] [heal_unit] [filter] id=Aryel [/filter] amount=full [/heal_unit] [message] speaker=Yumi message= _ "(<i>frowns</i>)" [/message] {DELAY 500} [kill] side=1 type=Manifestation [/kill] [kill] side=2 [/kill] [kill] side=3 [/kill] {DELAY 500} {TURN_UNIT5 "Aryel"} {DELAY 500} [move_unit] id=Aryel to_x,to_y=13,10 [/move_unit] [message] speaker=Aryel message= _ "Huh. All the demons and ghosts just disappeared." [/message] {DELAY 1000} [move_unit] id=Yumi to_x,to_y=14,10 [/move_unit] {FADE_SCREEN} {DELAY 1000} [message] speaker=Aryel message= _ "Is it working?" [/message] [terrain] x,y=14,9 radius=10 terrain=Xue [/terrain] {DELAY 1000} [message] speaker=Yumi message= _ "I don't think so." [/message] [terrain] x,y=14,9 radius=8 terrain=Woby [/terrain] [terrain] x,y=14,9 terrain=Gd^Fyok [/terrain] [redraw][/redraw] {DELAY 500} {PLAY_SOUND "magic-dark.ogg"} {DELAY 750} {DELAY 500} {PLAY_SOUND "magic-dark-miss.ogg"} {DELAY 500} {PLAY_SOUND "magic-dark.ogg"} {DELAY 500} {PLAY_SOUND "magic-dark-miss.ogg"} {DELAY 500} {PLAY_SOUND "magic-dark-miss.ogg"} {DELAY 1000} [message] speaker=Yumi message= _ "It's coming." [/message] [message] speaker=Aryel message= _ "(<i>squeaks</i>) <i>Itttt</i>?" [/message] {DELAY 750} [message] speaker=Yumi message= _ "(<i>shudders</i>)" [/message] [modify_unit] [filter] id=Yumi [/filter] attacks_left=1 moves=6 [/modify_unit] [modify_unit] [filter] id=Aryel [/filter] attacks_left=1 moves=6 [/modify_unit] {DELAY 750} [fade_out_music][/fade_out_music] {REPLACE_SCENARIO_MUSIC everlasting_night.ogg} {APPEND_MUSIC into_the_shadows.ogg} [place_shroud] side=1 [/place_shroud] [reset_fog] [filter_side] side=1 [/filter_side] [/reset_fog] [redraw] side=1 clear_shroud=yes [/redraw] [remove_shroud] side=1 x,y=14,9 radius=8 [/remove_shroud] [lift_fog] [filter_side] side=1 [/filter_side] x,y=14,9 radius=6 multiturn=yes [/lift_fog] {DELAY 750} {UNFADE_SCREEN} {DELAY 500} {SCROLL_TO 14 9} {PLAY_SOUND "magic-dark.ogg"} [terrain] x,y=14,9 terrain=Woby [/terrain] [redraw][/redraw] {DELAY 250} [move_unit] id=Aryel to_x,to_y=12,10 [/move_unit] {DELAY 250} [terrain] x,y=14,9 terrain=Gd^Fyok [/terrain] [redraw][/redraw] {PLAY_SOUND "magic-dark.ogg"} {DELAY 250} [move_unit] id=Yumi to_x,to_y=14,11 [/move_unit] {DELAY 250} [terrain] x,y=14,9 terrain=Woby [/terrain] [redraw][/redraw] {PLAY_SOUND "magic-dark.ogg"} {DELAY 250} [move_unit] id=Aryel to_x,to_y=11,11 [/move_unit] {DELAY 250} {PLAY_SOUND "magic-dark.ogg"} [terrain] x,y=14,9 terrain=Gd^Fyok [/terrain] [redraw][/redraw] {DELAY 250} [move_unit] id=Yumi to_x,to_y=14,12 [/move_unit] {DELAY 250} {PLAY_SOUND "magic-dark.ogg"} [terrain] x,y=14,9 terrain=Woby [/terrain] [redraw][/redraw] {DELAY 250} {PLAY_SOUND "magic-faeriefire.ogg"} {DELAY 500} [unit] id=Luna type=Illusory Angel animate=yes side=2 x,y=14,9 random_traits=no generate_name=no gender=female [/unit] {DELAY 1000} [message] speaker=Luna message= _ "<i>Welcome, young faerie. I see you brought a friend with you this time.</i>" [/message] [message] speaker=Yumi message= _ "(<i>whimpers</i>)" [/message] [message] speaker=Aryel message= _ "Yumi?" [/message] [message] speaker=Luna message= _ "<i>You know what I am here for.</i>" [/message] [message] speaker=Yumi message= _ "(<i>holds head</i>)" [/message] [move_unit] id=Aryel to_x,to_y=14,11 [/move_unit] [message] speaker=Aryel message= _ "You stay away from her!" [/message] [message] speaker=Luna message= _ "<i>You cannot stop me.</i>" [/message] [kill] id=Luna animate=yes [/kill] [unit] id=Luna type=Illusory Angel animate=yes side=2 x,y=14,13 random_traits=no generate_name=no gender=female [/unit] [message] speaker=Aryel message= _ "I won't let you!" [/message] {PLAY_SOUND "melee-fire.ogg"} [harm_unit] [filter] id=Luna [/filter] [primary_attack] range=ranged name=blood boil [/primary_attack] [secondary_attack] range=ranged name=blood boil [/secondary_attack] amount=999 animate=yes kill=yes fire_event=no [/harm_unit] {DELAY 500} [store_locations] [and] x,y=14,9 radius=7 [/and] [not] [filter] [/filter] [or] [filter_adjacent_location] [filter] [/filter] [/filter_adjacent_location] [/or] [/not] variable=spawn_points [/store_locations] [set_variable] name=tmp rand=0..$($spawn_points.length-1) [/set_variable] [set_variable] name=x_loc value=$spawn_points[$tmp].x [/set_variable] [set_variable] name=y_loc value=$spawn_points[$tmp].y [/set_variable] [unit] id=Luna type=Illusory Angel animate=yes side=2 x,y=$x_loc,$y_loc random_traits=no generate_name=no gender=female [/unit] [message] speaker=Aryel message= _ "What? How are you-" [/message] [message] speaker=Luna message= _ "<i>That was a fake.</i>" [/message] {PLAY_SOUND "melee-fire.ogg"} [harm_unit] [filter] id=Luna [/filter] [primary_attack] range=ranged name=blood boil [/primary_attack] [secondary_attack] range=ranged name=blood boil [/secondary_attack] amount=999 animate=yes kill=yes fire_event=no [/harm_unit] {DELAY 500} [store_locations] [and] x,y=14,9 radius=7 [/and] [not] [filter] [/filter] [or] [filter_adjacent_location] [filter] [/filter] [/filter_adjacent_location] [/or] [/not] variable=spawn_points [/store_locations] [set_variable] name=tmp rand=0..$($spawn_points.length-1) [/set_variable] [set_variable] name=x_loc value=$spawn_points[$tmp].x [/set_variable] [set_variable] name=y_loc value=$spawn_points[$tmp].y [/set_variable] [unit] id=Luna type=Illusory Angel animate=yes side=2 x,y=$x_loc,$y_loc random_traits=no generate_name=no gender=female [/unit] [message] speaker=Luna message= _ "<i>That one too.</i>" [/message] {PLAY_SOUND "melee-fire.ogg"} [harm_unit] [filter] id=Luna [/filter] [primary_attack] range=ranged name=blood boil [/primary_attack] [secondary_attack] range=ranged name=blood boil [/secondary_attack] amount=999 animate=yes kill=yes fire_event=no [/harm_unit] {DELAY 500} [store_locations] [and] x,y=14,9 radius=7 [/and] [not] [filter] [/filter] [or] [filter_adjacent_location] [filter] [/filter] [/filter_adjacent_location] [/or] [/not] variable=spawn_points [/store_locations] [set_variable] name=tmp rand=0..$($spawn_points.length-1) [/set_variable] [set_variable] name=x_loc value=$spawn_points[$tmp].x [/set_variable] [set_variable] name=y_loc value=$spawn_points[$tmp].y [/set_variable] [unit] id=Luna type=Illusory Angel animate=yes side=2 x,y=$x_loc,$y_loc random_traits=no generate_name=no gender=female [/unit] [message] speaker=Luna message= _ "<i>Stubborn, aren't you?</i>" [/message] [message] speaker=Aryel message= _ "I'll do this all night if I have to." [/message] [message] speaker=Luna message= _ "<i>I can see that.</i>" [/message] [kill] id=Luna animate=yes [/kill] {DELAY 500} {S13_SPAWN_ILLUSION ("Illusion1")} {S13_SPAWN_ILLUSION ("Illusion2")} [store_locations] [and] x,y=14,9 radius=7 [/and] [not] [filter] [/filter] [or] [filter_adjacent_location] [filter] [/filter] [/filter_adjacent_location] [/or] [/not] variable=spawn_points [/store_locations] [set_variable] name=tmp rand=0..$($spawn_points.length-1) [/set_variable] [set_variable] name=x_loc value=$spawn_points[$tmp].x [/set_variable] [set_variable] name=y_loc value=$spawn_points[$tmp].y [/set_variable] [unit] id=Luna type=Illusory Angel animate=yes side=2 x,y=$x_loc,$y_loc random_traits=no generate_name=no gender=female [/unit] [clear_variable] name=x_loc,y_loc,spawn_points,tmp [/clear_variable] {S13_SPAWN_ILLUSION ("Illusion3")} {S13_SPAWN_ILLUSION ("Illusion4")} [clear_variable] name=x_loc,y_loc,spawn_points,tmp [/clear_variable] [message] speaker=Illusion1 message= _ "<i>This would be much easier if you did not resist.</i>" [/message] [message] speaker=Illusion3 message= _ "<i>Alas, it seems that I must subdue you by force.</i>" [/message] [message] speaker=Illusion4 message= _ "<i>But, do not worry. There will be no pain.</i>" [/message] [message] speaker=Aryel message= _ "Oh you have got to be joking..." [/message] [modify_turns] value=-1 [/modify_turns] [objectives] {OBJECTIVE_VICTORY ( _ "Defeat the Illusory Angel")} {OBJECTIVE_DEFEAT ( _ "Death of Yumi")} {OBJECTIVE_DEFEAT ( _ "Death of Aryel")} {OBJECTIVE_NOTE ( _ "The damage you take on each turn will increase as time passes.")} {OBJECTIVE_NOTE ( _ "If you kill all the illusions, more will automatically spawn.")} [/objectives] [set_variable] name=boss_battle value=1 [/set_variable] [set_variable] name=illusions_hit value=0 [/set_variable] [set_variable] name=real_hit value=0 [/set_variable] [set_variable] name=mirrored value=0 [/set_variable] [/event] [event] name=side 2 turn first_time_only=no [store_unit] [filter] ability=dreamwalk [/filter] variable=heal_unit [/store_unit] [for] array=heal_unit [do] {VARIABLE heal_health $heal_unit[$i].max_hitpoints} {VARIABLE_OP heal_health sub $heal_unit[$i].hitpoints} {VARIABLE_OP heal_health multiply 0.2} [if] [variable] name=heal_health greater_than=0 [/variable] [then] [heal_unit] [filter] x,y=$heal_unit[$i].x,$heal_unit[$i].y [/filter] amount=$heal_health animate=yes restore_statuses=yes [/heal_unit] [/then] [/if] {CLEAR_VARIABLE heal_health} [/do] [/for] {CLEAR_VARIABLE heal_unit} [/event] [event] name=defender hits first_time_only=yes [filter_condition] [variable] name=boss_battle numerical_equals=1 [/variable] [/filter_condition] [filter] type=Blood Fae,Shadow Fae [/filter] [filter_second] type=Illusory Angel,Illusory Angel Illusion [/filter_second] [filter_attack] [not] name=void assault [/not] [/filter_attack] [filter_condition] [variable] name=mirrored numerical_equals=0 [/variable] [/filter_condition] [message] speaker=Aryel message= _ "She's copying our attacks! That's- that's cheating!" [/message] [message] speaker=second_unit message= _ "<i>Call it what you will.</i>" [/message] {VARIABLE_OP mirrored add 1} [/event] [event] name=attacker hits first_time_only=yes [filter_condition] [variable] name=boss_battle numerical_equals=1 [/variable] [/filter_condition] [filter] type=Illusory Angel,Illusory Angel Illusion [/filter] [filter_second] type=Blood Fae,Shadow Fae [/filter_second] [filter_second_attack] [not] name=void assault [/not] [/filter_second_attack] [filter_condition] [variable] name=mirrored numerical_equals=0 [/variable] [/filter_condition] [message] speaker=Aryel message= _ "She's copying our attacks! That's- that's cheating!" [/message] [message] speaker=unit message= _ "<i>Call it what you will.</i>" [/message] {VARIABLE_OP mirrored add 1} [/event] [event] name=attacker hits first_time_only=yes [filter_condition] [variable] name=boss_battle numerical_equals=1 [/variable] [/filter_condition] [filter] type=Shadow Fae [/filter] [filter_second] type=Illusory Angel [/filter_second] [filter_attack] name=void assault [/filter_attack] [message] speaker=second_unit message= _ "<i>What is this sorcery?</i>" [/message] [/event] #define ILLUSION_TEXT [if] [variable] name=boss_battle numerical_equals=1 [/variable] [then] [switch] variable=illusions_hit [case] value=3 [message] speaker=Aryel message= _ "Is every single one of these things fake? Geez." [/message] {VARIABLE_OP illusions_hit add 1} [/case] [case] value=9 [message] speaker=narrator message= _ "<i>You won't hit me like that</i>." [/message] {VARIABLE_OP illusions_hit add 1} [/case] [case] value=15 [message] speaker=Aryel message= _ "This is getting irritating." [/message] {VARIABLE_OP illusions_hit add 1} [/case] [case] value=21 [message] speaker=Yumi message= _ "(<i>frowns</i>) <i>They're all fake...</i>" [/message] {VARIABLE_OP illusions_hit add 1} [/case] [case] value=27 [message] speaker=Aryel message= _ "Will you just come out here and fight us properly?" [/message] {VARIABLE_OP illusions_hit add 1} [/case] [case] value=33 [message] speaker=narrator message= _ "<i>The more mirrors you shatter, the more shall appear</i>." [/message] {VARIABLE_OP illusions_hit add 1} [/case] [case] value=40 [message] speaker=Yumi message= _ "<i>Which one is the real one..?</i>" [/message] {VARIABLE_OP illusions_hit add 1} [/case] [else] {VARIABLE_OP illusions_hit add 1} [/else] [/switch] [/then] [/if] [if] [have_unit] type=Illusory Angel Illusion [/have_unit] [then][/then] [else] {REGENERATE_ILLUSIONS} [/else] [/if] #enddef [event] name=attacker hits first_time_only=no [filter_second] type=Illusory Angel Illusion [/filter_second] {PLAY_SOUND "magic-dark-miss.ogg"} [kill] x,y=$x2,$y2 [/kill] [filter_condition] [variable] name=boss_battle numerical_equals=1 [/variable] [and] [variable] name=second_unit.hitpoints less_than=90 [/variable] [/and] [/filter_condition] {ILLUSION_TEXT} [/event] [event] name=defender hits first_time_only=no [filter_condition] [variable] name=boss_battle numerical_equals=1 [/variable] [and] [variable] name=unit.hitpoints less_than=90 [/variable] [/and] [/filter_condition] [filter] type=Illusory Angel Illusion [/filter] {PLAY_SOUND "magic-dark-miss.ogg"} [kill] x,y=$x1,$y1 [/kill] {ILLUSION_TEXT} [/event] [event] name=attack end first_time_only=no [filter_condition] [variable] name=boss_battle numerical_equals=1 [/variable] [/filter_condition] [if] [have_unit] x,y=$x1,$y1 type=Illusory Angel [or] x,y=$x2,$y2 type=Illusory Angel [/or] [/have_unit] [then] [switch] variable=real_hit [case] value=0 [message] speaker=Aryel message= _ "Gotcha!" [/message] {DELAY 250} {REGENERATE_ILLUSIONS} {DELAY 250} [message] speaker=Aryel message= _ "... or not." [/message] {VARIABLE_OP real_hit add 1} [/case] [case] value=1 [message] speaker=Luna message= _ "<i>Not this time.</i>" [/message] {DELAY 250} {REGENERATE_ILLUSIONS} {DELAY 250} {VARIABLE_OP real_hit add 1} [/case] [case] value=3 [message] speaker=Aryel message= _ "Quit running away!" [/message] {REGENERATE_ILLUSIONS} {VARIABLE_OP real_hit add 1} [/case] [case] value=6 [message] speaker=Yumi message= _ "<i>She won't stay still...</i>" [/message] {DELAY 250} {REGENERATE_ILLUSIONS} {DELAY 250} {VARIABLE_OP real_hit add 1} [/case] [else] {VARIABLE_OP real_hit add 1} {REGENERATE_ILLUSIONS} [/else] [/switch] [/then] [/if] [/event] # and the damage goes up and up and up [event] name=turn 20 end [filter_condition] [variable] name=boss_battle less_than=2 [/variable] [/filter_condition] #ifndef HARD [set_variable] name=turn_damage value=3 [/set_variable] #endif #ifdef HARD [set_variable] name=turn_damage value=5 [/set_variable] #endif [/event] [event] name=turn 25 end [filter_condition] [variable] name=boss_battle less_than=2 [/variable] [/filter_condition] #ifdef EASY [set_variable] name=turn_damage value=4 [/set_variable] #endif #ifdef NORMAL [set_variable] name=turn_damage value=5 [/set_variable] #endif #ifdef HARD [set_variable] name=turn_damage value=6 [/set_variable] #endif [/event] [event] name=turn 30 end [filter_condition] [variable] name=boss_battle less_than=2 [/variable] [/filter_condition] #ifdef EASY [set_variable] name=turn_damage value=5 [/set_variable] #endif #ifdef NORMAL [set_variable] name=turn_damage value=6 [/set_variable] #endif #ifdef HARD [set_variable] name=turn_damage value=7 [/set_variable] #endif [/event] # you really ought to finish phase 1 by turn 35 ish [event] name=turn 35 end [filter_condition] [variable] name=boss_battle less_than=2 [/variable] [/filter_condition] #ifdef EASY [set_variable] name=turn_damage value=7 [/set_variable] #endif #ifdef NORMAL [set_variable] name=turn_damage value=8 [/set_variable] #endif #ifdef HARD [set_variable] name=turn_damage value=9 [/set_variable] #endif [/event] [event] name=turn 40 end [filter_condition] [variable] name=boss_battle less_than=2 [/variable] [/filter_condition] [set_variable] name=turn_damage value=10 [/set_variable] [/event] #define VOID_SEED [store_locations] variable=blood_hex terrain=Wwb,Woby,Xu,Qxv [/store_locations] [for] array=blood_hex [do] [set_variable] name=change_terrain rand=1..100 [/set_variable] [if] [variable] name=change_terrain less_than=3 [/variable] [then] [terrain] x,y=$blood_hex[$i].x,$blood_hex[$i].y terrain=Qxua [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE blood_hex} [redraw][/redraw] #enddef #define DRAW_VOID [store_locations] variable=blood_hex terrain=Wwb,Woby,Xu,Qxv [filter_adjacent_location] terrain=Qxua count=1-3 [/filter_adjacent_location] [/store_locations] [for] array=blood_hex [do] [set_variable] name=change_terrain rand=1..25 [/set_variable] [if] [variable] name=change_terrain less_than=6 [/variable] [then] [terrain] x,y=$blood_hex[$i].x,$blood_hex[$i].y terrain=Qxua [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE blood_hex} [store_locations] variable=blood_hex terrain=Wwb,Xu [not] terrain=Gd^Fyok,Xue [/not] [filter_adjacent_location] terrain=Qxua count=4-6 [/filter_adjacent_location] [/store_locations] [for] array=blood_hex [do] [set_variable] name=change_terrain rand=1..50 [/set_variable] [if] [variable] name=change_terrain less_than=6 [/variable] [then] [terrain] x,y=$blood_hex[$i].x,$blood_hex[$i].y terrain=Qxua [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE blood_hex} [redraw][/redraw] #enddef [event] name=last breath [filter] id=Luna [/filter] [filter_condition] [variable] name=boss_battle numerical_equals=1 [/variable] [/filter_condition] {PLAY_SOUND "magic-dark-miss.ogg"} [kill] type=Illusory Angel Illusion animate=yes [/kill] [fade_out_music][/fade_out_music] {REPLACE_SCENARIO_MUSIC silence.ogg} {DELAY 750} [store_unit] [filter] id=Yumi [/filter] variable=yumi [/store_unit] [store_unit] [filter] id=Aryel [/filter] variable=aryel [/store_unit] #ifdef EASY {VARIABLE_OP yumi.experience add 250} {VARIABLE_OP aryel.experience add 250} [unstore_unit] variable=yumi find_vacant=no text= _ "+250 XP" red,green,blue=255,0,255 advance=no [/unstore_unit] [unstore_unit] variable=aryel find_vacant=no text= _ "+250 XP" red,green,blue=255,0,255 advance=no [/unstore_unit] #endif #ifdef NORMAL {VARIABLE_OP yumi.experience add 200} {VARIABLE_OP aryel.experience add 200} [unstore_unit] variable=yumi find_vacant=no text= _ "+200 XP" red,green,blue=255,0,255 advance=no [/unstore_unit] [unstore_unit] variable=aryel find_vacant=no text= _ "+200 XP" red,green,blue=255,0,255 advance=no [/unstore_unit] #endif #ifdef HARD {VARIABLE_OP yumi.experience add 100} {VARIABLE_OP aryel.experience add 100} [unstore_unit] variable=yumi find_vacant=no text= _ "+100 XP" red,green,blue=255,0,255 advance=no [/unstore_unit] [unstore_unit] variable=aryel find_vacant=no text= _ "+100 XP" red,green,blue=255,0,255 advance=no [/unstore_unit] #endif {CLEAR_VARIABLE yumi} {CLEAR_VARIABLE aryel} {DELAY 750} [message] speaker=Luna message= _ "<i>Well done.</i>" [/message] {DELAY 750} [message] speaker=Luna message= _ "<i>However...</i>" [/message] [store_unit] [filter] id=Luna [/filter] variable=luna [/store_unit] [unit] id=Dummy type=Guardian of Darkness name=_ "Illusory Angel" animate=no side=2 x,y=1,39 hitpoints=1 max_hitpoints=127 random_traits=no generate_name=no gender=female facing=$luna.facing [/unit] [store_unit] [filter] id=Dummy [/filter] variable=tmp [/store_unit] [kill] id=Dummy [/kill] {DELAY 250} [unstore_unit] variable=tmp x,y=$luna.x,$luna.y find_vacant=no check_passability=no [/unstore_unit] {DELAY 500} [message] speaker=Dummy message= _ "<i>Your efforts are pointless.</i>" [/message] [set_variable] name=luna.hitpoints value=1 [/set_variable] [unstore_unit] variable=luna find_vacant=no check_passability=no [/unstore_unit] {DELAY 250} {REPEAT 2 ({QUAKE_FIXED "rumble.ogg"})} [terrain] x,y=14,9 terrain=Qxua [/terrain] [redraw][/redraw] {DELAY 250} [terrain] x,y=14,9 terrain=Woby [/terrain] [redraw][/redraw] {DELAY 250} [terrain] x,y=14,9 terrain=Qxua [/terrain] [redraw][/redraw] {DELAY 250} [terrain] x,y=14,9 terrain=Woby [/terrain] [redraw][/redraw] {DELAY 250} [terrain] x,y=14,9 terrain=Qxua [/terrain] [redraw][/redraw] {DELAY 500} [terrain] x,y=14,9 radius=1 terrain=Qxua [/terrain] [redraw][/redraw] {DELAY 500} {DRAW_VOID} {DELAY 500} {DRAW_VOID} {DELAY 500} {DRAW_VOID} {DELAY 500} {DRAW_VOID} {DELAY 250} [unstore_unit] variable=tmp x,y=$luna.x,$luna.y find_vacant=no check_passability=no [/unstore_unit] {DELAY 750} [message] speaker=Dummy message= _ "<i><b>It</b> is coming.</i>" [/message] {DELAY 250} [kill] id=Dummy [/kill] [unit] id=Luna type=Illusory Angel animate=no side=2 x,y=$luna.x,$luna.y random_traits=no generate_name=no gender=female hitpoints=1 [/unit] {DELAY 250} {FADE_SCREEN} [reset_fog] [filter_side] side=1 [/filter_side] [/reset_fog] [store_locations] variable=wall terrain=Xue [/store_locations] [for] array=wall [do] [terrain] x,y=$wall[$i].x,$wall[$i].y terrain=Woby [/terrain] [/do] [/for] {CLEAR_VARIABLE wall} {REPEAT 2 ({QUAKE_FIXED "rumble.ogg"})} {DELAY 250} {VOID_SEED} {PLAY_SOUND "magic-dark.ogg"} {DELAY 500} {DRAW_VOID} {PLAY_SOUND "magic-dark.ogg"} {DELAY 500} {DRAW_VOID} {PLAY_SOUND "magic-dark.ogg"} {DELAY 250} {PLAY_SOUND "magic-dark.ogg"} {DELAY 500} {REPEAT 2 ({QUAKE_FIXED "rumble.ogg"})} #ifdef NORMAL {DRAW_VOID} #endif #ifdef HARD {DRAW_VOID} {DRAW_VOID} #endif [fade_out_music][/fade_out_music] {REPLACE_SCENARIO_MUSIC frantic.ogg} [store_locations] x,y=36,36 radius=3 variable=spawn_points [/store_locations] [set_variable] name=loc rand=0..$($spawn_points.length-1) [/set_variable] [set_variable] name=x_loc value=$spawn_points[$loc].x [/set_variable] [set_variable] name=y_loc value=$spawn_points[$loc].y [/set_variable] [terrain] x,y=$x_loc,$y_loc terrain=Gd^Fyok [/terrain] [redraw][/redraw] [modify_unit] [filter] id=Luna [/filter] hitpoints=127 [/modify_unit] {UNFADE_SCREEN} [modify_unit] [filter] id=Yumi [/filter] attacks_left=1 moves=6 [/modify_unit] [modify_unit] [filter] id=Aryel [/filter] attacks_left=1 moves=6 [/modify_unit] {DELAY 250} [harm_unit] [filter] type=Manifestation [/filter] amount=4 animate=no kill=no slowed=yes [/harm_unit] {DELAY 400} [harm_unit] [filter] id=Aryel [/filter] amount=1 animate=yes kill=no slowed=no [/harm_unit] [modify_unit] [filter] id=Aryel [/filter] moves=5 [/modify_unit] [message] speaker=Aryel message= _ "Owwww..." [/message] {DELAY 500} [harm_unit] [filter] id=Aryel [/filter] amount=1 animate=yes kill=no slowed=no [/harm_unit] [modify_unit] [filter] id=Aryel [/filter] moves=4 [/modify_unit] {DELAY 250} [message] speaker=Aryel message= _ "I-it's cold-" [/message] {DELAY 500} [harm_unit] [filter] id=Aryel [/filter] amount=1 animate=yes kill=no slowed=no [/harm_unit] {DELAY 250} [message] speaker=Aryel message= _ "I can't..." [/message] {DELAY 250} [message] speaker=Yumi message= _ "<i>It's hurting Aryel! I have to stop it...</i>" [/message] {PLAY_SOUND "magic-faeriefire.ogg"} {DELAY 500} {PLAY_SOUND "magic-dark-miss.ogg"} [harm_unit] [filter] id=Aryel [/filter] amount=1 animate=yes kill=no slowed=no [/harm_unit] {DELAY 350} {PLAY_SOUND "magic-faeriefire.ogg"} {DELAY 500} {PLAY_SOUND "magic-dark-miss.ogg"} [harm_unit] [filter] id=Aryel [/filter] amount=1 animate=yes kill=no slowed=no [/harm_unit] [modify_unit] [filter] id=Aryel [/filter] moves=3 [/modify_unit] {DELAY 250} {PLAY_SOUND "magic-faeriefire.ogg"} {DELAY 250} {PLAY_SOUND "magic-faeriefire.ogg"} {DELAY 250} [message] speaker=Aryel message= _ "(<i>breathes</i>) Ow." [/message] [message] speaker=Yumi message= _ "Are you... okay?" [/message] [message] speaker=Aryel message= _ "(<i>shudders</i>) Just cold. Really cold." [/message] {DELAY 500} [message] speaker=Yumi message= _ "(<i>bites lip</i>) This was a bad idea. We shouldn't have come." [/message] [message] speaker=Aryel message= _ "No- no... just..." [/message] {DELAY 250} [harm_unit] [filter] id=Aryel [/filter] amount=1 kill=no slowed=no [/harm_unit] {DELAY 350} [harm_unit] [filter] id=Aryel [/filter] amount=0 kill=no slowed=no [/harm_unit] {DELAY 500} [message] speaker=Aryel message= _ "Let's just get out of here. I don't think we can just stand here and fight her anymore." [/message] [message] speaker=Yumi message= _ "Okay." [/message] [message] speaker=Luna message= _ "<i>You should not run from me. If they catch you, it will be even worse.</i>" [/message] {S13_SPAWN_ILLUSION_NOID 32 32 6} {S13_SPAWN_ILLUSION_NOID 32 32 6} {S13_SPAWN_ILLUSION_NOID 32 32 6} #ifdef NORMAL {S13_SPAWN_ILLUSION_NOID 32 32 6} #endif #ifdef HARD {S13_SPAWN_ILLUSION_NOID 32 32 6} {S13_SPAWN_ILLUSION_NOID 32 32 6} {S13_SPAWN_ILLUSION_NOID 32 32 6} #endif [objectives] {OBJECTIVE_VICTORY ( _ "Escape")} {OBJECTIVE_DEFEAT ( _ "Death of Yumi")} {OBJECTIVE_DEFEAT ( _ "Death of Aryel")} {OBJECTIVE_NOTE ( _ "Avoid stepping on void tiles.")} {OBJECTIVE_NOTE ( _ "Search near the starting location.")} {OBJECTIVE_NOTE ( _ "Do not fight the Illusory Angel.")} [/objectives] [set_variable] name=turn_damage value=3 [/set_variable] [set_variable] name=boss_battle value=2 [/set_variable] {CLEAR_VARIABLE luna} {CLEAR_VARIABLE tmp} {CLEAR_VARIABLE loc} {CLEAR_VARIABLE spawn_points} [/event] [event] name=last breath first_time_only=no [filter] id=Luna [/filter] [filter_condition] [variable] name=boss_battle numerical_equals=2 [/variable] [/filter_condition] [store_unit] [filter] x,y=$x1,$y1 [/filter] variable=tmp [/store_unit] [set_variable] name=tmp.hitpoints rand=127 [/set_variable] [unstore_unit] variable=tmp [/unstore_unit] {CLEAR_VARIABLE tmp} [/event] [event] name=side 2 turn first_time_only=no [filter_condition] [variable] name=boss_battle numerical_equals=2 [/variable] [/filter_condition] [store_locations] variable=hex terrain=Qxua [/store_locations] [for] array=hex [do] #ifdef HARD [set_variable] name=spawn_val rand=1..300 [/set_variable] #endif #ifdef NORMAL [set_variable] name=spawn_val rand=1..450 [/set_variable] #endif #ifdef EASY [set_variable] name=spawn_val rand=1..550 [/set_variable] #endif [if] [variable] name=spawn_val numerical_equals=4 [/variable] [then] [unit] type=Illusory Angel Illusion animate=no side=2 x,y=$hex[$i].x,$hex[$i].y random_traits=no generate_name=no gender=female [/unit] [/then] [/if] {CLEAR_VARIABLE spawn_val} [/do] [/for] {CLEAR_VARIABLE hex} {PLAY_SOUND "rumble.ogg"} {DRAW_VOID} [/event] [event] name=moveto first_time_only=yes [filter] id=Yumi [filter_location] terrain=Qxua [/filter_location] [/filter] [filter_condition] [variable] name=boss_battle numerical_equals=2 [/variable] [/filter_condition] [message] speaker=Aryel message= _ "That doesn't hurt you?" [/message] [message] speaker=Yumi message= _ "... no?" [/message] [message] speaker=Aryel message= _ "(<i>shivers</i>) Okay then." [/message] [/event] [event] name=moveto first_time_only=no [filter] [not] type=Illusory Angel, Illusory Angel Illusion, Shadow Fae [/not] [filter_location] terrain=Qxua [/filter_location] [/filter] [filter_condition] [variable] name=boss_battle numerical_equals=2 [/variable] [/filter_condition] #ifdef HARD [set_variable] name=damage value=4 [/set_variable] #endif #ifdef NORMAL [set_variable] name=damage value=3 [/set_variable] #endif #ifdef EASY [set_variable] name=damage value=2 [/set_variable] #endif [harm_unit] [filter] x,y=$x1,$y1 [/filter] amount=$damage animate=yes kill=no slowed=yes [/harm_unit] {CLEAR_VARIABLE damage} [/event] [event] name=attacker hits first_time_only=no [filter_second] type=Illusory Angel Illusion [/filter_second] [filter_condition] [variable] name=boss_battle numerical_equals=2 [/variable] [and] [variable] name=second_unit.hitpoints less_than=95 [/variable] [/and] [/filter_condition] {PLAY_SOUND "magic-dark-miss.ogg"} [kill] x,y=$x2,$y2 [/kill] [/event] [event] name=defender hits first_time_only=no [filter_condition] [variable] name=boss_battle numerical_equals=2 [/variable] [and] [variable] name=unit.hitpoints less_than=95 [/variable] [/and] [/filter_condition] [filter] type=Illusory Angel Illusion [/filter] {PLAY_SOUND "magic-dark-miss.ogg"} [kill] x,y=$x1,$y1 [/kill] [/event] [event] name=moveto first_time_only=yes [filter] side=1 [filter_location] terrain=Gd^Fyok [/filter_location] [/filter] [filter_condition] [variable] name=boss_battle numerical_equals=2 [/variable] [/filter_condition] [store_unit] [filter] id=Yumi [/filter] variable=yumi_tmp [/store_unit] {DELAY 750} [kill] id=Yumi [/kill] {DELAY 750} [fade_out_music][/fade_out_music] {REPLACE_SCENARIO_MUSIC silence.ogg} [message] speaker=Aryel message= _ "Yumi?" [/message] {DELAY 500} {TURN_UNIT5 "Aryel"} {DELAY 500} [message] speaker=Aryel message= _ "... where'd she go?" [/message] {DELAY 500} [message] speaker=Aryel message= _ "Seriously?" [/message] [message] speaker=Luna message= _ "<i>She will not escape.</i>" [/message] [message] speaker=Aryel message= _ "(<i>growls</i>) Tell me where you took her!" [/message] [message] speaker=Luna message= _ "<i>Silly faerie.</i>" [/message] {DELAY 500} [kill] type=Illusory Angel Illusion [/kill] [kill] type=Illusory Angel animate=yes [/kill] {DELAY 300} [message] speaker=Aryel message= _ "What are you-" [/message] [store_unit] [filter] id=Aryel [/filter] variable=aryel_tmp [/store_unit] {DELAY 300} [unit] id=Luna type=Illusory Angel animate=yes side=2 x,y=$aryel_tmp.x,$aryel_tmp.y random_traits=no generate_name=no gender=female [/unit] {DELAY 500} {PLAY_SOUND "magic-dark.ogg"} [harm_unit] [filter] id=Aryel [/filter] [primary_attack] range=ranged name=mirror_range [/primary_attack] [secondary_attack] range=ranged name=mirror_range [/secondary_attack] amount=1 animate=yes kill=no fire_event=no slowed=yes [/harm_unit] {DELAY 500} [message] speaker=Aryel message= _ "(<i>gasps</i>)" [/message] [message] speaker=Aryel message= _ "You-" [/message] {PLAY_SOUND "magic-dark.ogg"} [harm_unit] [filter] id=Aryel [/filter] [primary_attack] range=ranged name=mirror_range [/primary_attack] [secondary_attack] range=ranged name=mirror_range [/secondary_attack] amount=1 animate=yes kill=no fire_event=no slowed=yes [/harm_unit] {DELAY 300} [message] speaker=Aryel message= _ "I won't-" [/message] {DELAY 300} {PLAY_SOUND "magic-dark.ogg"} {PLAY_SOUND "petrified.ogg"} [harm_unit] [filter] id=Aryel [/filter] [primary_attack] range=ranged name=mirror_range [/primary_attack] [secondary_attack] range=ranged name=mirror_range [/secondary_attack] amount=1 animate=yes kill=no fire_event=no [/harm_unit] {DELAY 250} [message] speaker=Aryel message= _ "-let you-" [/message] {DELAY 250} {PLAY_SOUND "magic-dark.ogg"} {PLAY_SOUND "petrified.ogg"} [harm_unit] [filter] id=Aryel [/filter] [primary_attack] range=ranged name=mirror_range [/primary_attack] [secondary_attack] range=ranged name=mirror_range [/secondary_attack] amount=1 animate=yes kill=no fire_event=no [/harm_unit] {DELAY 250} [message] speaker=Aryel message= _ "-go after Yumi..." [/message] {DELAY 250} [harm_unit] [filter] id=Aryel [/filter] [primary_attack] range=ranged name=mirror_range [/primary_attack] [secondary_attack] range=ranged name=mirror_range [/secondary_attack] amount=1 animate=yes kill=no fire_event=no petrified=yes [/harm_unit] {DELAY 750} [message] speaker=Luna message= _ "<i>Cute. Now be a good girl and don't move. I'll be back shortly.</i>" [/message] [kill] id=Luna animate=yes [/kill] {FADE_SCREEN} [kill] id=Aryel [/kill] {DELAY 500} [endlevel] result=victory bonus=yes {NEW_GOLD_CARRYOVER 100} replay_save=no carryover_report=no linger_mode=no next_scenario=14_Iron_Crescent [/endlevel] [/event] [event] name=turn 19 first_time_only=no [filter_condition] [variable] name=boss_battle numerical_equals=0 [/variable] [/filter_condition] [message] speaker=Yumi message= _ "(<i>holds head</i>)" [/message] [message] speaker=Aryel message= _ "Ugh... it hurts..." [/message] [/event] [event] name=turn 23 first_time_only=no [filter_condition] [variable] name=boss_battle numerical_equals=0 [/variable] [/filter_condition] [message] speaker=Yumi message= _ "(<i>rubs temples</i>) <i>My head...</i>" [/message] [message] speaker=Aryel message= _ "Yumi, you don't look so good." [/message] [message] speaker=Yumi message= _ "It hurts... my head..." [/message] [/event] [event] name=turn 24 first_time_only=no [filter_condition] [variable] name=boss_battle numerical_equals=0 [/variable] [/filter_condition] [message] speaker=Yumi message= _ "We really need to hurry up and find the tree." [/message] [/event] [event] name=turn 25 first_time_only=no [filter_condition] [variable] name=boss_battle numerical_equals=0 [/variable] [/filter_condition] [message] speaker=Aryel message= _ "Ow..." [/message] [/event] [event] name=time over [message] speaker=Yumi message= _ "(<i>pales</i>)" [/message] {DELAY 750} [message] speaker=Aryel message= _ "Yumi?" [/message] [message] speaker=Yumi message= _ "(<i>faints</i>)" [/message] [message] speaker=Aryel message= _ "Yumi!" [/message] [endlevel] result=defeat [/endlevel] [/event] # don't forget to unstore Esther [event] name=victory [kill] side=1 type=Manifestation [/kill] [unstore_unit] variable=esther_tmp find_vacant=yes [/unstore_unit] [clear_menu_item] id=recruit_manifestation [/clear_menu_item] {CLEAR_VARIABLE esther_tmp} {CLEAR_VARIABLE turn_damage} {CLEAR_VARIABLE faster_spread} {CLEAR_VARIABLE boss_battle} {CLEAR_VARIABLE illusions_hit} {CLEAR_VARIABLE real_hit} {CLEAR_VARIABLE mirrored} [/event] [event] name=last breath [filter] id=Yumi [/filter] [message] speaker=Yumi message= _ "(<i>gasps</i>)" [/message] [message] speaker=Aryel message= _ "Yumi!" [/message] [endlevel] result=defeat [/endlevel] [/event] [event] name=last breath [filter] id=Aryel [/filter] [message] speaker=Aryel message= _ "Ugh... i-it... hurts..." [/message] [endlevel] result=defeat [/endlevel] [/event] [/scenario] #undef CAVE_WALL_SEED #undef TERRAIN_GEN1 #undef TERRAIN_GEN2 #undef REGEN_ABYSS #undef DRAW_WALLS #undef DRAW_WALLS2 #undef DRAW_WALLS3 #undef DRAW_WALLS4 #undef BREAK_WALLS #undef DRAW_DARKNESS1 #undef DRAW_DARKNESS2 #undef SWITCH_WALLS #undef S13_SPAWN_ILLUSION_NOID X Y R #undef S13_SPAWN_ILLUSION ID #undef REGENERATE_ILLUSIONS #undef VOID_SEED #undef DRAW_VOID #undef ILLUSION_TEXT
#textdomain wesnoth-Genesis [scenario] id=14_Iron_Crescent name= _ "Iron Crescent" map_data="{~add-ons/Genesis/episode1/maps/12_Siege_of_Fort_Helemoor.map}" next_scenario=15_Silent_Night victory_when_enemies_defeated=no turns=-1 {BLOODMOON} {SCENARIO_MUSIC heroes_rite.ogg} {EXTRA_SCENARIO_MUSIC casualties_of_war.ogg} {EXTRA_SCENARIO_MUSIC the_king_is_dead.ogg} {EXTRA_SCENARIO_MUSIC weight_of_revenge.ogg} [side] {PLAYER_FAE} side=1 recruit= {GOLD 200 150 100} village_gold=0 village_support=1 income=-2 facing=sw fog=yes [/side] [side] side=2 no_leader=yes team_name=demons controller=ai color=black fog=no shroud=no hidden=yes [ai] aggression=2 caution=0 [/ai] [/side] [side] {HUMAN_ENEMY} {AGGRESSIVE_SIDE} side=3 no_leader=yes hidden=yes [/side] [event] name=prestart [store_locations] terrain=* variable=tmp_map [/store_locations] [for] array=tmp_map [do] [terrain] x,y=$tmp_map[$i].x,$tmp_map[$i].y terrain=$siege_map[$i].terrain [/terrain] [/do] [/for] {CLEAR_VARIABLE tmp_map} [redraw][/redraw] {CLEAR_VARIABLE siege_map} [move_unit] id=Esther to_x,to_y=35,45 [/move_unit] [store_locations] terrain=Ke variable=swap [/store_locations] [for] array=swap [do] [terrain] x,y=$swap[$i].x,$swap[$i].y terrain=Wwb [/terrain] [/do] [/for] {CLEAR_VARIABLE swap} {FADE_SCREEN} [/event] #define DRAW_DARKNESS [store_locations] variable=blood_hex terrain=* [not] terrain=Gd^Fetd,Xu [/not] [filter_adjacent_location] terrain=Woby count=1-3 [/filter_adjacent_location] [/store_locations] [for] array=blood_hex [do] [set_variable] name=change_terrain rand=1..8 [/set_variable] [if] [variable] name=change_terrain less_than=6 [/variable] [then] [terrain] x,y=$blood_hex[$i].x,$blood_hex[$i].y terrain=Woby [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE blood_hex} [store_locations] variable=blood_hex terrain=* [not] terrain=Gd^Fetd,Xu [/not] [filter_adjacent_location] terrain=Woby count=4-6 [/filter_adjacent_location] [/store_locations] [for] array=blood_hex [do] [set_variable] name=change_terrain rand=1..30 [/set_variable] [if] [variable] name=change_terrain less_than=6 [/variable] [then] [terrain] x,y=$blood_hex[$i].x,$blood_hex[$i].y terrain=Woby [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE blood_hex} [redraw][/redraw] #enddef #define DRAW_BLOOD_NO_REDRAW [store_locations] variable=blood_hex terrain=* [not] terrain=Aa^Fyak,Woby,Xu [/not] [filter_adjacent_location] terrain=Wwb count=1-2 [/filter_adjacent_location] [/store_locations] [for] array=blood_hex [do] [set_variable] name=change_terrain rand=1..10 [/set_variable] [if] [variable] name=change_terrain less_than=8 [/variable] [then] [terrain] x,y=$blood_hex[$i].x,$blood_hex[$i].y terrain=Wwb [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE blood_hex} [redraw][/redraw] #enddef #define DRAW_VOID [store_locations] variable=blood_hex terrain=* [filter_adjacent_location] terrain=Qxua [/filter_adjacent_location] [/store_locations] [for] array=blood_hex [do] [set_variable] name=change_terrain rand=1..17 [/set_variable] [if] [variable] name=change_terrain less_than=6 [/variable] [then] [terrain] x,y=$blood_hex[$i].x,$blood_hex[$i].y terrain=Qxua [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE blood_hex} [redraw][/redraw] #enddef #ifdef HARD {RESPAWN_POINT_CONDITIONAL_RANDOM ("Demon Void Shambler") 2 3 14 3 13 12 ("stage")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Demon Void Shambler") 2 3 14 3 13 12 ("stage")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Demon Void Shambler") 2 3 14 3 13 12 ("stage")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Demon Void Shambler") 2 3 14 3 13 12 ("stage")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Demon Void Shambler") 2 3 14 3 13 12 ("stage")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Demon Void Shambler") 2 3 14 3 13 12 ("stage")} #endif #ifdef NORMAL {RESPAWN_POINT_CONDITIONAL_RANDOM ("Demon Void Shambler") 2 3 14 3 13 12 ("stage")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Demon Void Shambler") 2 3 14 3 13 12 ("stage")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Demon Void Shambler") 2 3 14 3 13 12 ("stage")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Demon Void Shambler") 2 3 14 3 13 12 ("stage")} #endif #ifdef EASY {RESPAWN_POINT_CONDITIONAL_RANDOM ("Demon Void Shambler") 2 3 14 3 13 12 ("stage")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Demon Void Shambler") 2 3 14 3 13 12 ("stage")} {RESPAWN_POINT_CONDITIONAL_RANDOM ("Demon Void Shambler") 2 3 14 3 13 12 ("stage")} #endif [event] name=start {UNFADE_SCREEN} {DELAY 500} [move_unit] id=Esther to_x,to_y=34,43 [/move_unit] [redraw] side=1 clear_shroud=yes [/redraw] {DELAY 750} [move_unit] id=Esther to_x,to_y=34,41 [/move_unit] [redraw] side=1 clear_shroud=yes [/redraw] [message] speaker=Esther message= _ "What a disaster." [/message] {DELAY 500} [move_unit] id=Esther to_x,to_y=33,39 [/move_unit] [redraw] side=1 clear_shroud=yes [/redraw] [message] speaker=Esther message= _ "(<i>whispers</i>) I really hope Yumi and Aryel are okay." [/message] {DELAY 350} {PLAY_SOUND "rumble.ogg"} {DRAW_BLOOD_NO_REDRAW} {DRAW_DARKNESS} {DELAY 350} {PLAY_SOUND "rumble.ogg"} {DRAW_BLOOD_NO_REDRAW} {DRAW_DARKNESS} {DELAY 500} {DRAW_BLOOD_NO_REDRAW} {DRAW_DARKNESS} {DELAY 750} [message] speaker=Esther message= _ "The blood's still spreading." [/message] {DELAY 750} {RECALL_TALYA 34 39} [redraw] side=1 clear_shroud=yes [/redraw] {DELAY 500} [message] speaker=Talya message= _ "Whew. Finally caught up." [/message] {DELAY 1000} [message] speaker=Talya message= _ "... you okay?" [/message] [message] speaker=Esther message= _ "(<i>sighs</i>)" [/message] [message] speaker=Esther message= _ "Yes. Just distracted." [/message] [message] speaker=Esther message= _ "(<i>shakes head</i>) Anyway, what are you doing here? I thought you were going to take the other humans to somewhere safe." [/message] [message] speaker=Talya message= _ "Safest place right now is with you faerie. It's not like we have anywhere else to go. Not with the leadership in Caerleon suddenly going insane." [/message] [message] speaker=Esther message= _ "I understand. Even so, this isn't exactly the place for you to be. It's dangerous." [/message] [message] speaker=Talya message= _ "Same to you. Why'd you come back here?" [/message] [message] speaker=Esther message= _ "I need to try to find Yumi and Aryel. Knowing them, they're still around here somewhere." [/message] [message] speaker=Talya message= _ "Uh huh. Well, looking for them in this mess has to be kind of hard. I'll give you a hand." [/message] [message] speaker=Esther message= _ "I don't think-" [/message] [message] speaker=Talya message= _ "You're not going to tell me to leave, are you? Even some of the other faeries came back to help. Right, girls?" [/message] {DELAY 500} [unit] side=1 generate_name=yes type=Faerie Intermediary random_traits=no animate=yes [modifications] {TRAIT_LOYAL} {TRAIT_INTELLIGENT} {TRAIT_RESILIENT} [/modifications] x,y=34,42 experience=97 [/unit] [unit] side=1 generate_name=yes type=Forest Nymph random_traits=no animate=yes [modifications] {TRAIT_LOYAL} {TRAIT_RESILIENT} {TRAIT_INTELLIGENT} [/modifications] x,y=35,42 experience=22 [/unit] [unit] side=1 generate_name=yes type=Yousei Bristler random_traits=no animate=yes [modifications] {TRAIT_LOYAL} {TRAIT_QUICK} {TRAIT_STRONG} [/modifications] x,y=35,43 experience=67 [/unit] [unit] side=1 generate_name=yes type=Night Nymph random_traits=no animate=yes [modifications] {TRAIT_LOYAL} {TRAIT_INTELLIGENT} {TRAIT_DEXTROUS} [/modifications] x,y=34,43 experience=55 [/unit] [unit] side=1 generate_name=yes type=Fire Faerie random_traits=no animate=yes [modifications] {TRAIT_LOYAL} {TRAIT_RESILIENT} {TRAIT_QUICK} [/modifications] x,y=35,44 experience=70 [/unit] [redraw] side=1 clear_shroud=yes [/redraw] [message] type=Faerie Guardian message= _ "Sorry, Esther. I know you told us to wait back with the others, but we were worried and thought you could use the help." [/message] [message] x,y=34,43 message= _ "The human girl's right. We're in this together! We have to look out for each other in times like these." [/message] [message] speaker=Talya message= _ "The name's Talya, by the way. But, I agree. When you say we should stick together, that includes you too. You can't just fight everything alone." [/message] {DELAY 750} [message] speaker=Esther message= _ "You have a point. <i>I suppose I just got too used to looking after those two misfits.</i>" [/message] [message] speaker=Esther message= _ "In that case, follow me and stay close. I have a hunch as to where they are." [/message] [objectives] {OBJECTIVE_VICTORY ( _ "Reach the dead tree (2,2)")} {OBJECTIVE_DEFEAT ( _ "Death of Esther")} {OBJECTIVE_DEFEAT ( _ "Death of Talya")} [/objectives] {SPAWN_NOID ("Demon Void Shambler") 2 4 5} #ifdef NORMAL {SPAWN_NOID ("Demon Void Shambler") 2 3 6} #endif #ifdef HARD {SPAWN_NOID ("Demon Void Shambler") 2 3 6} {SPAWN_NOID ("Demon Void Shambler") 2 8 3} #endif [set_variable] name=stage value=1 [/set_variable] [/event] [event] name=turn 4 [message] speaker=Talya message= _ "It's so quiet. After all that ruckus earlier, it's kind of eerie, actually." [/message] [message] speaker=Esther message= _ "Yes, something's not quite right. We should be on guard." [/message] [/event] [event] name=sighted first_time_only=yes [filter] side=2 [/filter] [filter_second] side=1 [/filter_second] [message] speaker=Talya message= _ "What the devil are these things?" [/message] [/event] [event] name=defender hits first_time_only=yes [filter] side=1 [not] id=Esther [/not] [/filter] [filter_second] side=2 [/filter_second] [filter_second_attack] name=shambler void assault [/filter_second_attack] [message] speaker=unit message= _ "Ow! I-it feels like it's eating away at my mind!" [/message] [/event] [event] name=defender hits first_time_only=yes [filter] side=1 id=Esther [/filter] [filter_second] side=2 [/filter_second] [filter_second_attack] name=shambler void assault [/filter_second_attack] [message] speaker=Esther message= _ "<i>This power reminds me of Yumi..!</i>" [/message] [/event] [event] name=die first_time_only=yes [filter] side=2 type=Demon Void Shambler [/filter] [filter_second] side=1 [not] id=Esther [/not] [/filter_second] [harm_unit] [filter] x,y=$x2,$y2 [/filter] amount=0 animate=yes kill=no slowed=yes fire_event=no [/harm_unit] {DELAY 250} [message] speaker=second_unit message= _ "Ack- it's... so cold..." [/message] [message] speaker=Esther message= _ "(<i>grimaces</i>) Whatever these things are, we can't fight them. We've got to keep moving and find a way around them." [/message] [/event] [event] name=moveto first_time_only=no [filter] side=1 [not] id=Esther [/not] [filter_location] x,y=2,2 [/filter_location] [/filter] [filter_condition] [variable] name=stage numerical_equals=1 [/variable] [/filter_condition] [message] speaker=unit message= _ "Esther should be the one to look at this." [/message] [/event] [event] name=moveto first_time_only=yes [filter] side=1 id=Esther [filter_location] x,y=2,2 [/filter_location] [/filter] [filter_condition] [variable] name=stage numerical_equals=1 [/variable] [/filter_condition] [message] speaker=Esther message= _ "Hmm." [/message] {DELAY 750} [move_unit] id=Talya to_x,to_y=2,2 [/move_unit] [message] speaker=Talya message= _ "Is something happening..?" [/message] [store_unit] [filter] side=1 [not] id=Talya,Esther [/not] [/filter] variable=units [/store_unit] [for] array=units [do] [move_unit] x,y=$units[$i].x,$units[$i].y to_x,to_y=2,2 [/move_unit] [/do] [/for] {CLEAR_VARIABLE units} [kill] side=2 [/kill] [set_variable] name=stage value=0 [/set_variable] {FADE_SCREEN} [heal_unit] [filter] side=1 [/filter] amount=full moves=full restore_attacks=yes restore_statues=yes [/heal_unit] [terrain] x,y=7,5 radius=8 terrain=Xu [/terrain] [terrain] x,y=7,5 radius=6 terrain=Woby [/terrain] {DELAY 1000} [modify_side] side=1 shroud=yes [/modify_side] [reset_fog] [filter_side] side=1 [/filter_side] [/reset_fog] [place_shroud] side=1 [/place_shroud] [redraw] side=1 clear_shroud=yes [/redraw] {DRAW_BLOOD_NO_REDRAW} {DRAW_BLOOD_NO_REDRAW} {DRAW_BLOOD_NO_REDRAW} {DRAW_DARKNESS} {DRAW_DARKNESS} {DRAW_DARKNESS} [unit] id=Statue side=3 generate_name=no type=Fake Blood Fae random_traits=no animate=no [status] petrified=yes [/status] x,y=7,5 [/unit] {UNFADE_SCREEN} {PLACE_IMAGE items/crystal-glyph-message.png 13 8} {DELAY 500} [message] speaker=Esther message= _ "Oh my." [/message] [move_unit] id=Esther to_x,to_y=7,5 [/move_unit] [redraw] side=1 clear_shroud=yes [/redraw] [message] speaker=Esther message= _ "This looks like... Aryel?" [/message] [message] speaker=Esther message= _ "(<i>touches stone</i>)" [/message] [message] speaker=Esther message= _ "No... it's just a statue. Strange." [/message] [move_unit] id=Talya to_x,to_y=7,5 [/move_unit] [redraw] side=1 clear_shroud=yes [/redraw] [message] speaker=Talya message= _ "Uhm. I don't know about you, but this is creeping me out." [/message] [message] speaker=Esther message= _ "It's making me a bit unsettled too. Why is there a statue here, and why does it look exactly like Aryel?" [/message] [message] speaker=Talya message= _ "You're sure it's not actually her, right? I've heard stories of horrible beasts that can turn people to stone. Even demons and faerie." [/message] [message] speaker=Esther message= _ "That's a type of magic that can be reversed. No, I'm pretty sure that this is just a statue. It doesn't feel like something that was ever living." [/message] [message] speaker=Esther message= _ "...I hope." [/message] [message] speaker=Esther message= _ "Hmm." [/message] [message] speaker=Esther message= _ "I guess we should have a look around." [/message] [objectives] {OBJECTIVE_VICTORY ( _ "Solve the puzzle")} {OBJECTIVE_DEFEAT ( _ "Death of Esther")} {OBJECTIVE_DEFEAT ( _ "Death of Talya")} {OBJECTIVE_NOTE ( _ "Objects and glyphs must be activated in a specific order.")} {OBJECTIVE_NOTE ( _ "Text from the glyph at (13,8) provides clues.")} [/objectives] [set_variable] name=puzzle value=0 [/set_variable] [/event] [event] name=moveto first_time_only=no [filter] side=1 [/filter] [filter_condition] [variable] name=stage numerical_equals=0 [/variable] [/filter_condition] {MODIFY_UNIT (x,y=$x1,$y1) moves 6} [/event] #define PUZZLE_TEXT1 [message] speaker=narrator message= _ "She was the daughter of a now deceased demon lord." [/message] [message] speaker=narrator message= _ "The youngest, and weakest of four, she was attended to the least and spurned the most. On a world where might made right, the feeble, fledgling offspring of a supposedly powerful overlord was nothing but an eyesore." [/message] [message] speaker=narrator message= _ "They kept her locked in a small room, in utter isolation. It was considered an act of kindness, given that it would have been much easier to just kill her." [/message] #enddef [event] name=moveto first_time_only=yes [filter] side=1 [filter_location] x,y=13,8 [/filter_location] [/filter] [filter_condition] [variable] name=stage numerical_equals=0 [/variable] [and] [variable] name=puzzle numerical_equals=0 [/variable] [/and] [/filter_condition] [move_unit] x,y=$x1,$y1 to_x,to_y=12,7 [/move_unit] {PUZZLE_TEXT1} {DELAY 500} {PLACE_IMAGE items/cage.png 5 8} {PLACE_IMAGE items/coffin-closed.png 9 2} {PLACE_IMAGE items/bones.png 3 6} {PLACE_IMAGE items/ankh-necklace.png 4 3} {PLACE_IMAGE items/anvil.png 10 5} {DELAY 500} [message] speaker=Talya message= _ "Huh, a lot of objects just appeared out of nowhere." [/message] [message] speaker=Esther message= _ "Maybe they have something to do with the statue." [/message] [set_variable] name=puzzle value=1 [/set_variable] [/event] ################################################################################ ################################ PUZZLE STAGE 1 ################################ [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=13,8 [/filter_location] [/filter] [filter_condition] [variable] name=stage numerical_equals=0 [/variable] [and] [variable] name=puzzle numerical_equals=1 [/variable] [/and] [/filter_condition] {PUZZLE_TEXT1} [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=9,2 [or] x,y=3,6 [/or] [/filter_location] [/filter] [filter_condition] [variable] name=stage numerical_equals=0 [/variable] [and] [variable] name=puzzle numerical_equals=1 [/variable] [/and] [/filter_condition] [message] speaker=unit message= _ "This doesn't seem to be doing anything." [/message] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=4,3 [or] x,y=10,5 [/or] [/filter_location] [/filter] [filter_condition] [variable] name=stage numerical_equals=0 [/variable] [and] [variable] name=puzzle numerical_equals=1 [/variable] [/and] [/filter_condition] [message] speaker=unit message= _ "Nothing's happening." [/message] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=5,8 [/filter_location] [/filter] [filter_condition] [variable] name=stage numerical_equals=0 [/variable] [and] [variable] name=puzzle numerical_equals=1 [/variable] [/and] [/filter_condition] {DELAY 750} [modify_unit] [filter] id=Statue [/filter] max_hitpoints=46 hitpoints=46 [/modify_unit] {DELAY 500} {REMOVE_IMAGE 5 8} {REMOVE_IMAGE 9 2} {REMOVE_IMAGE 3 6} {REMOVE_IMAGE 4 3} {REMOVE_IMAGE 10 5} {DELAY 500} [message] speaker=Talya message= _ "The statue... moved? Well not moved, but it's different now." [/message] [message] speaker=Esther message= _ "Hmm. You're right. That's odd. I suppose this means we should keep going." [/message] [store_unit] [filter] id=Esther [/filter] variable=esther [/store_unit] [store_unit] [filter] id=Talya [/filter] variable=talya [/store_unit] #ifdef EASY {VARIABLE_OP esther.experience add 25} {VARIABLE_OP talya.experience add 25} [unstore_unit] variable=esther find_vacant=no text= _ "+25 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=talya find_vacant=no text= _ "+25 XP" red,green,blue=255,0,255 [/unstore_unit] #endif #ifdef NORMAL {VARIABLE_OP esther.experience add 20} {VARIABLE_OP talya.experience add 20} [unstore_unit] variable=esther find_vacant=no text= _ "+20 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=talya find_vacant=no text= _ "+20 XP" red,green,blue=255,0,255 [/unstore_unit] #endif #ifdef HARD {VARIABLE_OP esther.experience add 15} {VARIABLE_OP talya.experience add 15} [unstore_unit] variable=esther find_vacant=no text= _ "+15 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=talya find_vacant=no text= _ "+15 XP" red,green,blue=255,0,255 [/unstore_unit] #endif {CLEAR_VARIABLE esther} {CLEAR_VARIABLE talya} [set_variable] name=puzzle value=2 [/set_variable] [/event] ################################################################ ################################################################ #define PUZZLE_TEXT2 [message] speaker=narrator message= _ "She had only a few things in her room. A bed, a closet, and a mirror. And a window." [/message] [message] speaker=narrator message= _ "Through the glassy pane, she could see a flower garden a little ways away. Their petals bloomed everlasting through sunlight and rain, fire and snow, bright colors illuminating the monochromatic limbo of her prison." [/message] [message] speaker=narrator message= _ "Not too far off, there was a windmill where they milled bread to be served to the demon lord and the other inhabitants of his stronghold. This was also the only thing they ever gave to her to eat." [/message] #enddef [event] name=moveto first_time_only=yes [filter] side=1 [filter_location] x,y=13,8 [/filter_location] [/filter] [filter_condition] [variable] name=stage numerical_equals=0 [/variable] [and] [variable] name=puzzle numerical_equals=2 [/variable] [/and] [/filter_condition] [move_unit] x,y=$x1,$y1 to_x,to_y=12,7 [/move_unit] {PUZZLE_TEXT2} {DELAY 500} {PLACE_IMAGE items/chest.png 7 7} {PLACE_IMAGE items/flower1.png 2 4} {PLACE_IMAGE items/bones.png 3 8} {PLACE_IMAGE items/ankh-necklace.png 10 3} {PLACE_IMAGE items/burial.png 6 2} {PLACE_IMAGE items/grain-sheaf.png 10 7} {DELAY 500} [message] speaker=Esther message= _ "I guess we have to do it again." [/message] [set_variable] name=puzzle value=3 [/set_variable] [/event] ################################################################################ ################################ PUZZLE STAGE 2 ################################ [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=13,8 [/filter_location] [/filter] [filter_condition] [variable] name=stage numerical_equals=0 [/variable] [and] [variable] name=puzzle numerical_equals=3 [/variable] [/and] [/filter_condition] {PUZZLE_TEXT2} [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=7,7 [or] x,y=3,8 [/or] [/filter_location] [/filter] [filter_condition] [variable] name=stage numerical_equals=0 [/variable] [and] [variable] name=puzzle numerical_equals=3 [/variable] [/and] [/filter_condition] [message] speaker=unit message= _ "This doesn't seem useful." [/message] [set_variable] name=puzzle_counter value=0 [/set_variable] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=10,3 [or] x,y=6,2 [/or] [/filter_location] [/filter] [filter_condition] [variable] name=stage numerical_equals=0 [/variable] [and] [variable] name=puzzle numerical_equals=3 [/variable] [/and] [/filter_condition] [message] speaker=unit message= _ "It's not doing anything." [/message] [set_variable] name=puzzle_counter value=0 [/set_variable] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=2,4 [/filter_location] [/filter] [filter_condition] [variable] name=stage numerical_equals=0 [/variable] [and] [variable] name=puzzle numerical_equals=3 [/variable] [/and] [/filter_condition] [message] speaker=unit message= _ "It's so colorful. It feels like it's still alive!" [/message] [set_variable] name=puzzle_counter value=1 [/set_variable] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=10,7 [/filter_location] [/filter] [filter_condition] [variable] name=stage numerical_equals=0 [/variable] [and] [variable] name=puzzle numerical_equals=3 [/variable] [/and] [/filter_condition] [if] [variable] name=puzzle_counter numerical_equals=1 [/variable] [then] {DELAY 750} [modify_unit] [filter] id=Statue [/filter] max_hitpoints=37 hitpoints=37 [/modify_unit] {DELAY 500} {REMOVE_IMAGE 7 7} {REMOVE_IMAGE 2 4} {REMOVE_IMAGE 3 8} {REMOVE_IMAGE 10 3} {REMOVE_IMAGE 6 2} {REMOVE_IMAGE 10 7} {DELAY 750} [message] speaker=Talya message= _ "So... are we making progress?" [/message] [message] speaker=Esther message= _ "Something's happening for sure." [/message] [store_unit] [filter] id=Esther [/filter] variable=esther [/store_unit] [store_unit] [filter] id=Talya [/filter] variable=talya [/store_unit] #ifdef EASY {VARIABLE_OP esther.experience add 30} {VARIABLE_OP talya.experience add 30} [unstore_unit] variable=esther find_vacant=no text= _ "+30 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=talya find_vacant=no text= _ "+30 XP" red,green,blue=255,0,255 [/unstore_unit] #endif #ifdef NORMAL {VARIABLE_OP esther.experience add 25} {VARIABLE_OP talya.experience add 25} [unstore_unit] variable=esther find_vacant=no text= _ "+25 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=talya find_vacant=no text= _ "+25 XP" red,green,blue=255,0,255 [/unstore_unit] #endif #ifdef HARD {VARIABLE_OP esther.experience add 20} {VARIABLE_OP talya.experience add 20} [unstore_unit] variable=esther find_vacant=no text= _ "+20 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=talya find_vacant=no text= _ "+20 XP" red,green,blue=255,0,255 [/unstore_unit] #endif {CLEAR_VARIABLE esther} {CLEAR_VARIABLE talya} [set_variable] name=puzzle value=4 [/set_variable] [set_variable] name=puzzle_counter value=0 [/set_variable] [/then] [else] [set_variable] name=puzzle_counter value=0 [/set_variable] [message] speaker=Esther message= _ "Grain. Hmm. The glyph did say something about this. Perhaps we're just not using the objects in the right order." [/message] [/else] [/if] [/event] ################################################################ ################################################################ #define PUZZLE_TEXT3 [message] speaker=narrator message= _ "They kept her emaciated and weak, trapped no matter how much she roiled and raged at the bars. Perhaps it was just an outlet for their sadistic nature. Perhaps it was a result of their own insecurities, knowing that as she was weaker than they, they were also weaker than those above them. Maybe this was why they tormented her so - their own flesh and blood - as a way to prove to themselves their own superiority." [/message] [message] speaker=narrator message= _ "She prayed to the Guardians to set her free, but they could not, would not help her. She wept at the door, crying for her sisters to free her, but they turned a blind eye to her plight. Shunned and tormented by all, she could only wait as time went by in endless isolation." [/message] #enddef [event] name=moveto first_time_only=yes [filter] side=1 [filter_location] x,y=13,8 [/filter_location] [/filter] [filter_condition] [variable] name=stage numerical_equals=0 [/variable] [and] [variable] name=puzzle numerical_equals=4 [/variable] [/and] [/filter_condition] [move_unit] x,y=$x1,$y1 to_x,to_y=12,7 [/move_unit] {PUZZLE_TEXT3} {DELAY 500} {PLACE_IMAGE items/altar.png 3 6} {PLACE_IMAGE items/eye.png 10 3} {PLACE_IMAGE items/hourglass.png 7 2} {PLACE_IMAGE items/bonestack.png 4 3} {PLACE_IMAGE items/book1.png 6 8} {PLACE_IMAGE items/book2.png 9 8} {DELAY 500} [set_variable] name=puzzle value=5 [/set_variable] [/event] ################################################################################ ################################ PUZZLE STAGE 3 ################################ [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=13,8 [/filter_location] [/filter] [filter_condition] [variable] name=stage numerical_equals=0 [/variable] [and] [variable] name=puzzle numerical_equals=5 [/variable] [/and] [/filter_condition] {PUZZLE_TEXT3} [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=4,3 [/filter_location] [/filter] [filter_condition] [variable] name=stage numerical_equals=0 [/variable] [and] [variable] name=puzzle numerical_equals=5 [/variable] [/and] [/filter_condition] [message] speaker=unit message= _ "Nope, this isn't working." [/message] [set_variable] name=puzzle_counter value=0 [/set_variable] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=6,8 [or] x,y=9,8 [/or] [/filter_location] [/filter] [filter_condition] [variable] name=stage numerical_equals=0 [/variable] [and] [variable] name=puzzle numerical_equals=5 [/variable] [/and] [/filter_condition] [message] speaker=unit message= _ "Not this one." [/message] [set_variable] name=puzzle_counter value=0 [/set_variable] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=3,6 [/filter_location] [/filter] [filter_condition] [variable] name=stage numerical_equals=0 [/variable] [and] [variable] name=puzzle numerical_equals=5 [/variable] [/and] [/filter_condition] [message] speaker=unit message= _ "This altar's warm for some reason. Maybe it's important somehow." [/message] [set_variable] name=puzzle_counter value=1 [/set_variable] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=10,3 [/filter_location] [/filter] [filter_condition] [variable] name=stage numerical_equals=0 [/variable] [and] [variable] name=puzzle numerical_equals=5 [/variable] [/and] [/filter_condition] [message] speaker=unit message= _ "Ick, an eye. Something like this couldn't possibly be useful... could it?" [/message] [if] [variable] name=puzzle_counter numerical_equals=1 [/variable] [then] [set_variable] name=puzzle_counter value=2 [/set_variable] [/then] [else] [set_variable] name=puzzle_counter value=0 [/set_variable] [/else] [/if] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=7,2 [/filter_location] [/filter] [filter_condition] [variable] name=stage numerical_equals=0 [/variable] [and] [variable] name=puzzle numerical_equals=5 [/variable] [/and] [/filter_condition] [if] [variable] name=puzzle_counter numerical_equals=2 [/variable] [then] {DELAY 750} [modify_unit] [filter] id=Statue [/filter] max_hitpoints=28 hitpoints=28 [/modify_unit] {DELAY 500} {REMOVE_IMAGE 3 6} {REMOVE_IMAGE 10 3} {REMOVE_IMAGE 7 2} {REMOVE_IMAGE 4 3} {REMOVE_IMAGE 6 8} {REMOVE_IMAGE 9 8} {DELAY 500} [message] speaker=Talya message= _ "I think the statue's crumbling a little." [/message] [message] speaker=Esther message= _ "Looks like it." [/message] [store_unit] [filter] id=Esther [/filter] variable=esther [/store_unit] [store_unit] [filter] id=Talya [/filter] variable=talya [/store_unit] #ifdef EASY {VARIABLE_OP esther.experience add 30} {VARIABLE_OP talya.experience add 30} [unstore_unit] variable=esther find_vacant=no text= _ "+30 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=talya find_vacant=no text= _ "+30 XP" red,green,blue=255,0,255 [/unstore_unit] #endif #ifdef NORMAL {VARIABLE_OP esther.experience add 25} {VARIABLE_OP talya.experience add 25} [unstore_unit] variable=esther find_vacant=no text= _ "+25 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=talya find_vacant=no text= _ "+25 XP" red,green,blue=255,0,255 [/unstore_unit] #endif #ifdef HARD {VARIABLE_OP esther.experience add 20} {VARIABLE_OP talya.experience add 20} [unstore_unit] variable=esther find_vacant=no text= _ "+20 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=talya find_vacant=no text= _ "+20 XP" red,green,blue=255,0,255 [/unstore_unit] #endif {CLEAR_VARIABLE esther} {CLEAR_VARIABLE talya} [set_variable] name=puzzle value=6 [/set_variable] [/then] [else] [set_variable] name=puzzle_counter value=0 [/set_variable] [message] speaker=Esther message= _ "I think this hourglass is useful somehow. We ought to try touching the objects in a different order." [/message] [/else] [/if] [/event] ################################################################ ################################################################ #define PUZZLE_TEXT4 [message] speaker=narrator message= _ "Then, one day, she heard a voice in her head. At first, it was a whisper so quiet that no discernable words could be heard, but over time, the voice grew in volume until she could make it out distinctly from the other voices ravaging her mind." [/message] [message] speaker=narrator message= _ "'<i>Serve me, and I will grant you untold power. Listen, and I shall wreak vengeance on those who have wronged you. Obey, and I will set you free.</i>'" [/message] [message] speaker=narrator message= _ "That was what it told her. What did she have to lose?" [/message] [message] speaker=narrator message= _ "Then again, it wasn't that simple. There had to be a price. There was always a price, especially when dealing with demon lords or Guardians. It must have been, right? Who else would be able to peer into her prison and observe her plight from afar? That made it all the more threatening." [/message] [message] speaker=narrator message= _ "'<i>You have never tasted freedom. You have always been entombed within the unending darkness of your prison. Every moment in your waking life is torment and every moment spent asleep is a nightmare. But I am giving you a chance to change that. You have the power to alter the course of your own fate.</i>'" [/message] [message] speaker=narrator message= _ "'<i>Rise, rise and drive the spear of vengeance through their bodies. Raze your prison to the ground. I will grant you the power to do whatever you desire, as long as you pledge yourself to me. Listen to your heart. You can trust me.</i>'" [/message] #enddef [event] name=moveto first_time_only=yes [filter] side=1 [filter_location] x,y=13,8 [/filter_location] [/filter] [filter_condition] [variable] name=stage numerical_equals=0 [/variable] [and] [variable] name=puzzle numerical_equals=6 [/variable] [/and] [/filter_condition] [move_unit] x,y=$x1,$y1 to_x,to_y=12,7 [/move_unit] {PUZZLE_TEXT4} {DELAY 500} {PLACE_IMAGE items/key.png 7 8} {PLACE_IMAGE items/book5.png 10 6} {PLACE_IMAGE items/spear-fancy.png 12 3} {PLACE_IMAGE items/heart.png 9 2} {PLACE_IMAGE items/brazier-lit1.png 6 1} {PLACE_IMAGE items/axe.png 3 3} {PLACE_IMAGE items/box.png 4 7} {DELAY 500} [set_variable] name=puzzle value=7 [/set_variable] [set_variable] name=puzzle_counter value=0 [/set_variable] [/event] ################################################################################ ################################ PUZZLE STAGE 4 ################################ [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=13,8 [/filter_location] [/filter] [filter_condition] [variable] name=stage numerical_equals=0 [/variable] [and] [variable] name=puzzle numerical_equals=7 [/variable] [/and] [/filter_condition] {PUZZLE_TEXT4} [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=7,8 [or] x,y=10,6 [/or] [/filter_location] [/filter] [filter_condition] [variable] name=stage numerical_equals=0 [/variable] [and] [variable] name=puzzle numerical_equals=7 [/variable] [/and] [/filter_condition] [message] speaker=unit message= _ "It's not doing anything." [/message] [set_variable] name=puzzle_counter value=0 [/set_variable] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=3,3 [or] x,y=4,7 [/or] [/filter_location] [/filter] [filter_condition] [variable] name=stage numerical_equals=0 [/variable] [and] [variable] name=puzzle numerical_equals=7 [/variable] [/and] [/filter_condition] [message] speaker=unit message= _ "This isn't what we're looking for." [/message] [set_variable] name=puzzle_counter value=0 [/set_variable] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=12,3 [/filter_location] [/filter] [filter_condition] [variable] name=stage numerical_equals=0 [/variable] [and] [variable] name=puzzle numerical_equals=7 [/variable] [/and] [/filter_condition] [message] speaker=unit message= _ "Hmm, a pointy spear." [/message] [set_variable] name=puzzle_counter value=1 [/set_variable] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=6,1 [/filter_location] [/filter] [filter_condition] [variable] name=stage numerical_equals=0 [/variable] [and] [variable] name=puzzle numerical_equals=7 [/variable] [/and] [/filter_condition] [message] speaker=unit message= _ "Ouch, it's really hot!" [/message] [if] [variable] name=puzzle_counter numerical_equals=1 [/variable] [then] [set_variable] name=puzzle_counter value=2 [/set_variable] [/then] [else] [set_variable] name=puzzle_counter value=0 [/set_variable] [/else] [/if] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=9,2 [/filter_location] [/filter] [filter_condition] [variable] name=stage numerical_equals=0 [/variable] [and] [variable] name=puzzle numerical_equals=7 [/variable] [/and] [/filter_condition] [if] [variable] name=puzzle_counter numerical_equals=2 [/variable] [then] {DELAY 750} [modify_unit] [filter] id=Statue [/filter] max_hitpoints=19 hitpoints=19 [/modify_unit] {DELAY 500} {REMOVE_IMAGE 7 8} {REMOVE_IMAGE 10 6} {REMOVE_IMAGE 12 3} {REMOVE_IMAGE 9 2} {REMOVE_IMAGE 6 1} {REMOVE_IMAGE 3 3} {REMOVE_IMAGE 4 7} {DELAY 500} [message] speaker=Esther message= _ "We're getting somewhere..." [/message] [store_unit] [filter] id=Esther [/filter] variable=esther [/store_unit] [store_unit] [filter] id=Talya [/filter] variable=talya [/store_unit] #ifdef EASY {VARIABLE_OP esther.experience add 35} {VARIABLE_OP talya.experience add 35} [unstore_unit] variable=esther find_vacant=no text= _ "+35 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=talya find_vacant=no text= _ "+35 XP" red,green,blue=255,0,255 [/unstore_unit] #endif #ifdef NORMAL {VARIABLE_OP esther.experience add 30} {VARIABLE_OP talya.experience add 30} [unstore_unit] variable=esther find_vacant=no text= _ "+30 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=talya find_vacant=no text= _ "+30 XP" red,green,blue=255,0,255 [/unstore_unit] #endif #ifdef HARD {VARIABLE_OP esther.experience add 25} {VARIABLE_OP talya.experience add 25} [unstore_unit] variable=esther find_vacant=no text= _ "+25 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=talya find_vacant=no text= _ "+25 XP" red,green,blue=255,0,255 [/unstore_unit] #endif {CLEAR_VARIABLE esther} {CLEAR_VARIABLE talya} [set_variable] name=puzzle value=8 [/set_variable] [/then] [else] [set_variable] name=puzzle_counter value=0 [/set_variable] [message] speaker=Talya message= _ "It's beating. Creeeeepy." [/message] [/else] [/if] [/event] ################################################################ ################################################################ #define PUZZLE_TEXT5 [message] speaker=narrator message= _ "She looked at herself in the mirror. Her appearance was pale and weak, pasty and ill-looking from being oppressed for years. The shadows sculpting her gaunt face blended with the dusky hue of her skin, a ghostly, faded visage replacing what flesh and blood once was." [/message] [message] speaker=narrator message= _ "Outside, in the sky, the moon irradiated its faded hue onto the ashen world below. It was a pale reflection of the golden warmth of day, a mirror casting its illusory glow into the night." [/message] [message] speaker=narrator message= _ "Ivory light cascaded onto azure flowers, soft petals wilted slightly with the onset of snow. She clasped her hands around the charm adorning her neck - a cheap, metallic thing that had been the only trinket her sisters had given her - and murmured a quiet, mourning song." [/message] [message] speaker=narrator message= _ "What was to be the price of her freedom? It could have been a hell worse than the one she was in... but it also might not have been. Was it worth taking the risk and pledging herself to a force of unknown power and possibly malevolent intent, or could she continue to bear her miserable existence alone? Both sounded horrible." [/message] [message] speaker=narrator message= _ "'<i>You hold the key to your own fate. I shall not make the decision for you. I only ask that you look into yourself and find what you truly desire. You may loathe the idea of willingly selling yourself to me as a servant, but surely you don't believe that it can be worse than the state you are in now, hmm?</i>'" [/message] [message] speaker=narrator message= _ "'<i>Still, in the end, it's your choice.</i>'" [/message] #enddef [event] name=moveto first_time_only=yes [filter] side=1 [filter_location] x,y=13,8 [/filter_location] [/filter] [filter_condition] [variable] name=stage numerical_equals=0 [/variable] [and] [variable] name=puzzle numerical_equals=8 [/variable] [/and] [/filter_condition] [move_unit] x,y=$x1,$y1 to_x,to_y=12,7 [/move_unit] {PUZZLE_TEXT5} {DELAY 500} {PLACE_IMAGE items/mirror.png 11 7} {PLACE_IMAGE items/flower2.png 6 6} {PLACE_IMAGE items/ankh-necklace.png 4 5} {PLACE_IMAGE items/key.png 7 3} {PLACE_IMAGE items/potion-red.png 7 9} {PLACE_IMAGE items/holy-water.png 5 4} {PLACE_IMAGE items/hammer-runic.png 10 2} {PLACE_IMAGE items/armor-golden.png 12 3} {DELAY 500} [set_variable] name=puzzle value=9 [/set_variable] [set_variable] name=puzzle_counter value=0 [/set_variable] [/event] ################################################################################ ################################ PUZZLE STAGE 5 ################################ [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=13,8 [/filter_location] [/filter] [filter_condition] [variable] name=stage numerical_equals=0 [/variable] [and] [variable] name=puzzle numerical_equals=9 [/variable] [/and] [/filter_condition] {PUZZLE_TEXT5} [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=7,9 [or] x,y=5,4 [/or] [/filter_location] [/filter] [filter_condition] [variable] name=stage numerical_equals=0 [/variable] [and] [variable] name=puzzle numerical_equals=9 [/variable] [/and] [/filter_condition] [message] speaker=unit message= _ "Not this one." [/message] [set_variable] name=puzzle_counter value=0 [/set_variable] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=12,3 [or] x,y=10,2 [/or] [/filter_location] [/filter] [filter_condition] [variable] name=stage numerical_equals=0 [/variable] [and] [variable] name=puzzle numerical_equals=9 [/variable] [/and] [/filter_condition] [message] speaker=unit message= _ "We should look for something else." [/message] [set_variable] name=puzzle_counter value=0 [/set_variable] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=11,7 [/filter_location] [/filter] [filter_condition] [variable] name=stage numerical_equals=0 [/variable] [and] [variable] name=puzzle numerical_equals=9 [/variable] [/and] [/filter_condition] [message] speaker=unit message= _ "It's... shiny..." [/message] [set_variable] name=puzzle_counter value=1 [/set_variable] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=6,6 [/filter_location] [/filter] [filter_condition] [variable] name=stage numerical_equals=0 [/variable] [and] [variable] name=puzzle numerical_equals=9 [/variable] [/and] [/filter_condition] [message] speaker=unit message= _ "The petals are falling off of this flower." [/message] [if] [variable] name=puzzle_counter numerical_equals=1 [/variable] [then] [set_variable] name=puzzle_counter value=2 [/set_variable] [/then] [else] [set_variable] name=puzzle_counter value=0 [/set_variable] [/else] [/if] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=4,5 [/filter_location] [/filter] [filter_condition] [variable] name=stage numerical_equals=0 [/variable] [and] [variable] name=puzzle numerical_equals=9 [/variable] [/and] [/filter_condition] [message] speaker=unit message= _ "This amulet's really cold." [/message] [if] [variable] name=puzzle_counter numerical_equals=2 [/variable] [then] [set_variable] name=puzzle_counter value=3 [/set_variable] [/then] [else] [set_variable] name=puzzle_counter value=0 [/set_variable] [/else] [/if] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=7,3 [/filter_location] [/filter] [filter_condition] [variable] name=stage numerical_equals=0 [/variable] [and] [variable] name=puzzle numerical_equals=9 [/variable] [/and] [/filter_condition] [if] [variable] name=puzzle_counter numerical_equals=3 [/variable] [then] {DELAY 750} [modify_unit] [filter] id=Statue [/filter] max_hitpoints=10 hitpoints=10 [/modify_unit] {DELAY 500} {REMOVE_IMAGE 11 7} {REMOVE_IMAGE 6 6} {REMOVE_IMAGE 4 5} {REMOVE_IMAGE 7 3} {REMOVE_IMAGE 7 9} {REMOVE_IMAGE 5 4} {REMOVE_IMAGE 10 2} {REMOVE_IMAGE 12 3} {DELAY 500} [message] speaker=narrator message= _ "In the glass pane, her reflection was a little distorted, a faux imitation of herself, an imperfect illusion staring with eyes the color of midnight." [/message] [message] speaker=narrator message= _ "Then, it flickered." [/message] [message] speaker=narrator message= _ "It flashed between the eerie, disfigured version of herself, and a shadowy form garbed in utter darkness. It flashed back and forth, back and forth more and more rapidly until the two images were nearly blended into one. She knew what it meant. Despite its probably immortality, the being's patience was running out." [/message] [store_unit] [filter] id=Esther [/filter] variable=esther [/store_unit] [store_unit] [filter] id=Talya [/filter] variable=talya [/store_unit] #ifdef EASY {VARIABLE_OP esther.experience add 40} {VARIABLE_OP talya.experience add 40} [unstore_unit] variable=esther find_vacant=no text= _ "+40 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=talya find_vacant=no text= _ "+40 XP" red,green,blue=255,0,255 [/unstore_unit] #endif #ifdef NORMAL {VARIABLE_OP esther.experience add 35} {VARIABLE_OP talya.experience add 35} [unstore_unit] variable=esther find_vacant=no text= _ "+35 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=talya find_vacant=no text= _ "+35 XP" red,green,blue=255,0,255 [/unstore_unit] #endif #ifdef HARD {VARIABLE_OP esther.experience add 30} {VARIABLE_OP talya.experience add 30} [unstore_unit] variable=esther find_vacant=no text= _ "+30 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=talya find_vacant=no text= _ "+30 XP" red,green,blue=255,0,255 [/unstore_unit] #endif {CLEAR_VARIABLE esther} {CLEAR_VARIABLE talya} [set_variable] name=puzzle value=10 [/set_variable] [/then] [else] [set_variable] name=puzzle_counter value=0 [/set_variable] [message] speaker=unit message= _ "A key! But what's it for?" [/message] [/else] [/if] [/event] ################################################################ ################################################################ #define PUZZLE_TEXT6 [message] speaker=narrator message= _ "Her voice was breathy and soft as she spoke, evoking her thoughts more so than actual speech." [/message] [message] speaker=narrator message= _ "<i>Mirror, mirror on the wall...</i>" [/message] [message] speaker=narrator message= _ "She made up her mind. No matter the price, living like this wasn't worth living. Anything would have been better, she thought. Still, her hands trembled as she gripped the mirror." [/message] [message] speaker=narrator message= _ "<i>I hear your summons and heed your call.</i>" [/message] [message] speaker=narrator message= _ "<i>In the darkness of night and the moon's blue hue...</i>" [/message] [message] speaker=narrator message= _ "<i>I pledge my soul to forever serve you.</i>" [/message] [message] speaker=narrator message= _ "..." [/message] [message] speaker=narrator message= _ "'<i>Good girl. Hold still.</i>'" [/message] [message] speaker=narrator message= _ "She felt a tingle. It was the faintest sensation, totally belying the jarring transformation she saw in the mirror. She gasped and cried, and those were the last two things she did in that form." [/message] [message] speaker=narrator message= _ "'<i>Shhh... shhh. It will be okay.</i>'" [/message] [message] speaker=narrator message= _ "The eerie thing about it was that she felt <i>nothing</i>. It changed and changed, flesh and blood warped into something beyond recognition, a distorted form that was only vaguely humanoid, otherwise composed of impossible geometries and nightmarish color. The gaunt features of her face disappeared, faded into a pale cerulean, leaving nothing but a stark pane masking the thing trapped within." [/message] #enddef [event] name=moveto first_time_only=yes [filter] side=1 [filter_location] x,y=13,8 [/filter_location] [/filter] [filter_condition] [variable] name=stage numerical_equals=0 [/variable] [and] [variable] name=puzzle numerical_equals=10 [/variable] [/and] [/filter_condition] [move_unit] x,y=$x1,$y1 to_x,to_y=12,7 [/move_unit] {PUZZLE_TEXT6} {DELAY 500} {PLACE_IMAGE items/crystal-glyph-message.png 11 5} {PLACE_IMAGE items/crystal-glyph-message.png 3 5} {PLACE_IMAGE items/crystal-glyph-message.png 7 2} {PLACE_IMAGE items/crystal-glyph-message.png 7 8} {DELAY 500} [set_variable] name=puzzle value=11 [/set_variable] [set_variable] name=puzzle_counter value=0 [/set_variable] [/event] ################################################################################ ################################ PUZZLE STAGE 6 ################################ [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=13,8 [/filter_location] [/filter] [filter_condition] [variable] name=stage numerical_equals=0 [/variable] [and] [variable] name=puzzle numerical_equals=11 [/variable] [/and] [/filter_condition] {PUZZLE_TEXT6} [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=7,2 [/filter_location] [/filter] [filter_condition] [variable] name=stage numerical_equals=0 [/variable] [and] [variable] name=puzzle numerical_equals=11 [/variable] [/and] [/filter_condition] [message] speaker=narrator message= _ "She had no nose so she could not breathe. The scent of flowers and the breath of air were lost in the murky depths of deep, crepuscular water. In time, even the memory of the fragrance from her beloved flowers would be lost in the endless seas of frozen dreams." [/message] [set_variable] name=puzzle_counter value=1 [/set_variable] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=3,5 [/filter_location] [/filter] [filter_condition] [variable] name=stage numerical_equals=0 [/variable] [and] [variable] name=puzzle numerical_equals=11 [/variable] [/and] [/filter_condition] [message] speaker=narrator message= _ "She had no arms, so she could not act. She was left as a silent observer, infesting the nightmares of restless dreamers, tainting and warping their minds so long as they slept. But beyond that, she could no longer do anything, except wait, and watch." [/message] [if] [variable] name=puzzle_counter numerical_equals=1 [/variable] [then] [set_variable] name=puzzle_counter value=2 [/set_variable] [/then] [else] [set_variable] name=puzzle_counter value=0 [/set_variable] [/else] [/if] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=11,5 [/filter_location] [/filter] [filter_condition] [variable] name=stage numerical_equals=0 [/variable] [and] [variable] name=puzzle numerical_equals=11 [/variable] [/and] [/filter_condition] [message] speaker=narrator message= _ "She had no mouth so she could not speak. She would have screamed - at the unfairness of the world, at the freedom she was not granted, at the very fact that she had ever been born - but that was an impossibility. Even so much as a single word was no longer feasible." [/message] [if] [variable] name=puzzle_counter numerical_equals=2 [/variable] [then] [set_variable] name=puzzle_counter value=3 [/set_variable] [/then] [else] [set_variable] name=puzzle_counter value=0 [/set_variable] [/else] [/if] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=7,8 [/filter_location] [/filter] [filter_condition] [variable] name=stage numerical_equals=0 [/variable] [and] [variable] name=puzzle numerical_equals=11 [/variable] [/and] [/filter_condition] [message] speaker=narrator message= _ "She had no eyes, so she could not cry. Tears of blood rained from the sky as the castle of her father and her sisters came tumbling down to the ground, but she felt nothing, not even when they knelt and begged for their lives, not even when they were smouldering ruins. She could not even see them, for the only place she had vision was in the world of dreams." [/message] [if] [variable] name=puzzle_counter numerical_equals=3 [/variable] [then] [store_unit] [filter] id=Esther [/filter] variable=esther [/store_unit] [store_unit] [filter] id=Talya [/filter] variable=talya [/store_unit] #ifdef EASY {VARIABLE_OP esther.experience add 360} {VARIABLE_OP talya.experience add 120} [unstore_unit] variable=esther find_vacant=no text= _ "+300 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=talya find_vacant=no text= _ "+100 XP" red,green,blue=255,0,255 [/unstore_unit] #endif #ifdef NORMAL {VARIABLE_OP esther.experience add 300} {VARIABLE_OP talya.experience add 100} [unstore_unit] variable=esther find_vacant=no text= _ "+225 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=talya find_vacant=no text= _ "+75 XP" red,green,blue=255,0,255 [/unstore_unit] #endif #ifdef HARD {VARIABLE_OP esther.experience add 150} {VARIABLE_OP talya.experience add 50} [unstore_unit] variable=esther find_vacant=no text= _ "150 XP" red,green,blue=255,0,255 [/unstore_unit] [unstore_unit] variable=talya find_vacant=no text= _ "+50 XP" red,green,blue=255,0,255 [/unstore_unit] #endif {CLEAR_VARIABLE esther} {CLEAR_VARIABLE talya} {DELAY 750} [modify_unit] [filter] id=Statue [/filter] max_hitpoints=1 hitpoints=1 [/modify_unit] {DELAY 750} {REMOVE_IMAGE 11 5} {REMOVE_IMAGE 3 5} {REMOVE_IMAGE 7 2} {REMOVE_IMAGE 7 8} {PLAY_SOUND "magic-dark-miss.ogg"} {DELAY 1000} [kill] x,y=7,5 [/kill] {DELAY 750} {FADE_SCREEN} [store_unit] [filter] side=1 [not] x,y=recall,recall [/not] [/filter] variable=units [/store_unit] [kill] side=1 [not] x,y=recall,recall [/not] [/kill] {REMOVE_IMAGE 13 8} [terrain] x,y=7,5 radius=10 terrain=Qxua [/terrain] {DELAY 500} {REPEAT 2 ({QUAKE_FIXED "rumble.ogg"})} {PLAY_SOUND "magic-dark.ogg"} {DELAY 250} {PLAY_SOUND "magic-dark.ogg"} {REPEAT 2 ({QUAKE_FIXED "rumble.ogg"})} {DELAY 250} {PLAY_SOUND "magic-dark.ogg"} {DELAY 500} {PLAY_SOUND "magic-dark.ogg"} {REPEAT 2 ({QUAKE_FIXED "rumble.ogg"})} {DELAY 500} [set_variable] name=aryel_tmp.hitpoints value=1 [/set_variable] {UNFADE_SCREEN} [unstore_unit] variable=aryel_tmp x,y=7,5 [/unstore_unit] [petrify] id=Aryel [/petrify] {DELAY 400} [unpetrify] id=Aryel [/unpetrify] {DELAY 750} [message] speaker=Aryel message= _ "(<i>gasps</i>)" [/message] {DELAY 550} [petrify] id=Aryel [/petrify] {DELAY 400} [unpetrify] id=Aryel [/unpetrify] {DELAY 400} [petrify] id=Aryel [/petrify] {DELAY 400} [unpetrify] id=Aryel [/unpetrify] {DELAY 750} [message] speaker=Aryel message= _ "Yumi!" [/message] {DELAY 550} [petrify] id=Aryel [/petrify] {DELAY 400} [unpetrify] id=Aryel [/unpetrify] {DELAY 400} [petrify] id=Aryel [/petrify] {DELAY 400} [unpetrify] id=Aryel [/unpetrify] {DELAY 400} [petrify] id=Aryel [/petrify] {DELAY 400} [unpetrify] id=Aryel [/unpetrify] {DELAY 1000} [message] speaker=Aryel message= _ "(<i>clutches chest</i>)" [/message] [message] speaker=Aryel message= _ "(<i>winces</i>)" [/message] [message] speaker=Aryel message= _ "<i>Ugh, it hurts... I can't... ow...</i>" [/message] [message] speaker=Aryel message= _ "<i>... agh... but I can't just let them take Yumi away like that...</i>" [/message] [message] speaker=Aryel message= _ "<i>... I've got to...</i>" [/message] [move_unit] id=Aryel to_x,to_y=8,5 [/move_unit] {DELAY 750} [message] speaker=Aryel message= _ "<i>Move, Aryel, move!</i>" [/message] {DELAY 500} [move_unit] id=Aryel to_x,to_y=9,6 [/move_unit] {DELAY 500} [move_unit] id=Aryel to_x,to_y=10,6 [/move_unit] {DELAY 250} [move_unit] id=Aryel to_x,to_y=11,7 [/move_unit] {DELAY 750} [message] speaker=Aryel message= _ "Ah... this is bad..." [/message] {DELAY 500} [kill] id=Aryel [/kill] {FADE_SCREEN} [terrain] x,y=7,5 radius=10 terrain=Woby [/terrain] {DRAW_BLOOD_NO_REDRAW} {DRAW_BLOOD_NO_REDRAW} {DRAW_BLOOD_NO_REDRAW} {DRAW_DARKNESS} {DRAW_DARKNESS} {DRAW_BLOOD_NO_REDRAW} {DRAW_BLOOD_NO_REDRAW} {DRAW_DARKNESS} {DRAW_DARKNESS} {DRAW_DARKNESS} [modify_side] side=1 shroud=no [/modify_side] [reset_fog] [filter_side] side=1 [/filter_side] [/reset_fog] [redraw] side=1 clear_shroud=yes [/redraw] {UNFADE_SCREEN} [for] array=units [do] [unstore_unit] variable=units[$i] x,y=14,7 find_vacant=yes [/unstore_unit] [/do] [/for] {CLEAR_VARIABLE units} [redraw] side=1 clear_shroud=yes [/redraw] [unhide_unit] [filter] side=1 [/filter] [/unhide_unit] {DELAY 750} [message] speaker=Esther message= _ "Uhm..." [/message] {PLAY_SOUND "magic-faeriefire.ogg"} {DELAY 500} [terrain] x,y=7,5 terrain=Qxua [/terrain] [redraw][/redraw] {DELAY 400} {PLAY_SOUND "shaxthal-roam-1.ogg"} {DELAY 350} {PLAY_SOUND "shaxthal-roam-2.ogg"} {DELAY 400} {DRAW_VOID} {DELAY 400} {PLAY_SOUND "shaxthal-roam-1.ogg"} {DRAW_VOID} {DELAY 750} [message] speaker=Talya message= _ "What is <i>that</i>?" [/message] [message] speaker=Esther message= _ "I'm... not really sure." [/message] {DELAY 300} {DRAW_VOID} {DELAY 300} [message] speaker=Talya message= _ "Well, in that case, let's get out of here!" [/message] [message] speaker=Esther message= _ "But Aryel and Yumi-" [/message] {DELAY 300} {DRAW_VOID} {DELAY 300} [message] speaker=Talya message= _ "They're obviously not here. Come on, let's go before we get caught in that stuff!" [/message] [message] speaker=Esther message= _ "But-" [/message] {DELAY 300} {DRAW_VOID} {DELAY 300} {SCROLL_TO 39 47} [lift_fog] [filter_side] side=1 [/filter_side] x=39 y=48 radius=5 multiturn=no [/lift_fog] [redraw] side=1 clear_shroud=yes [/redraw] [unit] side=3 generate_name=yes id=cavalryleader14 type=Cavalier random_traits=yes animate=yes upkeep=loyal x,y=40,47 [/unit] [unit] side=3 generate_name=yes type=Cavalier random_traits=yes animate=yes upkeep=loyal x,y=40,48 [/unit] [unit] side=3 generate_name=yes type=Cavalier random_traits=yes animate=yes upkeep=loyal x,y=41,48 [/unit] [unit] side=3 generate_name=yes type=Cavalier random_traits=yes animate=yes upkeep=loyal x,y=40,49 [/unit] [unit] side=3 generate_name=yes type=Cavalier random_traits=yes animate=yes upkeep=loyal x,y=41,49 [/unit] [unit] side=3 generate_name=yes type=Cavalier random_traits=yes animate=yes upkeep=loyal x,y=40,50 [/unit] [unit] side=3 generate_name=yes type=Cavalier random_traits=yes animate=yes upkeep=loyal x,y=41,50 [/unit] {DELAY 500} [message] speaker=cavalryleader14 message= _ "By the gods! We were too late... I had heard of reports that the faerie came to turn the tides of this battle, but to think that they would cause this much bloodshed..." [/message] [message] speaker=cavalryleader14 message= _ "(<i>grits teeth</i>)" [/message] [message] speaker=cavalryleader14 message= _ "They will pay for this atrocity! Search for survivors! If you encounter any of those accursed faerie, give no quarter. We cannot let them upset the order of our kingdom any longer. And send a messenger back to Caerleon with a detailed report of our findings." [/message] [reset_fog] [filter_side] side=1 [/filter_side] [/reset_fog] [redraw] side=1 clear_shroud=yes [/redraw] {DELAY 500} [message] speaker=Talya message= _ "Esther, we reaaaally should get out of here. Especially now that more people are showing up. There's nothing you can do for those two anyway just by sitting here." [/message] {DELAY 500} [message] speaker=Talya message= _ "(<i>panicking</i>) And that stuff is getting even closer to us now! Come onnnn!" [/message] [message] speaker=Esther message= _ "... I guess you're right. Us being here poses a problem as well, since it seems these riders believe we caused this calamity." [/message] [message] speaker=Talya message= _ "(<i>fidgeting</i>) Yeah, right, that's really bad. I mean, even you have no clue what happened, so it's not like we can explain ourselves." [/message] [message] speaker=Esther message= _ "(<i>sighs</i>) I doubt they would listen to explanation I could come up with anyway. I mean no offense - but lately, all these people have done is persecute us on what seems to be a whim. It's getting frustrating." [/message] [message] speaker=Talya message= _ "(<i>antsy</i>) Yup, it's annoying for me too. That Marshal Briggs didn't even want to listen to me at all even though I'm pretty high ranked in the Magi Council. Well, probably <i>was</i> at this point." [/message] [message] speaker=Esther message= _ "Oh, you are?" [/message] {DELAY 350} {PLAY_SOUND "shaxthal-roam-1.ogg"} {DELAY 350} {DRAW_VOID} {PLAY_SOUND "shaxthal-roam-2.ogg"} {DELAY 500} [message] speaker=Esther message= _ "Ah, you'll have to tell me about that later. I think more of those demons are coming too." [/message] [message] speaker=Talya message= _ "Yeah, let's get moving." [/message] [objectives] {OBJECTIVE_VICTORY ( _ "Escape to the bottom right corner of the map with Esther or Talya")} {OBJECTIVE_DEFEAT ( _ "Death of Esther")} {OBJECTIVE_DEFEAT ( _ "Death of Talya")} {OBJECTIVE_NOTE ( _ "Do not let the void tiles catch up to you.")} [/objectives] [set_variable] name=stage value=2 [/set_variable] [set_variable] name=turn_counter value=0 [/set_variable] [set_variable] name=puzzle value=99 [/set_variable] {CLEAR_VARIABLE puzzle_counter} [/then] [else] [set_variable] name=puzzle_counter value=0 [/set_variable] [/else] [/if] [/event] ################################################################ ################################################################ #define KILL_UNITS_ON_VOID [store_locations] variable=hex terrain=Qxua [/store_locations] [for] array=hex [do] [if] [have_unit] x,y=$hex[$i].x,$hex[$i].y [not] type=Fire Fae, Demon Void Shambler, Demon Voidhunter, Demon Voidreaver, Black Demon [/not] [/have_unit] [then] [kill] x,y=$hex[$i].x,$hex[$i].y animate=yes fire_event=yes [/kill] [/then] [/if] [if] [have_unit] x,y=$hex[$i].x,$hex[$i].y id=Esther [/have_unit] [then] [harm_unit] [filter] x,y=$hex[$i].x,$hex[$i].y [/filter] amount=5 animate=yes kill=no slowed=yes fire_event=yes [/harm_unit] [/then] [/if] [/do] [/for] {CLEAR_VARIABLE hex} #enddef [event] name=new turn first_time_only=no [filter_condition] [variable] name=stage numerical_equals=2 [/variable] [/filter_condition] {VARIABLE_OP turn_counter add 1} {DRAW_VOID} {DRAW_VOID} {DRAW_VOID} [if] [variable] name=turn_counter greater_than=3 [/variable] [then] {DRAW_VOID} {DRAW_VOID} {DRAW_VOID} [/then] [/if] [if] [variable] name=turn_counter greater_than=7 [/variable] [then] {DRAW_VOID} {DRAW_VOID} [/then] [/if] [if] [variable] name=turn_counter greater_than=11 [/variable] [then] {DRAW_VOID} {DRAW_VOID} {DRAW_VOID} [/then] [/if] {KILL_UNITS_ON_VOID} [switch] variable=turn_counter [case] value=1 [message] speaker=Esther message= _ "<i>I really shouldn't have let those two run off alone... ugh. I'll have to figure out a way to find them later.</i>" [/message] [/case] [case] value=2 [message] speaker=Esther message= _ "<i>It's just so hard to be responsible sometimes.</i>" [/message] [message] speaker=Esther message= _ "<i>In times like these, when there's so much death and destruction everywhere, what am I supposed to do?</i>" [/message] [message] speaker=Esther message= _ "<i>I can't just stand by and watch while everyone else dies. It wouldn't be right.</i>" [/message] [/case] [case] value=3 [message] speaker=Esther message= _ "<i>... but I can't just let Aryel and Yumi go off by themselves. They're like a couple of children, those two, always getting into trouble the moment I look away.</i>" [/message] [message] speaker=Esther message= _ "<i>They're a pain sometimes, but I ought to do my best to look after them.</i>" [/message] [/case] [case] value=5 [message] speaker=Esther message= _ "<i>Those two are all that I really have...</i>" [/message] [/case] [case] value=7 [message] speaker=Esther message= _ "<i>... I really hope they're okay.</i>" [/message] [/case] [case] value=9 [message] speaker=Esther message= _ "<i>If I could just catch a little break, I could try to sense where they are. It's just that all this ruckus is making it really hard.</i>" [/message] [/case] [case] value=10 [message] speaker=Esther message= _ "<i>Please don't be hurt.</i>" [/message] [/case] [/switch] [/event] [event] name=sighted first_time_only=yes [filter] side=3 [/filter] [filter_second] side=1 [/filter_second] [filter_condition] [variable] name=stage numerical_equals=2 [/variable] [/filter_condition] [message] speaker=unit message= _ "There they are! Those filthy faerie, they're here!" [/message] [message] speaker=Talya message= _ "Yo, don't call them filthy..." [/message] [message] speaker=unit message= _ "It's the traitor, too! Slay them all!" [/message] [message] speaker=Talya message= _ "Right, like that's happening." [/message] [/event] #spawns [event] name=side 2 turn first_time_only=no [filter_condition] [variable] name=stage numerical_equals=2 [/variable] [/filter_condition] [store_locations] variable=hex terrain=Qxua [/store_locations] [for] array=hex [do] #ifdef HARD [set_variable] name=spawn_val rand=1..300 [/set_variable] #endif #ifdef NORMAL [set_variable] name=spawn_val rand=1..450 [/set_variable] #endif #ifdef EASY [set_variable] name=spawn_val rand=1..500 [/set_variable] #endif [if] [variable] name=spawn_val numerical_equals=3 [/variable] [then] {SPAWN_NOID ("Demon Voidhunter","Demon Voidreaver") 2 $hex[$i].x $hex[$i].y} [/then] [/if] [if] [variable] name=spawn_val less_than=3 [/variable] [then] {SPAWN_NOID ("Black Demon") 2 $hex[$i].x $hex[$i].y} [/then] [/if] {CLEAR_VARIABLE spawn_val} [/do] [/for] {CLEAR_VARIABLE hex} [/event] [event] name=moveto first_time_only=no [filter] side=1 id=Esther,Talya [filter_location] x,y=42,47 radius=3 [/filter_location] [/filter] [filter_condition] [variable] name=stage numerical_equals=2 [/variable] [/filter_condition] [message] speaker=Talya message= _ "Let's go!" [/message] [message] speaker=Esther message= _ "(<i>breathes deeply</i>)" [/message] [message] speaker=Esther message= _ "<i>Aryel, Yumi... ah, they're not here. They're...</i>" [/message] [message] speaker=Talya message= _ "Esther! Stop staring, you're going to get caught!" [/message] [message] speaker=Esther message= _ "<i>Maybe I can sense where they are. Aryel's... somewhere south of here, but I can't sense Yumi at all. She's usually hard to track, though...</i>" [/message] [message] speaker=Esther message= _ "<i>Maybe it's okay. Maybe I'm worrying about nothing. It's just... at least Aryel's fine, by the looks of it. I just need to get to her and see if Yumi's with her. Everything else can come later. I hope.</i>" [/message] [message] speaker=Talya message= _ "Estherrrr..." [/message] [message] speaker=Esther message= _ "(<i>shakes head</i>) Right. Let's go." [/message] {FADE_SCREEN} {CLEAR_VARIABLE stage} {CLEAR_VARIABLE puzzle} {CLEAR_VARIABLE turn_counter} [endlevel] result=victory bonus=yes {NEW_GOLD_CARRYOVER 100} replay_save=no carryover_report=no linger_mode=no next_scenario=15_Silent_Night [/endlevel] [/event] [event] name=last breath [filter] id=Talya [/filter] [message] speaker=Talya message= _ "I-I can't..." [/message] [endlevel] result=defeat [/endlevel] [/event] [event] name=last breath [filter] id=Esther [/filter] [message] speaker=Esther message= _ "Aryel... Yumi... I'm sorry..." [/message] [endlevel] result=defeat [/endlevel] [/event] [event] name=last breath first_time_only=no [filter] id=cavalryleader14 [/filter] [message] speaker=unit message= _ "I... always knew... the faerie... were evil..." [/message] [message] speaker=Talya message= _ "You know, you brought this upon yourself." [/message] [message] speaker=unit message= _ "You will pay... miserable turncoat..." [/message] [message] speaker=Talya message= _ "Hey! That's rude!" [/message] [/event] [/scenario] #undef DRAW_DARKNESS #undef DRAW_BLOOD_NO_REDRAW #undef DRAW_VOID #undef KILL_UNITS_ON_VOID #undef PUZZLE_TEXT1 #undef PUZZLE_TEXT2 #undef PUZZLE_TEXT3 #undef PUZZLE_TEXT4 #undef PUZZLE_TEXT5 #undef PUZZLE_TEXT6
#textdomain wesnoth-Genesis [scenario] id=15_Silent_Night name= _ "Silent Night" map_data="{~add-ons/Genesis/episode1/maps/15_Silent_Night.map}" next_scenario=16_Black_Forest victory_when_enemies_defeated=no turns=-1 {ETERNALDARK} {SCENARIO_MUSIC silence.ogg} [side] {PLAYER_FAE} side=1 recruit= {GOLD 350 300 200} {NO_INCOME_SIDE} fog=yes shroud=yes [/side] [side] {BLACK_DEMON_SIDE} side=2 fog=no shroud=no [ai] aggression=1 caution=0 grouping=false [goal] [criteria] id=Yumi [/criteria] value=200 [/goal] [goal] [criteria] id=Aryel [/criteria] value=200 [/goal] [/ai] [/side] [side] {BLACK_DEMON_SIDE} side=3 fog=no shroud=no hidden=yes [ai] aggression=1 caution=0 grouping=false [goal] [criteria] id=Aryel [/criteria] value=200 [/goal] [/ai] [/side] [side] {HUMAN_ENEMY} side=4 no_leader=yes fog=no shroud=no hidden=yes [/side] #define GENERATE_MOUNTAIN [store_locations] variable=ice_hex terrain=Ai,Ha [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..450 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Xu [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=ice_hex terrain=Ai [filter_adjacent_location] terrain=Xue [/filter_adjacent_location] [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..9 [/set_variable] [if] [variable] name=change_terrain less_than=8 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Xu [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=ice_hex terrain=Ai [filter_adjacent_location] terrain=Xu,Xue count=1,2 [/filter_adjacent_location] [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..10 [/set_variable] [if] [variable] name=change_terrain less_than=8 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Xu [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=ice_hex terrain=Ai [filter_adjacent_location] terrain=Xu count=3,4 [/filter_adjacent_location] [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..10 [/set_variable] [if] [variable] name=change_terrain less_than=5 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Xu [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=ice_hex terrain=Ai [filter_adjacent_location] terrain=Xu count=5,6 [/filter_adjacent_location] [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..7 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Xu [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} #enddef #define SWAP_TO_WALL [store_locations] variable=ice_hex terrain=Ms [/store_locations] [for] array=ice_hex [do] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Xu [/terrain] [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=ice_hex terrain=Mm^Xm [/store_locations] [for] array=ice_hex [do] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Xue [/terrain] [/do] [/for] {CLEAR_VARIABLE ice_hex} #enddef #define SWAP_TO_MOUNTAIN [store_locations] variable=ice_hex terrain=Xu [/store_locations] [for] array=ice_hex [do] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Ms [/terrain] [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=ice_hex terrain=Xue [/store_locations] [for] array=ice_hex [do] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Mm^Xm [/terrain] [/do] [/for] {CLEAR_VARIABLE ice_hex} #enddef #define GENERATE_HILL [store_locations] variable=ice_hex terrain=Ai,Aa [filter_adjacent_location] terrain=Xu [/filter_adjacent_location] [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..7 [/set_variable] [if] [variable] name=change_terrain less_than=4 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Uh [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=ice_hex terrain=Ai,Wwb [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..25 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Uh [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=ice_hex terrain=Ai,Aa [filter_adjacent_location] terrain=Uh [/filter_adjacent_location] [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..5 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Uh [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} #enddef #define SWAP_TO_HILL [store_locations] variable=ice_hex terrain=Uh [/store_locations] [for] array=ice_hex [do] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Ha [/terrain] [/do] [/for] {CLEAR_VARIABLE ice_hex} #enddef #define SWAP_TO_CAVEHILL [store_locations] variable=ice_hex terrain=Ha [/store_locations] [for] array=ice_hex [do] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Uh [/terrain] [/do] [/for] {CLEAR_VARIABLE ice_hex} #enddef #define GENERATE_FOREST [store_locations] variable=ice_hex terrain=Ai,Aa [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..27 [/set_variable] [if] [variable] name=change_terrain less_than=4 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Woby^Edt [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=5 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Woby^Edb [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=ice_hex terrain=Ai,Aa [filter_adjacent_location] terrain=Woby^Edt,Woby^Edb [/filter_adjacent_location] [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..23 [/set_variable] [if] [variable] name=change_terrain less_than=4 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Woby^Edt [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=4 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Woby^Edb [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=hill_hex terrain=Uh [/store_locations] [for] array=hill_hex [do] [set_variable] name=change_terrain rand=1..15 [/set_variable] [if] [variable] name=change_terrain less_than=3 [/variable] [then] [terrain] x,y=$hill_hex[$i].x,$hill_hex[$i].y terrain=Uh^Edt [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=3 [/variable] [then] [terrain] x,y=$hill_hex[$i].x,$hill_hex[$i].y terrain=Uh^Edb [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE hill_hex} [store_locations] variable=hill_hex terrain=Uh [filter_adjacent_location] terrain=Woby^Edt,Woby^Edb,Uh^Edt,Uh^Edb [/filter_adjacent_location] [/store_locations] [for] array=hill_hex [do] [set_variable] name=change_terrain rand=1..7 [/set_variable] [if] [variable] name=change_terrain less_than=4 [/variable] [then] [terrain] x,y=$hill_hex[$i].x,$hill_hex[$i].y terrain=Uh^Edt [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=4 [/variable] [then] [terrain] x,y=$hill_hex[$i].x,$hill_hex[$i].y terrain=Uh^Edb [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE hill_hex} #enddef #define SWAP_TO_FOREST [store_locations] variable=ice_hex terrain=Woby^Edt [/store_locations] [for] array=ice_hex [do] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Aa^Fpa [/terrain] [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=ice_hex terrain=Woby^Edb [/store_locations] [for] array=ice_hex [do] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Aa^Fma [/terrain] [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=ice_hex terrain=Uh^Edb [/store_locations] [for] array=ice_hex [do] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Ha^Fma [/terrain] [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=ice_hex terrain=Uh^Edt [/store_locations] [for] array=ice_hex [do] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Ha^Fpa [/terrain] [/do] [/for] {CLEAR_VARIABLE ice_hex} #enddef #define SWAP_TO_REMAINS [store_locations] variable=ice_hex terrain=Aa^Fpa [/store_locations] [for] array=ice_hex [do] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Woby^Edt [/terrain] [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=ice_hex terrain=Aa^Fma [/store_locations] [for] array=ice_hex [do] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Woby^Edb [/terrain] [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=ice_hex terrain=Ha^Fma [/store_locations] [for] array=ice_hex [do] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Uh^Edb [/terrain] [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=ice_hex terrain=Ha^Fpa [/store_locations] [for] array=ice_hex [do] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Uh^Edt [/terrain] [/do] [/for] {CLEAR_VARIABLE ice_hex} #enddef #define GENERATE_SNOW [store_locations] variable=ice_hex terrain=Ai [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..11 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Wwb [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=ice_hex terrain=Ai [filter_adjacent_location] terrain=Wwb [/filter_adjacent_location] [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..3 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Wwb [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} #enddef #define SWAP_TO_SNOW [store_locations] variable=ice_hex terrain=Wwb [/store_locations] [for] array=ice_hex [do] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Aa [/terrain] [/do] [/for] {CLEAR_VARIABLE ice_hex} #enddef #define SWAP_TO_BLOOD [store_locations] variable=ice_hex terrain=Aa [/store_locations] [for] array=ice_hex [do] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Wwb [/terrain] [/do] [/for] {CLEAR_VARIABLE ice_hex} #enddef #define SWAP_TO_ICE [store_locations] variable=ice_hex terrain=Woby [/store_locations] [for] array=ice_hex [do] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Ai [/terrain] [/do] [/for] {CLEAR_VARIABLE ice_hex} #enddef #define SWAP_TO_WATER [store_locations] variable=ice_hex terrain=Ai [/store_locations] [for] array=ice_hex [do] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Woby [/terrain] [/do] [/for] {CLEAR_VARIABLE ice_hex} #enddef #define REGENERATE_TERRAIN [store_locations] variable=ice_hex [not] terrain=Qxu,Qxua,Xue,Gg [/not] [filter_adjacent_location] terrain=Xu,Xue [/filter_adjacent_location] [and] [filter_adjacent_location] [filter] side=1 id=Yumi [/filter] radius=11 [/filter_adjacent_location] [/and] [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..20 [/set_variable] [if] [variable] name=change_terrain less_than=6 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Xu [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=ice_hex [not] terrain=Qxu,Qxua,Xue,Gg [/not] [filter_adjacent_location] terrain=Xu,Uh [/filter_adjacent_location] [and] [filter_adjacent_location] [filter] side=1 id=Yumi [/filter] radius=11 [/filter_adjacent_location] [/and] [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..20 [/set_variable] [if] [variable] name=change_terrain less_than=4 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Uh [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=ice_hex [not] terrain=Qxu,Qxua,Xue,Gg [/not] [filter_adjacent_location] terrain=Woby^Edt,Woby^Edb [/filter_adjacent_location] [and] [filter_adjacent_location] [filter] side=1 id=Yumi [/filter] radius=11 [/filter_adjacent_location] [/and] [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..25 [/set_variable] [if] [variable] name=change_terrain less_than=4 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Woby^Edt [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=4 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Woby^Edb [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=hill_hex terrain=Uh [and] [filter_adjacent_location] [filter] side=1 id=Yumi [/filter] radius=11 [/filter_adjacent_location] [/and] [/store_locations] [for] array=hill_hex [do] [set_variable] name=change_terrain rand=1..20 [/set_variable] [if] [variable] name=change_terrain less_than=3 [/variable] [then] [terrain] x,y=$hill_hex[$i].x,$hill_hex[$i].y terrain=Uh^Edt [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=3 [/variable] [then] [terrain] x,y=$hill_hex[$i].x,$hill_hex[$i].y terrain=Uh^Edb [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE hill_hex} [store_locations] variable=hill_hex terrain=Uh [filter_adjacent_location] terrain=Woby^Edt,Woby^Edb,Uh^Edt,Uh^Edb [/filter_adjacent_location] [and] [filter_adjacent_location] [filter] side=1 id=Yumi [/filter] radius=11 [/filter_adjacent_location] [/and] [/store_locations] [for] array=hill_hex [do] [set_variable] name=change_terrain rand=1..10 [/set_variable] [if] [variable] name=change_terrain less_than=4 [/variable] [then] [terrain] x,y=$hill_hex[$i].x,$hill_hex[$i].y terrain=Uh^Edt [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=4 [/variable] [then] [terrain] x,y=$hill_hex[$i].x,$hill_hex[$i].y terrain=Uh^Edb [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE hill_hex} [store_locations] variable=ice_hex [not] terrain=Qxu,Qxua,Xue,Gg [/not] [filter_adjacent_location] terrain=Woby [/filter_adjacent_location] [and] [filter_adjacent_location] [filter] side=1 id=Yumi [/filter] radius=11 [/filter_adjacent_location] [/and] [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..10 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Woby [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} [store_locations] variable=ice_hex [not] terrain=Qxu,Qxua,Xue,Gg [/not] [filter_adjacent_location] terrain=Wwb [/filter_adjacent_location] [and] [filter_adjacent_location] [filter] side=1 id=Yumi [/filter] radius=11 [/filter_adjacent_location] [/and] [/store_locations] [for] array=ice_hex [do] [set_variable] name=change_terrain rand=1..10 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$ice_hex[$i].x,$ice_hex[$i].y terrain=Wwb [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE ice_hex} #enddef #define DRAW_VOID [store_locations] variable=blood_hex [and] [not] terrain=Mm^Xm,Qxua [/not] [/and] [and] [filter_adjacent_location] terrain=Qxua,Qxu count=1-3 [/filter_adjacent_location] [/and] [/store_locations] [for] array=blood_hex [do] [set_variable] name=change_terrain rand=1..20 [/set_variable] [if] [variable] name=change_terrain less_than=6 [/variable] [then] [terrain] x,y=$blood_hex[$i].x,$blood_hex[$i].y terrain=Qxu [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE blood_hex} [store_locations] variable=blood_hex [and] [not] terrain=Mm^Xm,Qxua [/not] [/and] [and] [filter_adjacent_location] terrain=Qxua,Qxu count=4-6 [/filter_adjacent_location] [/and] [/store_locations] [for] array=blood_hex [do] [set_variable] name=change_terrain rand=1..40 [/set_variable] [if] [variable] name=change_terrain less_than=6 [/variable] [then] [terrain] x,y=$blood_hex[$i].x,$blood_hex[$i].y terrain=Qxu [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE blood_hex} [redraw][/redraw] #enddef # regenerate the terrain [event] name=new turn first_time_only=no {REGENERATE_TERRAIN} [if] [variable] name=aryel_spawns numerical_equals=1 [/variable] [then] {DRAW_VOID} [/then] [/if] [/event] [event] name=prestart {FADE_SCREEN} {GENERATE_MOUNTAIN} {GENERATE_SNOW} {GENERATE_MOUNTAIN} {GENERATE_HILL} {GENERATE_SNOW} {GENERATE_HILL} {GENERATE_FOREST} {GENERATE_FOREST} {SWAP_TO_WATER} [unstore_unit] variable=yumi_tmp find_vacant=yes x,y=23,4 [/unstore_unit] {CLEAR_VARIABLE yumi_tmp} [modify_unit] [filter] id=Yumi [/filter] vision=8 [/modify_unit] [if] [have_unit] id=Yumi ability=clairvoyance [/have_unit] [then] [set_variable] name=inc_moves value=0 [/set_variable] [/then] [else] [modify_unit] [filter] id=Yumi [/filter] max_moves=8 [/modify_unit] [set_variable] name=inc_moves value=1 [/set_variable] [/else] [/if] [heal_unit] [filter] id=Yumi [/filter] amount=full moves=full [/heal_unit] [store_unit] [filter] id=Esther [/filter] variable=esther_tmp [/store_unit] [kill] id=Esther [/kill] [set_variable] name=turn_count value=0 [/set_variable] [set_variable] name=yumi_spawns value=0 [/set_variable] [set_variable] name=aryel_spawns value=0 [/set_variable] [store_locations] x=23,21,21,25,25,23 y=137,138,139,138,139,140 variable=sound_hex [/store_locations] # recruiting code for this scenario [set_menu_item] id=recruit_manifestation description= _ "Recruit Manifestation" image="attacks/wail.png~SCALE(18,18)" [show_if] [variable] name=side_number numerical_equals=1 [/variable] [/show_if] [filter_location] [not] [filter][/filter] [/not] [filter_adjacent_location] [filter] side=1 id=Yumi [/filter] [/filter_adjacent_location] [/filter_location] [command] [store_gold] [filter_side] side=1 [/filter_side] variable=side1gold [/store_gold] [if] [variable] name=side1gold less_than=5 [/variable] [then] {MESSAGE_NOT_ENOUGH_GOLD} [/then] [else] [unit] side=1 type=Manifestation2 x,y=$x1,$y1 moves,attacks_left=0,0 animate=yes upkeep=free [modifications] {TRAIT_LOYAL} [/modifications] [/unit] [redraw] side=1 clear_shroud=yes [/redraw] {VARIABLE_OP side1gold sub 5} [modify_side] side=1 gold=$side1gold [/modify_side] [store_unit] [filter] id=Yumi [/filter] variable=yumi_tmp [/store_unit] {VARIABLE_OP yumi_tmp.moves sub 1} [unstore_unit] variable=yumi_tmp [/unstore_unit] {CLEAR_VARIABLE yumi_tmp} {CLEAR_VARIABLE side1gold} [/else] [/if] [/command] [/set_menu_item] [set_menu_item] id=recruit_ethereal_warden description= _ "Recruit Ethereal Warden" image="attacks/wail.png~SCALE(18,18)" [show_if] [variable] name=side_number numerical_equals=1 [/variable] [/show_if] [filter_location] [not] [filter][/filter] [/not] [filter_adjacent_location] [filter] side=1 id=Yumi [/filter] [/filter_adjacent_location] [/filter_location] [command] [store_gold] [filter_side] side=1 [/filter_side] variable=side1gold [/store_gold] [if] [variable] name=side1gold less_than=5 [/variable] [then] {MESSAGE_NOT_ENOUGH_GOLD} [/then] [else] [unit] side=1 type=Ethereal Warden x,y=$x1,$y1 moves,attacks_left=0,0 animate=yes upkeep=free [modifications] {TRAIT_LOYAL} [/modifications] [/unit] [redraw] side=1 clear_shroud=yes [/redraw] {VARIABLE_OP side1gold sub 5} [modify_side] side=1 gold=$side1gold [/modify_side] [store_unit] [filter] id=Yumi [/filter] variable=yumi_tmp [/store_unit] {VARIABLE_OP yumi_tmp.moves sub 1} [unstore_unit] variable=yumi_tmp [/unstore_unit] {CLEAR_VARIABLE yumi_tmp} {CLEAR_VARIABLE side1gold} [/else] [/if] [/command] [/set_menu_item] [set_menu_item] id=recruit_black_spirit description= _ "Recruit Black Spirit" image="attacks/wail.png~SCALE(18,18)" [show_if] [variable] name=side_number numerical_equals=1 [/variable] [/show_if] [filter_location] [not] [filter][/filter] [/not] [filter_adjacent_location] [filter] side=1 id=Yumi [/filter] [/filter_adjacent_location] [/filter_location] [command] [store_gold] [filter_side] side=1 [/filter_side] variable=side1gold [/store_gold] [if] [variable] name=side1gold less_than=5 [/variable] [then] {MESSAGE_NOT_ENOUGH_GOLD} [/then] [else] [unit] side=1 type=Black Spirit x,y=$x1,$y1 moves,attacks_left=0,0 animate=yes upkeep=free [modifications] {TRAIT_LOYAL} [/modifications] [/unit] [redraw] side=1 clear_shroud=yes [/redraw] {VARIABLE_OP side1gold sub 5} [modify_side] side=1 gold=$side1gold [/modify_side] [store_unit] [filter] id=Yumi [/filter] variable=yumi_tmp [/store_unit] {VARIABLE_OP yumi_tmp.moves sub 1} [unstore_unit] variable=yumi_tmp [/unstore_unit] {CLEAR_VARIABLE yumi_tmp} {CLEAR_VARIABLE side1gold} [/else] [/if] [/command] [/set_menu_item] # yumi abilities [set_menu_item] id=consume_ghost description= _ "Consume Ethereal Warden" image="attacks/faerie-fire.png~SCALE(18,18)" [show_if] [variable] name=side_number numerical_equals=1 [/variable] [/show_if] [filter_location] [filter] side=1 type=Ethereal Warden [/filter] [filter_adjacent_location] [filter] side=1 id=Yumi [/filter] radius=3 [/filter_adjacent_location] [/filter_location] [command] [kill] x,y=$x1,$y1 animate=yes [/kill] [heal_unit] [filter] id=Yumi [/filter] amount=6 animate=yes [/heal_unit] [/command] [/set_menu_item] [set_menu_item] id=destroy_hex description= _ "Annul" image="attacks/dark-missile.png~SCALE(18,18)" [show_if] [variable] name=side_number numerical_equals=1 [/variable] [/show_if] [filter_location] [filter] side=2 [/filter] [filter_adjacent_location] [filter] side=1 id=Yumi [/filter] radius=5 [/filter_adjacent_location] [/filter_location] [command] [store_unit] [filter] id=Yumi [/filter] variable=yumi_tmp [/store_unit] [if] [variable] name=yumi_tmp.hitpoints less_than=9 [/variable] [then] [message] speaker=narrator message= _ "Yumi is not healthy enough to cast this spell." [/message] [/then] [else] {PLAY_SOUND "magic-dark-big.ogg"} [terrain] x,y=$x1,$y1 terrain=Qxu [/terrain] [redraw][/redraw] [kill] x,y=$x1,$y1 animate=yes [/kill] {VARIABLE_OP yumi_tmp.experience add 16} [unstore_unit] variable=yumi_tmp find_vacant=no advance=yes fire_event=yes [/unstore_unit] [harm_unit] [filter] id=Yumi [/filter] amount=9 kill=no [/harm_unit] [/else] [/if] {CLEAR_VARIABLE yumi_tmp} [/command] [/set_menu_item] # aryel ability [set_menu_item] id=possess_ghost description= _ "Possess" image="attacks/dark-missile.png~SCALE(18,18)" [show_if] [variable] name=side_number numerical_equals=1 [/variable] [/show_if] [filter_location] [filter] side=2 [/filter] [filter_adjacent_location] [filter] side=1 id=Aryel [/filter] radius=3 [/filter_adjacent_location] [/filter_location] [command] [store_unit] [filter] id=Aryel [/filter] variable=aryel_tmp [/store_unit] [if] [variable] name=aryel_tmp.hitpoints less_than=9 [/variable] [then] [message] speaker=narrator message= _ "Aryel is not healthy enough to cast this spell." [/message] [/then] [else] {PLAY_SOUND "magic-faeriefire.ogg"} [harm_unit] [filter] id=Aryel [/filter] amount=9 kill=no [/harm_unit] [modify_unit] [filter] x,y=$x1,$y1 [/filter] side=1 attacks_left=1 moves=7 [/modify_unit] [/else] [/if] {CLEAR_VARIABLE aryel_tmp} [/command] [/set_menu_item] [sound_source] id=s15dark1 x=14 y=14 sounds="dark-2.ogg" full_range=1000 delay=0 loop=-1 check_fogged=no check_shrouded=no [/sound_source] [/event] [event] name=start {UNFADE_SCREEN} {DELAY 750} [message] speaker=Yumi message= _ "(<i>gasps</i>)" [/message] {DELAY 300} [harm_unit] [filter] id=Yumi [/filter] amount=0 animate=yes [/harm_unit] {DELAY 100} [harm_unit] [filter] id=Yumi [/filter] amount=1 animate=yes [/harm_unit] {DELAY 750} [message] speaker=Yumi message= _ "(<i>looks up</i>)" [/message] [message] speaker=Yumi message= _ "<i>They're coming.</i>" [/message] {DELAY 1500} [message] speaker=Yumi message= _ "<i>Aryel...</i>" [/message] [message] speaker=Yumi message= _ "<i>... where did she go?</i>" [/message] [message] speaker=Yumi message= _ "<i>Aryel?</i>" [/message] {DELAY 750} [message] speaker=Yumi message= _ "<i>I hope she's okay...</i>" [/message] {DELAY 150} [harm_unit] [filter] id=Yumi [/filter] amount=1 animate=yes [/harm_unit] {DELAY 100} [harm_unit] [filter] id=Yumi [/filter] amount=0 animate=yes [/harm_unit] {DELAY 350} [message] speaker=Yumi message= _ "<i>They're getting closer. I can't stay... but Aryel's still back there! I can't just leave her.</i>" [/message] [message] speaker=Yumi message= _ "<i>What do I do?</i>" [/message] {DELAY 500} [harm_unit] [filter] id=Yumi [/filter] amount=0 animate=yes [/harm_unit] {DELAY 500} [message] speaker=Yumi message= _ "<i>Ugh. Well, I can't just stand here. I can't let them catch me.</i>" [/message] [objectives] {OBJECTIVE_VICTORY ( _ "Escape to the south")} {OBJECTIVE_DEFEAT ( _ "Death of Yumi")} {OBJECTIVE_NOTE ( _ "You may recruit by right clicking on a hex next to Yumi.")} {OBJECTIVE_NOTE ( _ "Yumi can regain hitpoints by sacrificing ethereal wardens.")} {OBJECTIVE_NOTE ( _ "Yumi can destroy nearby hexes and any units on them at the cost of 9 hp.")} [/objectives] [/event] [event] name=new turn first_time_only=no [filter_condition] [variable] name=turn_count numerical_greater_than=0 [/variable] [/filter_condition] {VARIABLE_OP turn_count add 1} [/event] # swap to Aryel [event] name=turn end first_time_only=no [filter_condition] [variable] name=turn_count numerical_equals=5 [/variable] [/filter_condition] {FADE_SCREEN} {SWAP_TO_HILL} {SWAP_TO_FOREST} {SWAP_TO_ICE} {SWAP_TO_MOUNTAIN} {SWAP_TO_SNOW} [store_unit] [filter] side=1 [/filter] variable=yumi_units kill=yes [/store_unit] [store_unit] [filter] side=2 [/filter] variable=yumi_enemies kill=yes [/store_unit] [set_variable] name=aryel_spawns value=1 [/set_variable] [set_variable] name=yumi_spawns value=0 [/set_variable] [remove_sound_source] id=s15dark1 [/remove_sound_source] [remove_sound_source] id=s15dark2 [/remove_sound_source] [remove_sound_source] id=s15dark3 [/remove_sound_source] [objectives] {OBJECTIVE_VICTORY ( _ "Find Yumi")} {OBJECTIVE_DEFEAT ( _ "Death of Aryel")} {OBJECTIVE_NOTE ( _ "Aryel can possess nearby enemies at the cost of 9 hp.")} silent=yes [/objectives] [/event] [event] name=side 1 turn first_time_only=no [filter_condition] [variable] name=turn_count numerical_equals=6 [/variable] [/filter_condition] [for] array=aryel_units [do] [unstore_unit] variable=aryel_units[$i] find_vacant=yes [/unstore_unit] [/do] [/for] [for] array=aryel_enemies [do] [unstore_unit] variable=aryel_enemies[$i] find_vacant=yes [/unstore_unit] [/do] [/for] {UNFADE_SCREEN} [redraw] side=1 clear_shroud=yes [/redraw] [/event] # swap to Yumi [event] name=turn end first_time_only=no [filter_condition] [variable] name=turn_count numerical_equals=10 [/variable] [/filter_condition] {FADE_SCREEN} {SWAP_TO_CAVEHILL} {SWAP_TO_REMAINS} {SWAP_TO_WATER} {SWAP_TO_WALL} {SWAP_TO_BLOOD} [store_unit] [filter] side=1 [/filter] variable=aryel_units kill=yes [/store_unit] [store_unit] [filter] side=2,3 [/filter] variable=aryel_enemies kill=yes [/store_unit] [set_variable] name=aryel_spawns value=0 [/set_variable] [set_variable] name=yumi_spawns value=1 [/set_variable] [sound_source] id=s15dark1 x=14 y=14 sounds="dark-2.ogg" full_range=1000 delay=0 loop=-1 check_fogged=no check_shrouded=no [/sound_source] [sound_source] id=s15dark2 x=15 y=15 sounds="dark-1.ogg" full_range=1000 delay=0 loop=-1 check_fogged=no check_shrouded=no [/sound_source] [sound_source] id=s15dark3 x=16 y=16 sounds="dark-3.ogg" full_range=1000 delay=0 loop=-1 check_fogged=no check_shrouded=no [/sound_source] [objectives] {OBJECTIVE_VICTORY ( _ "Escape to the south")} {OBJECTIVE_DEFEAT ( _ "Death of Yumi")} {OBJECTIVE_NOTE ( _ "You may recruit by right clicking on a hex next to Yumi.")} {OBJECTIVE_NOTE ( _ "Yumi can regain hitpoints by sacrificing ethereal wardens.")} {OBJECTIVE_NOTE ( _ "Yumi can destroy nearby hexes and any units on them at the cost of 9 hp.")} silent=yes [/objectives] [/event] [event] name=side 1 turn first_time_only=no [filter_condition] [variable] name=turn_count numerical_equals=11 [/variable] [/filter_condition] [for] array=yumi_units [do] [unstore_unit] variable=yumi_units[$i] find_vacant=yes [/unstore_unit] [/do] [/for] [for] array=yumi_enemies [do] [unstore_unit] variable=yumi_enemies[$i] find_vacant=yes [/unstore_unit] [/do] [/for] [redraw] side=1 clear_shroud=yes [/redraw] [set_variable] name=turn_count value=1 [/set_variable] {UNFADE_SCREEN} [/event] [event] name=side 1 turn 6 [unstore_unit] variable=aryel_tmp find_vacant=yes x,y=23,4 [/unstore_unit] [reset_fog] [filter_side] side=1 [/filter_side] [/reset_fog] [redraw] side=1 clear_shroud=yes [/redraw] {SCROLL_TO 23 4} {CLEAR_VARIABLE aryel_tmp} [heal_unit] [filter] id=Aryel [/filter] amount=full moves=full [/heal_unit] {DELAY 500} {TURN_UNIT5 "Aryel"} {DELAY 500} [message] speaker=Aryel message= _ "I swear I just heard her voice. Where is she?" [/message] [message] speaker=Aryel message= _ "..." [/message] [message] speaker=Aryel message= _ "Yumi? Hello? You there?" [/message] [message] speaker=Aryel message= _ "..." [/message] [message] speaker=Aryel message= _ "Looks like I have go search for her." [/message] [objectives] {OBJECTIVE_VICTORY ( _ "Find Yumi")} {OBJECTIVE_DEFEAT ( _ "Death of Aryel")} {OBJECTIVE_NOTE ( _ "Aryel can possess nearby enemies at the cost of 9 hp.")} [/objectives] [/event] [event] name=turn 1 end [set_variable] name=yumi_spawns value=1 [/set_variable] [/event] # yumi's spawns [event] name=new turn first_time_only=no [filter_condition] [variable] name=yumi_spawns numerical_equals=1 [/variable] [/filter_condition] [store_unit] [filter] id=Yumi [/filter] variable=yumi_loc [/store_unit] [set_variable] name=yumi_loc2 value=$yumi_loc.y [/set_variable] {VARIABLE_OP yumi_loc.y sub 12} {VARIABLE_OP yumi_loc2 add 15} [store_locations] variable=hex y=$yumi_loc.y-$yumi_loc2 [not] terrain=Xu,Xue,Qxua [/not] [and] [filter_adjacent_location] [filter] side=1 id=Yumi [/filter] radius=14 [/filter_adjacent_location] [/and] [and] [not] [filter_adjacent_location] [filter] side=1 id=Yumi [/filter] radius=11 [/filter_adjacent_location] [/not] [/and] [and] [not] [filter][/filter] [/not] [/and] [/store_locations] [for] array=hex [do] #ifdef HARD [set_variable] name=spawn_val rand=1..65 [/set_variable] #endif #ifdef NORMAL [set_variable] name=spawn_val rand=1..100 [/set_variable] #endif #ifdef EASY [set_variable] name=spawn_val rand=1..120 [/set_variable] #endif [if] [variable] name=spawn_val numerical_equals=4 [/variable] [then] {SPAWN_NOID_NONAME ("Demon Reaper") 2 $hex[$i].x $hex[$i].y} [/then] [/if] {CLEAR_VARIABLE spawn_val} [/do] [/for] {CLEAR_VARIABLE hex} {CLEAR_VARIABLE yumi_loc} {CLEAR_VARIABLE yumi_loc2} [/event] # aryel's spawns [event] name=new turn first_time_only=no [filter_condition] [variable] name=aryel_spawns numerical_equals=1 [/variable] [/filter_condition] [store_locations] variable=hex [not] terrain=Mm^Xm [/not] [and] [filter_adjacent_location] [filter] side=1 id=Aryel [/filter] radius=15 [/filter_adjacent_location] [/and] [and] [not] [filter_adjacent_location] [filter] side=1 id=Aryel [/filter] radius=10 [/filter_adjacent_location] [/not] [/and] [and] [not] [filter][/filter] [/not] [/and] [/store_locations] [for] array=hex [do] #ifdef HARD [set_variable] name=spawn_val rand=1..550 [/set_variable] #endif #ifdef NORMAL [set_variable] name=spawn_val rand=1..700 [/set_variable] #endif #ifdef EASY [set_variable] name=spawn_val rand=1..850 [/set_variable] #endif [if] [variable] name=spawn_val numerical_equals=4 [/variable] [then] {SPAWN_NOID_NONAME ("Spectre") 2 $hex[$i].x $hex[$i].y} [/then] [/if] [if] [variable] name=spawn_val numerical_equals=3 [/variable] [then] {SPAWN_NOID_NONAME ("Wraith") 2 $hex[$i].x $hex[$i].y} [/then] [/if] {CLEAR_VARIABLE spawn_val} [/do] [/for] {CLEAR_VARIABLE hex} [store_locations] variable=hex terrain=Qxu [/store_locations] [for] array=hex [do] #ifdef HARD [set_variable] name=spawn_val rand=1..100 [/set_variable] #endif #ifdef NORMAL [set_variable] name=spawn_val rand=1..170 [/set_variable] #endif #ifdef EASY [set_variable] name=spawn_val rand=1..200 [/set_variable] #endif [if] [variable] name=spawn_val numerical_equals=4 [/variable] [then] {SPAWN_NOID_NONAME ("Demon Void Stalker") 3 $hex[$i].x $hex[$i].y} [/then] [/if] {CLEAR_VARIABLE spawn_val} [/do] [/for] {CLEAR_VARIABLE hex} [/event] [event] name=sighted first_time_only=yes [filter] side=2 [/filter] [filter_second] side=1 type=Manifestation2,Ethereal Warden,Shadow Fae [/filter_second] [message] speaker=Yumi message= _ "<i>They're here!</i>" [/message] [sound_source] id=s15dark2 x=15 y=15 sounds="dark-1.ogg" full_range=1000 delay=0 loop=-1 check_fogged=no check_shrouded=no [/sound_source] {DELAY 750} [message] speaker=Yumi message= _ "(<i>holds head</i>) <i>Their voices... it hurts...</i>" [/message] [message] speaker=Yumi message= _ "<i>I don't think I can fight them, but...</i>" [/message] {DELAY 500} [message] speaker=narrator message= _ "<i>You must flee!</i>" [/message] [message] speaker=Yumi message= _ "<i>But what about Aryel?</i>" [/message] [message] speaker=narrator message= _ "<i>You're no match for those things.</i>" [/message] {DELAY 750} [message] speaker=Yumi message= _ "<i>I know, but ah-</i>" [/message] {DELAY 750} [message] speaker=Yumi message= _ "<i>I don't care if they chase me. Just-</i>" [/message] [message] speaker=Yumi message= _ "<i>They're after me, right? So please, don't hurt Aryel...</i>" [/message] {DELAY 1500} [message] speaker=Yumi message= _ "<i>I have to run.</i>" [/message] [sound_source] id=s15dark3 x=16 y=16 sounds="dark-3.ogg" full_range=1000 delay=0 loop=-1 check_fogged=no check_shrouded=no [/sound_source] [/event] [event] name=attack first_time_only=yes [filter] side=2 [/filter] [filter_second] id=Yumi [/filter_second] [message] speaker=Yumi message= _ "(<i>gasps</i>)" [/message] [message] speaker=Yumi message= _ "Stay away!" [/message] {PLAY_SOUND "magic-dark.ogg"} {DELAY 150} {PLAY_SOUND "magic-faeriefire.ogg"} [terrain] x,y=$x1,$y1 terrain=Qxua [/terrain] [redraw][/redraw] {DELAY 500} [kill] x,y=$x1,$y1 animate=yes [/kill] [message] speaker=Yumi message= _ "(<i>breathes heavily</i>)" [/message] [message] speaker=Yumi message= _ "(<i>shudders</i>)" [/message] [message] speaker=narrator message= _ "<i>Shh... shh... it's okay. There's no need to panic. Just focus on getting away from them.</i>" [/message] [/event] [event] name=sighted first_time_only=yes [filter] side=2 [/filter] [filter_second] side=1 type=Ghost,Blood Fae [/filter_second] [message] speaker=Aryel message= _ "That's weird, why are there spirits here?" [/message] [/event] [event] name=sighted first_time_only=yes [filter] side=3 [/filter] [filter_second] side=1 [/filter_second] [message] speaker=Aryel message= _ "What is that thing?" [/message] [/event] [event] name=die first_time_only=yes [filter] side=3 [/filter] [message] speaker=Aryel message= _ "Somehow, I get the feeling that fighting these things isn't a good idea." [/message] [/event] [event] name=side 4 turn 5 end [message] speaker=Yumi message= _ "Aryel, where are you..?" [/message] [/event] [event] name=side 4 turn 10 end [message] speaker=Aryel message= _ "Where is she? I'm sure I can feel her nearby, but for some reason I can't find her. Hmm." [/message] [/event] [event] name=side 1 turn 11 [message] speaker=Yumi message= _ "<i>More of them are coming. I can't stay.</i>" [/message] [/event] [event] name=side 4 turn 15 end [message] speaker=Yumi message= _ "I wish Aryel was here." [/message] [/event] [event] name=side 1 turn 16 [message] speaker=Aryel message= _ "(<i>looks up</i>) She just called out for me. Yumi? Yumi, can you hear me?" [/message] [message] speaker=narrator message= _ "(<i>silence</i>)" [/message] [message] speaker=Aryel message= _ "Geez, why is this girl always so hard to find?" [/message] [/event] [event] name=side 4 turn 20 end [message] speaker=Aryel message= _ "She's getting farther away. She must be running from something. But I don't sense anything that could be a threat to her. What is she fleeing from?" [/message] [message] speaker=Aryel message= _ "She doesn't think I'm going to hurt her... does she?" [/message] [/event] [event] name=side 4 turn 25 end [message] speaker=Yumi message= _ "Aryel... please help..." [/message] [message] speaker=Yumi message= _ "(<i>whispers</i>) I don't want to be alone." [/message] [/event] [event] name=side 1 turn 26 [message] speaker=Aryel message= _ "That was definitely her voice. She needs me. I'm coming, Yumi!" [/message] [/event] [event] name=side 4 turn 30 end [message] speaker=Aryel message= _ "Ugh. Her voice is gone again. I really hope she's okay. I just wonder why I can't find her." [/message] [/event] [event] name=side 1 turn 31 [message] speaker=Yumi message= _ "(<i>looks up</i>) <i>That's Aryel! She's coming toward me. Or is she running from something?</i>" [/message] [message] speaker=Yumi message= _ "<i>Maybe if I wait a little, she'll catch up-</i>" [/message] [message] speaker=narrator message= _ "<i>You'll never make it. Those things will tear you to shreds.</i>" [/message] [message] speaker=Yumi message= _ "(<i>looks back</i>) <i>I guess... but what if they're after Aryel too?</i>" [/message] [message] speaker=narrator message= _ "(<i>silence</i>)" [/message] [message] speaker=Yumi message= _ "Hello?" [/message] {DELAY 750} [message] speaker=Yumi message= _ "(<i>frowns</i>)" [/message] [/event] [event] name=side 4 turn 35 end [message] speaker=Yumi message= _ "(<i>flutters wings</i>) <i>So tired...</i>" [/message] [/event] [event] name=side 1 turn 36 [message] speaker=Aryel message= _ "(<i>jumps</i>) Huh? I thought I felt something brush against me. Something cold. Really, really cold." [/message] [/event] [event] name=side 4 turn 40 end [message] speaker=Aryel message= _ "Is it just me or has it gotten colder?" [/message] [/event] [event] name=side 1 turn 41 [message] speaker=Yumi message= _ "<i>They just keep coming...</i>" [/message] [/event] [event] name=moveto first_time_only=yes [filter] side=1 [filter_location] x,y=23,131 radius=2 [/filter_location] [and] id=Yumi [/and] [/filter] {FADE_SCREEN} [set_variable] name=turn_count value=-100 [/set_variable] [store_unit] [filter] id=Yumi [/filter] variable=yumi_tmp [/store_unit] [kill] id=Yumi [/kill] {DELAY 750} {UNFADE_SCREEN} [redraw] side=1 clear_shroud=yes [/redraw] [remove_shroud] side=1 x,y=23,138 radius=5 [/remove_shroud] [lift_fog] [filter_side] side=1 [/filter_side] x,y=23,138 radius=5 multiturn=no [/lift_fog] [unstore_unit] variable=yumi_tmp x,y=23,136 [/unstore_unit] {CLEAR_VARIABLE yumi_tmp} [unhide_unit] [filter][/filter] [/unhide_unit] {SCROLL_TO 23 136} [sound_source] id=s15drum x=20 y=20 sounds="drums.ogg" full_range=1000 delay=0 loop=-1 check_fogged=no check_shrouded=no [/sound_source] {PLACE_IMAGE items/crystal-glyph.png 23 135} {PLACE_IMAGE items/crystal-glyph-message.png 23 137} {PLACE_IMAGE items/crystal-glyph-message.png 21 138} {PLACE_IMAGE items/crystal-glyph-message.png 21 139} {PLACE_IMAGE items/crystal-glyph-message.png 25 138} {PLACE_IMAGE items/crystal-glyph-message.png 25 139} {PLACE_IMAGE items/crystal-glyph-message.png 23 140} # randomize puzzle [set_variable] name=swap1 rand=0..2 [/set_variable] [set_variable] name=swap2 rand=3..5 [/set_variable] [set_variable] name=x_tmp value=$sound_hex[$swap1].x [/set_variable] [set_variable] name=y_tmp value=$sound_hex[$swap1].y [/set_variable] [set_variable] name=sound_hex[$swap1].x value=$sound_hex[$swap2].x [/set_variable] [set_variable] name=sound_hex[$swap1].y value=$sound_hex[$swap2].y [/set_variable] [set_variable] name=sound_hex[$swap2].x value=$x_tmp [/set_variable] [set_variable] name=sound_hex[$swap2].y value=$y_tmp [/set_variable] [set_variable] name=swap1 rand=0..2 [/set_variable] [set_variable] name=swap2 rand=3..5 [/set_variable] [set_variable] name=x_tmp value=$sound_hex[$swap1].x [/set_variable] [set_variable] name=y_tmp value=$sound_hex[$swap1].y [/set_variable] [set_variable] name=sound_hex[$swap1].x value=$sound_hex[$swap2].x [/set_variable] [set_variable] name=sound_hex[$swap1].y value=$sound_hex[$swap2].y [/set_variable] [set_variable] name=sound_hex[$swap2].x value=$x_tmp [/set_variable] [set_variable] name=sound_hex[$swap2].y value=$y_tmp [/set_variable] [set_variable] name=swap1 rand=0..2 [/set_variable] [set_variable] name=swap2 rand=3..5 [/set_variable] [set_variable] name=x_tmp value=$sound_hex[$swap1].x [/set_variable] [set_variable] name=y_tmp value=$sound_hex[$swap1].y [/set_variable] [set_variable] name=sound_hex[$swap1].x value=$sound_hex[$swap2].x [/set_variable] [set_variable] name=sound_hex[$swap1].y value=$sound_hex[$swap2].y [/set_variable] [set_variable] name=sound_hex[$swap2].x value=$x_tmp [/set_variable] [set_variable] name=sound_hex[$swap2].y value=$y_tmp [/set_variable] [set_variable] name=swap1 rand=0..2 [/set_variable] [set_variable] name=swap2 rand=3..5 [/set_variable] [set_variable] name=x_tmp value=$sound_hex[$swap1].x [/set_variable] [set_variable] name=y_tmp value=$sound_hex[$swap1].y [/set_variable] [set_variable] name=sound_hex[$swap1].x value=$sound_hex[$swap2].x [/set_variable] [set_variable] name=sound_hex[$swap1].y value=$sound_hex[$swap2].y [/set_variable] [set_variable] name=sound_hex[$swap2].x value=$x_tmp [/set_variable] [set_variable] name=sound_hex[$swap2].y value=$y_tmp [/set_variable] [set_variable] name=swap1 rand=0..2 [/set_variable] [set_variable] name=swap2 rand=3..5 [/set_variable] [set_variable] name=x_tmp value=$sound_hex[$swap1].x [/set_variable] [set_variable] name=y_tmp value=$sound_hex[$swap1].y [/set_variable] [set_variable] name=sound_hex[$swap1].x value=$sound_hex[$swap2].x [/set_variable] [set_variable] name=sound_hex[$swap1].y value=$sound_hex[$swap2].y [/set_variable] [set_variable] name=sound_hex[$swap2].x value=$x_tmp [/set_variable] [set_variable] name=sound_hex[$swap2].y value=$y_tmp [/set_variable] {CLEAR_VARIABLE swap1} {CLEAR_VARIABLE swap2} {CLEAR_VARIABLE x_tmp} {CLEAR_VARIABLE y_tmp} {DELAY 300} {TURN_UNIT5 "Yumi"} {DELAY 500} [message] speaker=Yumi message= _ "(<i>heart pounds</i>)" [/message] [message] speaker=Yumi message= _ "<i>I'm trapped.</i>" [/message] [message] speaker=Yumi message= _ "(<i>holds head</i>)" [/message] [message] speaker=Yumi message= _ "<i>There has to be a way out. There has to. Don't panic... don't panic...</i>" [/message] [message] speaker=Yumi message= _ "(<i>breathes rapidly</i>)" [/message] {PLAY_SOUND "wail.wav"} {DELAY 150} {PLAY_SOUND "wail-long.wav"} {DELAY 150} {PLAY_SOUND "wail.wav"} {DELAY 500} [message] speaker=Yumi message= _ "<i>I have to hurry.</i>" [/message] [set_variable] name=puzzle_counter value=0 [/set_variable] [kill] side=2 [/kill] [objectives] {OBJECTIVE_VICTORY ( _ "Solve the puzzle")} {OBJECTIVE_DEFEAT ( _ "Death of Yumi")} {OBJECTIVE_NOTE ( _ "Sound effects will help you solve the puzzle.")} {OBJECTIVE_NOTE ( _ "You may recruit by right clicking on a hex next to Yumi.")} {OBJECTIVE_NOTE ( _ "Yumi can regain hitpoints by sacrificing ethereal wardens.")} {OBJECTIVE_NOTE ( _ "Yumi can destroy nearby hexes and any units on them at the cost of 9 hp.")} [/objectives] [/event] ################################################################################ #################################### PUZZLE #################################### [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=23,135 [/filter_location] [/filter] [message] speaker=narrator message= _ "The hellish screams pierced the silent night. Through eternal darkness, death hunted her in ceaseless, tireless pursuit. They hounded her at every corner, their ghastly wails tearing through blood and flesh alike, ripping through physical matter with the scythes of the void. She fled blindly into opaque darkness, hoping that she could escape." [/message] [message] speaker=narrator message= _ "Hearing her pleas, it granted her wish. In a rising arpeggio of plucked strings, the climbing strum of the harp broke the eerie darkness. And, like a mirror, the spell was shattered." [/message] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=$sound_hex[0].x,$sound_hex[0].y [/filter_location] [/filter] {DELAY 150} {PLAY_SOUND "harp_g#.ogg"} {PLACE_IMAGE items/crystal-glyph-message-dark.png $sound_hex[0].x $sound_hex[0].y} [set_variable] name=puzzle_counter value=1 [/set_variable] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=$sound_hex[1].x,$sound_hex[1].y [/filter_location] [/filter] {DELAY 150} {PLAY_SOUND "harp_b.ogg"} {PLACE_IMAGE items/crystal-glyph-message-dark-1.png $sound_hex[1].x $sound_hex[1].y} [if] [variable] name=puzzle_counter numerical_equals=1 [/variable] [then] [set_variable] name=puzzle_counter value=2 [/set_variable] [/then] [else] [set_variable] name=puzzle_counter value=0 [/set_variable] [/else] [/if] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=$sound_hex[2].x,$sound_hex[2].y [/filter_location] [/filter] {DELAY 150} {PLAY_SOUND "harp_d#.ogg"} [if] [variable] name=puzzle_counter numerical_equals=2 [/variable] [then] [set_variable] name=puzzle_counter value=3 [/set_variable] [/then] [else] [set_variable] name=puzzle_counter value=0 [/set_variable] [/else] [/if] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=$sound_hex[3].x,$sound_hex[3].y [/filter_location] [/filter] {DELAY 150} {PLAY_SOUND "harp_f#.ogg"} {PLACE_IMAGE items/crystal-glyph.png $sound_hex[3].x $sound_hex[3].y} [if] [variable] name=puzzle_counter numerical_equals=3 [/variable] [then] [set_variable] name=puzzle_counter value=4 [/set_variable] [/then] [else] [set_variable] name=puzzle_counter value=0 [/set_variable] [/else] [/if] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=$sound_hex[4].x,$sound_hex[4].y [/filter_location] [/filter] {DELAY 150} {PLAY_SOUND "harp_a#.ogg"} {PLACE_IMAGE items/crystal-glyph-light.png $sound_hex[4].x $sound_hex[4].y} [if] [variable] name=puzzle_counter numerical_equals=4 [/variable] [then] [set_variable] name=puzzle_counter value=5 [/set_variable] [/then] [else] [set_variable] name=puzzle_counter value=0 [/set_variable] [/else] [/if] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=$sound_hex[5].x,$sound_hex[5].y [/filter_location] [/filter] {DELAY 150} {PLAY_SOUND "harp_c#.ogg"} {PLACE_IMAGE items/crystal-glyph-light-1.png $sound_hex[5].x $sound_hex[5].y} [if] [variable] name=puzzle_counter numerical_equals=5 [/variable] [then] {CLEAR_VARIABLE puzzle_counter} {DELAY 500} [store_unit] [filter] id=Yumi [/filter] variable=yumi [/store_unit] #ifdef EASY {VARIABLE_OP yumi.experience add 240} [unstore_unit] variable=yumi find_vacant=no text= _ "+240 XP" red,green,blue=255,0,255 advance=no [/unstore_unit] #endif #ifdef NORMAL {VARIABLE_OP yumi.experience add 200} [unstore_unit] variable=yumi find_vacant=no text= _ "+200 XP" red,green,blue=255,0,255 advance=no [/unstore_unit] #endif #ifdef HARD {VARIABLE_OP yumi.experience add 100} [unstore_unit] variable=yumi find_vacant=no text= _ "+100 XP" red,green,blue=255,0,255 advance=no [/unstore_unit] #endif {CLEAR_VARIABLE yumi} {DELAY 750} {REMOVE_IMAGE 23 135} {REMOVE_IMAGE 23 137} {REMOVE_IMAGE 21 138} {REMOVE_IMAGE 21 139} {REMOVE_IMAGE 25 138} {REMOVE_IMAGE 25 139} {REMOVE_IMAGE 23 140} [redraw][/redraw] {DELAY 350} [kill] side=1 type=Manifestation,Manifestation2,Ethereal Warden,Black Spirit [/kill] [kill] side=2 [/kill] {DELAY 350} {TURN_UNIT5 "Yumi"} [move_unit] id=Yumi to_x,to_y=23,141 [/move_unit] [fire_event] name=endscene [/fire_event] [/then] [else] [set_variable] name=puzzle_counter value=0 [/set_variable] [/else] [/if] [/event] ################################################################ ################################################################ #define GENERATE_GRASS_HILL [store_locations] variable=grass_hex terrain=Gg [filter_adjacent_location] terrain=Mm [/filter_adjacent_location] [/store_locations] [for] array=grass_hex [do] [set_variable] name=change_terrain rand=1..2 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Hh [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE grass_hex} [store_locations] variable=grass_hex terrain=Gg [filter_adjacent_location] terrain=Hh [/filter_adjacent_location] [/store_locations] [for] array=grass_hex [do] [set_variable] name=change_terrain rand=1..4 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Hh [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE grass_hex} #enddef #define GENERATE_GRASS_FOREST [store_locations] variable=grass_hex terrain=Gg [/store_locations] [for] array=grass_hex [do] [set_variable] name=change_terrain rand=1..1500 [/set_variable] [if] [variable] name=change_terrain less_than=40 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gs^Fp [/terrain] [/then] [/if] [if] [variable] name=change_terrain less_than=43 [/variable] [and] [variable] name=change_terrain greater_than=40 [/variable] [/and] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gs^Fds [/terrain] [/then] [/if] [if] [variable] name=change_terrain less_than=49 [/variable] [and] [variable] name=change_terrain greater_than=46 [/variable] [/and] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gs^Fms [/terrain] [/then] [/if] [if] [variable] name=change_terrain less_than=70 [/variable] [and] [variable] name=change_terrain greater_than=50 [/variable] [/and] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gg^Fp [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=71 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gg^Fds [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=72 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gg^Fms [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE grass_hex} [store_locations] variable=grass_hex terrain=Gg [filter_adjacent_location] terrain=G*^F*,Hh^F* [/filter_adjacent_location] [/store_locations] [for] array=grass_hex [do] [set_variable] name=change_terrain rand=1..400 [/set_variable] [if] [variable] name=change_terrain less_than=40 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gs^Fp [/terrain] [/then] [/if] [if] [variable] name=change_terrain less_than=53 [/variable] [and] [variable] name=change_terrain greater_than=40 [/variable] [/and] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gs^Fds [/terrain] [/then] [/if] [if] [variable] name=change_terrain less_than=66 [/variable] [and] [variable] name=change_terrain greater_than=53 [/variable] [/and] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gs^Fms [/terrain] [/then] [/if] [if] [variable] name=change_terrain less_than=75 [/variable] [and] [variable] name=change_terrain greater_than=66 [/variable] [/and] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gs^Fdf [/terrain] [/then] [/if] [if] [variable] name=change_terrain less_than=84 [/variable] [and] [variable] name=change_terrain greater_than=75 [/variable] [/and] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gs^Fmf [/terrain] [/then] [/if] [if] [variable] name=change_terrain less_than=95 [/variable] [and] [variable] name=change_terrain greater_than=85 [/variable] [/and] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gg^Fp [/terrain] [/then] [/if] [if] [variable] name=change_terrain less_than=99 [/variable] [and] [variable] name=change_terrain greater_than=95 [/variable] [/and] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gg^Fds [/terrain] [/then] [/if] [if] [variable] name=change_terrain less_than=103 [/variable] [and] [variable] name=change_terrain greater_than=99 [/variable] [/and] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gg^Fms [/terrain] [/then] [/if] [if] [variable] name=change_terrain less_than=106 [/variable] [and] [variable] name=change_terrain greater_than=103 [/variable] [/and] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gg^Fdf [/terrain] [/then] [/if] [if] [variable] name=change_terrain less_than=109 [/variable] [and] [variable] name=change_terrain greater_than=106 [/variable] [/and] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gg^Fmf [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE grass_hex} [store_locations] variable=hill_hex terrain=Hh [/store_locations] [for] array=hill_hex [do] [set_variable] name=change_terrain rand=1..75 [/set_variable] [if] [variable] name=change_terrain less_than=10 [/variable] [then] [terrain] x,y=$hill_hex[$i].x,$hill_hex[$i].y terrain=Hh^Fp [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=11 [/variable] [then] [terrain] x,y=$hill_hex[$i].x,$hill_hex[$i].y terrain=Hh^Fds [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=12 [/variable] [then] [terrain] x,y=$hill_hex[$i].x,$hill_hex[$i].y terrain=Hh^Fms [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE hill_hex} [store_locations] variable=hill_hex terrain=Hh [filter_adjacent_location] terrain=Hh^Fms,Hh^Fda,Hh^Fp [/filter_adjacent_location] [/store_locations] [for] array=hill_hex [do] [set_variable] name=change_terrain rand=1..50 [/set_variable] [if] [variable] name=change_terrain less_than=4 [/variable] [then] [terrain] x,y=$hill_hex[$i].x,$hill_hex[$i].y terrain=Hh^Fp [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=5 [/variable] [then] [terrain] x,y=$hill_hex[$i].x,$hill_hex[$i].y terrain=Hh^Fds [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=6 [/variable] [then] [terrain] x,y=$hill_hex[$i].x,$hill_hex[$i].y terrain=Hh^Fms [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE hill_hex} #enddef [event] name=endscene [for] array=aryel_units [do] [unstore_unit] variable=aryel_units[$i] find_vacant=yes [/unstore_unit] [/do] [/for] [store_unit] [filter] id=Aryel [/filter] variable=aryel_tmp [/store_unit] [modify_unit] [filter] id=Yumi [/filter] vision=6 [/modify_unit] [if] [variable] name=inc_moves numerical_equals=1 [/variable] [then] [store_unit] [filter] id=Yumi [/filter] variable=yumi_tmp [/store_unit] {VARIABLE_OP yumi_tmp.max_moves sub 2} [modify_unit] [filter] id=Yumi [/filter] max_moves=$yumi_tmp.max_moves [/modify_unit] {CLEAR_VARIABLE yumi_tmp} [/then] [/if] [store_unit] [filter] id=Yumi [/filter] variable=yumi_tmp [/store_unit] [store_unit] [filter] side=1 [not] id=Yumi,Aryel [/not] [/filter] variable=aryel_units [/store_unit] [kill] side=1 [not] id=Yumi [/not] [/kill] {DELAY 500} {SPAWN_ID ("Demon Reaper") 2 20 139 ("Reaper1") ("male")} {SPAWN_ID ("Demon Reaper") 2 23 138 ("Reaper2") ("male")} {SPAWN_ID ("Demon Reaper") 2 26 139 ("Reaper3") ("male")} [redraw][/redraw] {DELAY 250} [message] speaker=Yumi message= _ "!" [/message] [move_unit] id=Yumi to_x,to_y=23,142 [/move_unit] {DELAY 350} {TURN_UNIT5 "Yumi"} {DELAY 350} [move_unit] id=Reaper1 to_x,to_y=21,140 [/move_unit] {DELAY 100} [move_unit] id=Reaper2 to_x,to_y=23,139 [/move_unit] {DELAY 100} [move_unit] id=Reaper3 to_x,to_y=25,140 [/move_unit] {DELAY 100} [move_unit] id=Reaper1 to_x,to_y=22,140 [/move_unit] {DELAY 100} [move_unit] id=Reaper2 to_x,to_y=23,140 [/move_unit] {DELAY 100} [move_unit] id=Reaper3 to_x,to_y=24,140 [/move_unit] {DELAY 500} [message] speaker=Yumi message= _ "(<i>gasps</i>)" [/message] {DELAY 100} [move_unit] id=Reaper1 to_x,to_y=22,141 [/move_unit] {DELAY 100} [move_unit] id=Reaper2 to_x,to_y=23,141 [/move_unit] {DELAY 100} [move_unit] id=Reaper3 to_x,to_y=24,141 [/move_unit] {DELAY 300} {CLEAR_VARIABLE aryel_enemies} {CLEAR_VARIABLE yumi_enemies} {CLEAR_VARIABLE yumi_units} {FADE_SCREEN} {DELAY 250} {PLAY_SOUND "human-female-hit-2.ogg"} {DELAY 500} {PLAY_SOUND "human-female-hit-3.ogg"} {DELAY 650} {PLAY_SOUND "human-female-hit-1.ogg"} {DELAY 650} {SWAP_TO_HILL} {SWAP_TO_FOREST} {SWAP_TO_ICE} {SWAP_TO_MOUNTAIN} [kill] side=1,2 [/kill] [terrain] [and] terrain=Mm^Xm [/and] terrain=Mm [/terrain] {DELAY 350} {SWAP_TO_SNOW} {GENERATE_GRASS_HILL} {GENERATE_GRASS_HILL} {GENERATE_GRASS_FOREST} {GENERATE_GRASS_HILL} {GENERATE_GRASS_FOREST} {GENERATE_GRASS_FOREST} {UNFADE_SCREEN} [remove_sound_source] id=s15dark2 [/remove_sound_source] [remove_sound_source] id=s15dark3 [/remove_sound_source] [remove_sound_source] id=s15drum [/remove_sound_source] [set_variable] name=yumi_tmp.hitpoints value=1 [/set_variable] [unstore_unit] variable=yumi_tmp x,y=23,146 [/unstore_unit] [redraw] side=1 clear_shroud=yes [/redraw] [remove_shroud] side=1 x,y=23,147 radius=8 [/remove_shroud] [lift_fog] [filter_side] side=1 [/filter_side] x,y=23,147 radius=8 multiturn=no [/lift_fog] [redraw][/redraw] {DELAY 750} [message] speaker=Yumi message= _ "<i>I'm... bleeding? But I don't bleed..?</i>" [/message] {DELAY 750} [move_unit] id=Yumi to_x,to_y=23,147 [/move_unit] [redraw][/redraw] {DELAY 400} [move_unit] id=Yumi to_x,to_y=23,148 [/move_unit] [redraw][/redraw] {DELAY 600} [move_unit] id=Yumi to_x,to_y=23,149 [/move_unit] [redraw][/redraw] {DELAY 350} [message] speaker=Yumi message= _ "<i>It... hurts...</i>" [/message] {DELAY 600} [message] speaker=Yumi message= _ "<i>I can't... it's getting... so dark... ah...</i>" [/message] {DELAY 500} {COLOR_ADJUST -33 -33 -33} {DELAY 500} {SPAWN_ID ("Royal Guard") 4 26 150 ("Guard1") ("male")} {SPAWN_ID ("Iron Mauler") 4 27 150 ("Guard2") ("male")} [redraw][/redraw] {DELAY 550} [message] speaker=Guard1 message= _ "Hey, isn't that one of those faeries we were ordered to capture?" [/message] [message] speaker=Guard2 message= _ "The ones that attacked Fort Helemoor, you mean." [/message] [message] speaker=Guard1 message= _ "Yes, them. I'm going to go take a look." [/message] {DELAY 350} [move_unit] id=Guard1 to_x,to_y=24,149 [/move_unit] {DELAY 350} [message] speaker=Guard1 message= _ "She's unconscious. It seems like she's injured somehow. We ought to do something." [/message] [message] speaker=Guard2 message= _ "And what are we supposed to do about it? Neither of us knows anything about healing." [/message] [message] speaker=Guard1 message= _ "Our orders were to capture as many faerie as we could. Alive. Especially the girl with dark hair. Along with the other two-" [/message] [message] speaker=Guard2 message= _ "Well she's still breathing, isn't she?" [/message] [message] speaker=Guard1 message= _ "Yes." [/message] [message] speaker=Guard2 message= _ "Then let's hurry up and get out of here. This place is making me uncomfortable. We can get her fixed up at the camp." [/message] [message] speaker=Guard1 message= _ "Sure thing." [/message] {DELAY 1000} {SCROLL_TO 23 139} [unstore_unit] variable=aryel_tmp x,y=23,139 [/unstore_unit] [unhide_unit] [filter][/filter] [/unhide_unit] [redraw][/redraw] {CLEAR_VARIABLE aryel_tmp} [redraw] side=1 clear_shroud=yes [/redraw] [remove_shroud] side=1 x,y=23,141 radius=8 [/remove_shroud] [lift_fog] [filter_side] side=1 [/filter_side] x,y=23,141 radius=8 multiturn=no [/lift_fog] {DELAY 250} [message] speaker=Aryel message= _ "Yumi!" [/message] [move_unit] id=Aryel to_x,to_y=23,140 [/move_unit] {DELAY 150} {PLAY_SOUND "wail.wav"} {SPAWN_ID ("Demon Reaper") 2 21 140 ("Reaper4") ("male")} {SPAWN_ID ("Demon Reaper") 2 21 142 ("Reaper5") ("male")} {SPAWN_ID ("Demon Reaper") 2 25 140 ("Reaper6") ("male")} {SPAWN_ID ("Demon Reaper") 2 25 142 ("Reaper7") ("male")} [redraw][/redraw] [message] speaker=Aryel message= _ "Damn it, Yumi, wake up..." [/message] [move_unit] id=Aryel to_x,to_y=23,141 [/move_unit] {DELAY 350} [move_unit] id=Reaper4 to_x,to_y=22,140 [/move_unit] {DELAY 100} [move_unit] id=Reaper5 to_x,to_y=22,141 [/move_unit] {DELAY 100} [move_unit] id=Reaper6 to_x,to_y=24,140 [/move_unit] {DELAY 100} [move_unit] id=Reaper7 to_x,to_y=24,141 [/move_unit] {DELAY 250} [message] speaker=Aryel message= _ "Rrrgh, get out of the way! I've got to stop those humans!" [/message] [harm_unit] [filter] id=Reaper7 [/filter] [filter_second] id=Aryel [/filter_second] [primary_attack] name=blood boil [/primary_attack] [secondary_attack] name=blood boil [/secondary_attack] animate=yes amount=5 [/harm_unit] {DELAY 100} [harm_unit] [filter] id=Reaper7 [/filter] [filter_second] id=Aryel [/filter_second] [primary_attack] name=blood boil [/primary_attack] [secondary_attack] name=blood boil [/secondary_attack] animate=yes amount=5 [/harm_unit] [message] speaker=Aryel message= _ "Move!" [/message] {DELAY 350} {PLAY_SOUND "wail.wav"} {DELAY 150} {PLAY_SOUND "wail-sml.wav"} {DELAY 150} {PLAY_SOUND "wail-long.wav"} {DELAY 150} {PLAY_SOUND "wail.wav"} {DELAY 350} {SPAWN_ID ("Demon Reaper") 2 23 139 ("Reaper8") ("male")} {SPAWN_ID ("Demon Reaper") 2 23 143 ("Reaper9") ("male")} [redraw][/redraw] {DELAY 350} [message] speaker=Aryel message= _ "Oh..." [/message] {DELAY 150} [move_unit] id=Reaper8 to_x,to_y=23,140 [/move_unit] {DELAY 100} [move_unit] id=Reaper9 to_x,to_y=23,142 [/move_unit] {DELAY 250} {SPAWN ("Demon Reaper") 2 21 140} {SPAWN ("Demon Reaper") 2 25 140} {SPAWN ("Demon Reaper") 2 21 142} {SPAWN ("Demon Reaper") 2 25 142} {SPAWN ("Demon Reaper") 2 23 139} {SPAWN ("Demon Reaper") 2 23 143} {DELAY 750} [message] speaker=Aryel message= _ "Uh oh." [/message] {DELAY 500} {FADE_SCREEN} [kill] side=1-4 [not] id=Aryel [/not] [/kill] [for] array=aryel_units [do] [unstore_unit] variable=aryel_units[$i] find_vacant=yes [/unstore_unit] [/do] [/for] {CLEAR_VARIABLE aryel_units} [endlevel] result=victory bonus=yes {NEW_GOLD_CARRYOVER 100} replay_save=no carryover_report=no linger_mode=no next_scenario=16_Black_Forest [/endlevel] [/event] # clean up variables [event] name=victory [unstore_unit] variable=esther_tmp find_vacant=yes [/unstore_unit] [clear_menu_item] id=recruit_manifestation,recruit_black_spirit,recruit_ethereal_warden,consume_ghost,destroy_hex,possess_ghost [/clear_menu_item] {CLEAR_VARIABLE esther_tmp} {CLEAR_VARIABLE yumi_spawns} {CLEAR_VARIABLE aryel_spawns} {CLEAR_VARIABLE turn_count} {CLEAR_VARIABLE sound_hex} {CLEAR_VARIABLE inc_moves} [/event] [event] name=last breath [filter] id=Yumi [/filter] [message] speaker=Yumi message= _ "(<i>gasps</i>)" [/message] [endlevel] result=defeat [/endlevel] [/event] [event] name=last breath [filter] id=Aryel [/filter] [message] speaker=Aryel message= _ "Ugh..." [/message] [endlevel] result=defeat [/endlevel] [/event] [/scenario] #undef GENERATE_MOUNTAIN #undef SWAP_TO_WALL #undef SWAP_TO_MOUNTAIN #undef GENERATE_HILL #undef SWAP_TO_HILL #undef SWAP_TO_CAVEHILL #undef GENERATE_FOREST #undef SWAP_TO_FOREST #undef SWAP_TO_REMAINS #undef GENERATE_SNOW #undef SWAP_TO_SNOW #undef SWAP_TO_BLOOD #undef SWAP_TO_ICE #undef SWAP_TO_WATER #undef REGENERATE_TERRAIN #undef DRAW_VOID #undef GENERATE_GRASS_HILL #undef GENERATE_GRASS_FOREST
#textdomain wesnoth-Genesis [scenario] id=16_Black_Forest name= _ "Black Forest" map_data="{~add-ons/Genesis/episode1/maps/16_Black_Forest.map}" next_scenario=17a_Ashen_Hearts victory_when_enemies_defeated=yes {TURNS 19 18 17} {EXTENDED_TIME2} {SCENARIO_MUSIC wanderer.ogg} {EXTRA_SCENARIO_MUSIC elvish-theme.ogg} {EXTRA_SCENARIO_MUSIC loyalists.ogg} {EXTRA_SCENARIO_MUSIC battle.ogg} [side] {PLAYER_FAE} {FULL_RECRUIT_LIST} side=1 {GOLD 260 230 160} {INCOME 2 1 -1} shroud=yes fog=yes [/side] [side] {HUMAN_ENEMY} type=General id=humanleader162 generate_name=yes canrecruit=yes side=2 recruit=Swordsman,Pikeman,Javelineer,Longbowman,Dragoon {GOLD 100 125 200} {INCOME 15 20 25} [ai] aggression=0.75 caution=0.25 [/ai] [/side] [side] {HUMAN_ENEMY} type=General id=humanleader163 generate_name=yes canrecruit=yes side=3 recruit=Swordsman,Pikeman,Javelineer,Longbowman,Dragoon {GOLD 100 125 200} {INCOME 15 20 25} [ai] aggression=0.75 caution=0.25 [/ai] [/side] [side] no_leader=yes side=4 controller=ai team_name=woses hidden=yes color=black [/side] #define GENERATE_HILL [store_locations] variable=grass_hex terrain=Gg [and] x,y=10,8 radius=11 [or] x,y=15,4 radius=7 [/or] [or] x,y=4,15 radius=7 [/or] [/and] [/store_locations] [for] array=grass_hex [do] [set_variable] name=change_terrain rand=1..15 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Hh [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE grass_hex} [store_locations] variable=grass_hex terrain=Gg [filter_adjacent_location] terrain=Hh [/filter_adjacent_location] [/store_locations] [for] array=grass_hex [do] [set_variable] name=change_terrain rand=1..8 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Hh [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE grass_hex} #enddef #define GENERATE_FOREST [store_locations] variable=grass_hex terrain=Gg [and] x,y=10,9 radius=13 [or] x,y=3,17 radius=7 [/or] [or] x,y=19,6 radius=10 [/or] [/and] [/store_locations] [for] array=grass_hex [do] [set_variable] name=change_terrain rand=1..1600 [/set_variable] [if] [variable] name=change_terrain less_than=40 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gs^Fp [/terrain] [/then] [/if] [if] [variable] name=change_terrain less_than=43 [/variable] [and] [variable] name=change_terrain greater_than=40 [/variable] [/and] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gs^Fds [/terrain] [/then] [/if] [if] [variable] name=change_terrain less_than=49 [/variable] [and] [variable] name=change_terrain greater_than=46 [/variable] [/and] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gs^Fms [/terrain] [/then] [/if] [if] [variable] name=change_terrain less_than=70 [/variable] [and] [variable] name=change_terrain greater_than=50 [/variable] [/and] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gg^Fp [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=71 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gg^Fds [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=72 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gg^Fms [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE grass_hex} [store_locations] variable=grass_hex terrain=Gg [filter_adjacent_location] terrain=G*^F*,Hh^F* [/filter_adjacent_location] [/store_locations] [for] array=grass_hex [do] [set_variable] name=change_terrain rand=1..300 [/set_variable] [if] [variable] name=change_terrain less_than=40 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gs^Fp [/terrain] [/then] [/if] [if] [variable] name=change_terrain less_than=53 [/variable] [and] [variable] name=change_terrain greater_than=40 [/variable] [/and] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gs^Fds [/terrain] [/then] [/if] [if] [variable] name=change_terrain less_than=66 [/variable] [and] [variable] name=change_terrain greater_than=53 [/variable] [/and] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gs^Fms [/terrain] [/then] [/if] [if] [variable] name=change_terrain less_than=75 [/variable] [and] [variable] name=change_terrain greater_than=66 [/variable] [/and] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gs^Fdf [/terrain] [/then] [/if] [if] [variable] name=change_terrain less_than=84 [/variable] [and] [variable] name=change_terrain greater_than=75 [/variable] [/and] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gs^Fmf [/terrain] [/then] [/if] [if] [variable] name=change_terrain less_than=95 [/variable] [and] [variable] name=change_terrain greater_than=85 [/variable] [/and] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gg^Fp [/terrain] [/then] [/if] [if] [variable] name=change_terrain less_than=99 [/variable] [and] [variable] name=change_terrain greater_than=95 [/variable] [/and] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gg^Fds [/terrain] [/then] [/if] [if] [variable] name=change_terrain less_than=103 [/variable] [and] [variable] name=change_terrain greater_than=99 [/variable] [/and] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gg^Fms [/terrain] [/then] [/if] [if] [variable] name=change_terrain less_than=106 [/variable] [and] [variable] name=change_terrain greater_than=103 [/variable] [/and] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gg^Fdf [/terrain] [/then] [/if] [if] [variable] name=change_terrain less_than=109 [/variable] [and] [variable] name=change_terrain greater_than=106 [/variable] [/and] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gg^Fmf [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE grass_hex} [store_locations] variable=hill_hex terrain=Hh [/store_locations] [for] array=hill_hex [do] [set_variable] name=change_terrain rand=1..75 [/set_variable] [if] [variable] name=change_terrain less_than=10 [/variable] [then] [terrain] x,y=$hill_hex[$i].x,$hill_hex[$i].y terrain=Hh^Fp [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=11 [/variable] [then] [terrain] x,y=$hill_hex[$i].x,$hill_hex[$i].y terrain=Hh^Fds [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=12 [/variable] [then] [terrain] x,y=$hill_hex[$i].x,$hill_hex[$i].y terrain=Hh^Fms [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE hill_hex} [store_locations] variable=hill_hex terrain=Hh [filter_adjacent_location] terrain=Hh^Fms,Hh^Fda,Hh^Fp [/filter_adjacent_location] [/store_locations] [for] array=hill_hex [do] [set_variable] name=change_terrain rand=1..75 [/set_variable] [if] [variable] name=change_terrain less_than=4 [/variable] [then] [terrain] x,y=$hill_hex[$i].x,$hill_hex[$i].y terrain=Hh^Fp [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=5 [/variable] [then] [terrain] x,y=$hill_hex[$i].x,$hill_hex[$i].y terrain=Hh^Fds [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=6 [/variable] [then] [terrain] x,y=$hill_hex[$i].x,$hill_hex[$i].y terrain=Hh^Fms [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE hill_hex} #enddef #define GENERATE_VILLAGE [store_locations] variable=grass_hex terrain=Gg [not] [filter_adjacent_location] terrain=G*^V*,G*^F*,G* [and] [filter_adjacent_location] terrain=G*^V*,G*^F* [/filter_adjacent_location] [/and] [/filter_adjacent_location] [/not] [not] [filter_adjacent_location] terrain=G*^V*,G*^F*,C* [/filter_adjacent_location] [/not] [not] x=0,45 [or] y=0,45 [/or] [/not] [/store_locations] [for] array=grass_hex [do] [set_variable] name=change_terrain rand=1..130 [/set_variable] [if] [variable] name=change_terrain less_than=3 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gg^Vh [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=3 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gg^Vc [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=4 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gg^Vwm [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=6 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gg^Vct [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE grass_hex} [store_locations] variable=forest_hex terrain=G*^F* [not] [filter_adjacent_location] terrain=G*^V*,G*,C* [/filter_adjacent_location] [/not] [not] x=0,46 [or] y=0,36 [/or] [/not] [/store_locations] [for] array=forest_hex [do] [set_variable] name=change_terrain rand=1..40 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$forest_hex[$i].x,$forest_hex[$i].y terrain=Gs^Ve [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE forest_hex} #enddef #define GENERATE_GRASS [store_locations] variable=grass_hex terrain=Gg [/store_locations] [for] array=grass_hex [do] [set_variable] name=change_terrain rand=1..800 [/set_variable] [if] [variable] name=change_terrain less_than=30 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gs [/terrain] [/then] [/if] [if] [variable] name=change_terrain less_than=34 [/variable] [and] [variable] name=change_terrain greater_than=30 [/variable] [/and] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gd [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=50 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gll [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE grass_hex} [store_locations] variable=grass_hex terrain=Gg [filter_adjacent_location] terrain=Gs [/filter_adjacent_location] [/store_locations] [for] array=grass_hex [do] [set_variable] name=change_terrain rand=1..50 [/set_variable] [if] [variable] name=change_terrain less_than=10 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gs [/terrain] [/then] [/if] [if] [variable] name=change_terrain less_than=13 [/variable] [and] [variable] name=change_terrain greater_than=10 [/variable] [/and] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gd [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=15 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gll [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE grass_hex} [store_locations] variable=grass_hex terrain=Gg [filter_adjacent_location] terrain=Gd [/filter_adjacent_location] [/store_locations] [for] array=grass_hex [do] [set_variable] name=change_terrain rand=1..50 [/set_variable] [if] [variable] name=change_terrain less_than=10 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gs [/terrain] [/then] [/if] [if] [variable] name=change_terrain less_than=13 [/variable] [and] [variable] name=change_terrain greater_than=10 [/variable] [/and] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gd [/terrain] [/then] [/if] [if] [variable] name=change_terrain numerical_equals=15 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gll [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE grass_hex} [store_locations] variable=grass_hex terrain=Gg [filter_adjacent_location] terrain=G*^F* count=4,5,6 [/filter_adjacent_location] [/store_locations] [for] array=grass_hex [do] [set_variable] name=change_terrain rand=1..5 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$grass_hex[$i].x,$grass_hex[$i].y terrain=Gs [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE grass_hex} #enddef #define GENERATE_TEXTURE [store_locations] variable=floor_hex terrain=* [and] [filter_adjacent_location] terrain=*^F* [/filter_adjacent_location] [/and] [/store_locations] [for] array=floor_hex [do] [set_variable] name=change_terrain rand=1..24 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$floor_hex[$i].x,$floor_hex[$i].y layer=overlay terrain=^Em [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE floor_hex} [store_locations] variable=floor_hex terrain=* [and] [filter_adjacent_location] terrain=*^F* count=3-6 [/filter_adjacent_location] [/and] [/store_locations] [for] array=floor_hex [do] [set_variable] name=change_terrain rand=1..60 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$floor_hex[$i].x,$floor_hex[$i].y layer=overlay terrain=^Emf [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE floor_hex} [store_locations] variable=floor_hex terrain=G* [not] [filter_adjacent_location] terrain=*^F* [/filter_adjacent_location] [/not] [/store_locations] [for] array=floor_hex [do] [set_variable] name=change_terrain rand=1..32 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$floor_hex[$i].x,$floor_hex[$i].y layer=overlay terrain=^Gvs [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE floor_hex} [store_locations] variable=floor_hex terrain=G* [/store_locations] [for] array=floor_hex [do] [set_variable] name=change_terrain rand=1..16 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$floor_hex[$i].x,$floor_hex[$i].y layer=overlay terrain=^Efm [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE floor_hex} [store_locations] variable=floor_hex terrain=G* [and] [filter_adjacent_location] terrain=*^F* [/filter_adjacent_location] [/and] [/store_locations] [for] array=floor_hex [do] [set_variable] name=change_terrain rand=1..12 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$floor_hex[$i].x,$floor_hex[$i].y layer=overlay terrain=^Efm [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE floor_hex} [store_locations] variable=floor_hex terrain=G*,R*,H* [/store_locations] [for] array=floor_hex [do] [set_variable] name=change_terrain rand=1..16 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$floor_hex[$i].x,$floor_hex[$i].y layer=overlay terrain=^Es [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE floor_hex} #enddef [event] name=prestart {GENERATE_HILL} {REPEAT 2 ({GENERATE_FOREST})} {GENERATE_HILL} {REPEAT 2 ({GENERATE_FOREST})} {GENERATE_HILL} {REPEAT 2 ({GENERATE_FOREST})} {REPEAT 2 ({GENERATE_VILLAGE})} {REPEAT 3 ({GENERATE_GRASS})} {GENERATE_TEXTURE} {GENERATE_TEXTURE} [set_variable] name=tree_spawns value=0 [/set_variable] {FADE_SCREEN} [/event] [event] name=start {UNFADE_SCREEN} {RECALL_TALYA 3 3} [message] speaker=Talya message= _ "Well, we got away from those things, but we didn't find your friends. What do we do now?" [/message] [message] speaker=Esther message= _ "I don't know. I just keep thinking about it." [/message] [message] speaker=Talya message= _ "About?" [/message] [message] speaker=Esther message= _ "The statue. It looked exactly like Aryel." [/message] [message] speaker=Talya message= _ "Don't you think you're a little too hung up over that?" [/message] [message] speaker=Esther message= _ "I'm worried about her. And Yumi. Look, I know you just met them and don't know them that well, but-" [/message] [message] speaker=Talya message= _ "It's not like I don't care." [/message] [message] speaker=Esther message= _ "So you should understand why I keep thinking about that." [/message] [message] speaker=Talya message= _ "Yes, but we can't just keep wandering around aimlessly. You've literally been flying here in circles here all night!" [/message] [message] speaker=Esther message= _ "(<i>snaps</i>) I know! I just have no idea where they are, and those two like to put themselves in terrible danger for no reason. Oh, I shouldn't have let them go alone..." [/message] [message] speaker=Talya message= _ "Sorry, my intention wasn't to criticize you-" [/message] [message] speaker=Esther message= _ "(<i>shakes head</i>)" [/message] {RECALL_ARYEL 11 8} [object] [filter] id=Aryel [/filter] [effect] apply_to=new_ability [abilities] [regenerate] value=-7 id=injured name= _ "injured" female_name= _ "female^injured" description= _ "This unit has reduced hitpoints and loses 7 health per turn." affect_self=yes [/regenerate] [/abilities] [/effect] [effect] apply_to=hitpoints increase_total=-40% [/effect] silent=yes duration=scenario [/object] [modify_unit] [filter] id=Aryel [/filter] hitpoints=1 [/modify_unit] [move_unit] id=Esther to_x,to_y=6,4 [/move_unit] [message] speaker=Talya message= _ "I wish there were something I could do-" [/message] {DELAY 250} [redraw] side=1 clear_shroud=yes [/redraw] {DELAY 500} {SCROLL_TO 11 8} {DELAY 500} [message] speaker=Talya message= _ "(<i>gasps</i>)" [/message] [message] speaker=Esther message= _ "Aryel? Aryel!" [/message] [move_unit] id=Esther to_x,to_y=10,7 [/move_unit] [move_unit] id=Talya to_x,to_y=11,7 [/move_unit] [message] speaker=Esther message= _ "Aryel, look at me. Please be okay." [/message] [message] speaker=Aryel message= _ "Ugh... not so loud, Esther. My head's killing me." [/message] [message] speaker=Esther message= _ "My apologies. Talya, go get one of the healers." [/message] [message] speaker=Talya message= _ "On it." [/message] [move_unit] id=Talya to_x,to_y=1,1 [/move_unit] [store_unit] [filter] id=Talya [/filter] variable=talya [/store_unit] [kill] id=Talya [/kill] [message] speaker=Esther message= _ "Don't worry, Aryel. You're safe. We're going to get someone to heal you right away." [/message] [message] speaker=Aryel message= _ "... mmm. Great." [/message] {DELAY 500} [unstore_unit] variable=talya x,y=1,1 [/unstore_unit] {CLEAR_VARIABLE talya} [move_unit] id=Talya to_x,to_y=10,6 [/move_unit] [unit] side=1 generate_name=yes type=Faerie Guardian random_traits=no animate=yes [modifications] {TRAIT_LOYAL} {TRAIT_INTELLIGENT} [/modifications] x,y=11,7 experience=101 [/unit] [unit] side=1 generate_name=yes type=Faerie Siren random_traits=no animate=yes [modifications] {TRAIT_LOYAL} {TRAIT_RESILIENT} [/modifications] x,y=10,8 experience=19 [/unit] [message] speaker=Talya message= _ "Is she... okay?" [/message] [message] x,y=11,7 message= _ "She's hurt badly. Give her a little room." [/message] {DELAY 500} [heal_unit] [filter] id=Aryel [/filter] amount=0 animate=yes [/heal_unit] {DELAY 250} [heal_unit] [filter] id=Aryel [/filter] amount=0 animate=yes [/heal_unit] {DELAY 250} [heal_unit] [filter] id=Aryel [/filter] amount=0 animate=yes [/heal_unit] [message] x,y=10,8 message= _ "There is a dense energy running through her whole body. It's stopping me from healing her properly." [/message] [message] speaker=Esther message= _ "(<i>softly</i>) What in the world happened to you?" [/message] {DELAY 500} [heal_unit] [filter] id=Aryel [/filter] amount=0 animate=yes [/heal_unit] {DELAY 250} [heal_unit] [filter] id=Aryel [/filter] amount=0 animate=yes [/heal_unit] {DELAY 250} [message] speaker=Aryel message= _ "(<i>breathes</i>)" [/message] {DELAY 250} [heal_unit] [filter] id=Aryel [/filter] amount=1 animate=yes [/heal_unit] {DELAY 250} [message] speaker=Aryel message= _ "There were... demons... but they weren't demons. They were so cold. Their scythes didn't feel like blades. They cut me... but it didn't hurt. I just felt numb. I still feel numb." [/message] {DELAY 250} [heal_unit] [filter] id=Aryel [/filter] amount=1 animate=yes [/heal_unit] {DELAY 250} [message] speaker=Aryel message= _ "There were so many of them. They were... terrifying. I couldn't fight them all. Not alone. Nobody was there to help me-" [/message] [message] speaker=Esther message= _ "(<i>whispers</i>) I'm sorry." [/message] {DELAY 250} [heal_unit] [filter] id=Aryel [/filter] amount=2 animate=yes [/heal_unit] {DELAY 250} [message] speaker=Aryel message= _ "I was trying to stop them. They were- they were..." [/message] [message] speaker=Aryel message= _ "(<i>stands</i>)" [/message] [message] speaker=Esther message= _ "What are you doing? You've got to rest!" [/message] [message] speaker=Aryel message= _ "E-Esther, there was a bunch of them chasing Yumi! They were hunting her! I saw them corner her and then, and then..." [/message] {DELAY 250} [heal_unit] [filter] id=Aryel [/filter] amount=3 animate=yes [/heal_unit] {DELAY 250} [message] speaker=Talya message= _ "Take it easy. Nice and slow. Don't panic." [/message] {DELAY 500} [message] speaker=Aryel message= _ "(<i>breathes</i>)" [/message] {DELAY 500} [message] speaker=Aryel message= _ "They disappeared. I don't know what happened, but suddenly they were all gone. I saw her- she was far and she was hurt- I tried to get to her, but some of the humans found her first and took her away- I tried to follow, but I was tired... and then the demons or whatever they were, they came and they surrounded me-" [/message] [message] speaker=Esther message= _ "Aryel, slow down. You're hyperventilating." [/message] [message] speaker=Aryel message= _ "I managed to fight off some of them and follow the humans- I sensed them taking her south... but I couldn't outrun the demons, and they just-" [/message] {DELAY 500} [message] speaker=Aryel message= _ "(<i>breathes</i>)" [/message] {DELAY 500} [message] speaker=Aryel message= _ "It was so dark... and so cold... I couldn't catch up to her..." [/message] [message] speaker=Esther message= _ "Aryel- Aryel, it's okay. The demons are gone. We're here now-" [/message] [message] speaker=Aryel message= _ "It's not okay! The humans took Yumi! Who knows what they're going to do to her?" [/message] [message] speaker=Esther message= _ "I'm worried too, but you can't throw yourself into danger like that. What if something happens to you?" [/message] [message] speaker=Aryel message= _ "I- ah. You're right, but I wasn't thinking straight in the moment... (<i>shivers</i>)" [/message] [message] speaker=Aryel message= _ "(<i>shaking head</i>) Even so, I'm, well, mostly okay now, so we've gotta focus on getting to Yumi." [/message] [message] speaker=Esther message= _ "You said they were taking her south? They haven't done anything to her yet, have they? They better not have..." [/message] [message] speaker=Aryel message= _ "She's still alive. But she's far. Getting close to Caerleon now." [/message] [message] speaker=Esther message= _ "Okay. Alright. In that case, Talya, you and me will go after Yumi-" [/message] [message] speaker=Aryel message= _ "Don't you mean all of us?" [/message] [message] speaker=Esther message= _ "No, I mean Talya and me. You're staying here until you've recovered a bit." [/message] [message] speaker=Aryel message= _ "No, I'm coming too-" [/message] [message] speaker=Esther message= _ "Aryel, you're hurt really badly, and I'm not going to let you just follow us into more danger like that. You get into enough trouble already. Stop being so hotheaded-" [/message] [message] speaker=Aryel message= _ "That's- I'm just-" [/message] [message] speaker=Talya message= _ "Actually, before you two go on a mad dash through the forest, you might want to consider that we're getting close to the plains. So there's probably going to be some outposts nearby that we might have to fight through." [/message] [message] speaker=Esther message= _ "I'll charge through them if I have to." [/message] [message] speaker=Aryel message= _ "That would be bad, wouldn't it?" [/message] [message] speaker=Esther message= _ "Well, maybe, but-" [/message] [message] speaker=Aryel message= _ "Esther, I went on a mad dash to try to save Yumi too. Trust me, being that rash is not a good idea." [/message] [message] speaker=Esther message= _ "Then I can sneak around them by myself. You and Talya and the girls can stay back here." [/message] [message] speaker=Aryel message= _ "Esther, you're not going to just get up and leave without me, are you?" [/message] [message] speaker=Esther message= _ "I... for your own good, I want to. (<i>sighs</i>) But I guess there's no talking sense into you, is there? Fine. We'll go together, but promise you'll stay behind me." [/message] [message] speaker=Aryel message= _ "(<i>nods</i>) I'll stay close." [/message] [message] speaker=Esther message= _ "<i>She's still hurt really badly. Aryel's normally never this agreeable. I guess that'll have to be good enough for now. She'll have time to heal on our way to Caerleon, I'll just have to keep an eye on her to make sure she's okay.</i>" [/message] [terrain] x,y=10,7 radius=1 terrain=Ce [/terrain] [terrain] x,y=10,7 terrain=Ke [/terrain] [redraw][/redraw] [objectives] {OBJECTIVE_VICTORY ( _ "Travel southeast")} {OBJECTIVE_DEFEAT ( _ "Death of Esther")} {OBJECTIVE_DEFEAT ( _ "Death of Aryel")} [/objectives] [/event] # spawns [event] name=new turn first_time_only=no [filter_condition] [variable] name=tree_spawns numerical_equals=1 [/variable] [/filter_condition] [store_locations] terrain=*^F* variable=hex [/store_locations] [for] array=hex [do] #ifdef HARD [set_variable] name=spawn_val rand=1..350 [/set_variable] #endif #ifdef NORMAL [set_variable] name=spawn_val rand=1..500 [/set_variable] #endif #ifdef EASY [set_variable] name=spawn_val rand=1..600 [/set_variable] #endif [if] [variable] name=spawn_val numerical_equals=4 [/variable] [then] {SPAWN_NOID_NONAME ("Ashen Wose") 4 $hex[$i].x $hex[$i].y} [terrain] x,y=$hex[$i].x,$hex[$i].y terrain=Zw [/terrain] [/then] [/if] {CLEAR_VARIABLE spawn_val} [/do] [/for] {CLEAR_VARIABLE hex} [redraw][/redraw] [/event] [event] name=sighted first_time_only=yes [filter] side=2,3 [/filter] [filter_second] side=1 [/filter_second] [message] speaker=unit message= _ "Eek! It's the faerie! Commander, commander, it's the faerie!" [/message] [message] speaker=Aryel message= _ "Boo." [/message] [message] speaker=unit message= _ "Aaaaahhhh!" [/message] [message] speaker=humanleader162 message= _ "Sound the alarms! We're under attack!" [/message] [message] speaker=Esther message= _ "If it's a fight you're looking for..." [/message] [message] speaker=unit message= _ "Stay away! Get back or I won't hesitate to fight you!" [/message] [message] speaker=Aryel message= _ "Riiight. Esther, what about the other plan of sneaking around them? It might be faster than fighting them." [/message] [message] speaker=Esther message= _ "In such a big group? I don't think that'll work very well. This is why I wanted to come alone." [/message] [message] speaker=Talya message= _ "(<i>whispers</i>) If we fight them here, that's only going to hurt our relationship with Caerleon even more. It's going to be really hard to make peace with them again, at least until we figure out what's going on with the king and the rest of the Council." [/message] [message] speaker=Esther message= _ "(<i>whispers</i>) They already attack us on sight. I don't think diplomacy is going to work anymore, and I'm honestly tired of it." [/message] [message] speaker=Talya message= _ "You've got a point." [/message] [objectives] {OBJECTIVE_VICTORY ( _ "Defeat all enemy leaders")} {OBJECTIVE_DEFEAT ( _ "Death of Esther")} {OBJECTIVE_DEFEAT ( _ "Death of Aryel")} {OBJECTIVE_DEFEAT ( _ "Death of Talya")} {OBJECTIVE_CARRYOVER} [/objectives] [/event] [event] name=last breath first_time_only=yes [filter] side=2,3 [/filter] [filter_second] id=Aryel [/filter_second] [message] speaker=unit message= _ "Augh! Help, help! She's sucking out my soul!" [/message] [message] speaker=Aryel message= _ "Actually, I'm not. But I could totally do that if you wanted me to." [/message] [message] speaker=Talya message= _ "Poor guy's in for a lot of pain." [/message] [message] speaker=Aryel message= _ "Tch. I would love to give him the torment that he deserves, but moving on is more important." [/message] [/event] [event] name=last breath first_time_only=yes [filter] side=2,3 [/filter] [filter_second] id=Talya [/filter_second] [message] speaker=unit message= _ "Traitor!" [/message] [message] speaker=Talya message= _ "Oh sure, that's me. Definitely miss traitor here, killing all of you 'cause I went mad." [/message] [/event] [event] name=last breath first_time_only=yes [filter] side=4 [/filter] [filter_second] side=1 [/filter_second] [message] speaker=Esther message= _ "I highly doubt fighting these things is a good idea." [/message] [/event] [event] name=turn 3 [message] speaker=Esther message= _ "How are you doing, Aryel?" [/message] [message] speaker=Aryel message= _ "I'm... honestly... not too good. But better than before." [/message] [message] speaker=Talya message= _ "You're still hurt pretty bad. Shouldn't you rest up a bit more and stick next to one of the healers?" [/message] [message] speaker=Aryel message= _ "No, it's okay. I just need to take it slowly." [/message] [message] speaker=Talya message= _ "Alright, if you say so. But geez, you're a pretty tough girl. Even our biggest, strongest dudes would be totally out of it with the kind of beating you took." [/message] [message] speaker=Esther message= _ "You really ought to be more careful, Aryel. You're so reckless when you fight." [/message] [message] speaker=Aryel message= _ "Yumi was in trouble. I had to help her." [/message] [message] speaker=Esther message= _ "Yes, we need Yumi to be safe. But we also need you to be safe too, Aryel. Please don't put yourself in unnecessary danger." [/message] [message] speaker=Aryel message= _ "(<i>sighs</i>) Yes, mother." [/message] [message] speaker=Esther message= _ "<i>She still looks so pale, poor thing. But, at least she's got her sarcasm back.</i>" [/message] [/event] [event] name=turn 8 end [set_variable] name=tree_spawns value=1 [/set_variable] [/event] [event] name=turn 9 [store_locations] variable=hex terrain=*^F* [and] [filter_adjacent_location] x,y=19,18 radius=4 [/filter_adjacent_location] [/and] [and] [not] [filter][/filter] [/not] [/and] [/store_locations] [remove_shroud] side=1 x,y=19,18 radius=4 [/remove_shroud] [lift_fog] [filter_side] side=1 [/filter_side] x,y=19,18 radius=4 multiturn=no [/lift_fog] [redraw] side=1 clear_shroud=yes [/redraw] {SCROLL_TO 19 18} [set_variable] name=i rand=0..$($hex.length-1) [/set_variable] {DELAY 500} {PLAY_SOUND "wail.wav"} {DELAY 500} {SPAWN_NOID_NONAME ("Ashen Wose") 4 $hex[$i].x $hex[$i].y} [terrain] x,y=$hex[$i].x,$hex[$i].y terrain=Zw [/terrain] [redraw][/redraw] {CLEAR_VARIABLE i} {CLEAR_VARIABLE hex} [message] speaker=Talya message= _ "What is <i>that</i>?" [/message] [message] speaker=Esther message= _ "It feels unnaturally cold... a lot like those creatures we fought against before at Fort Helemoor." [/message] [message] speaker=Aryel message= _ "Ugh. Just when I thought I had gotten away from all this weird stuff..." [/message] [message] speaker=Talya message= _ "(<i>shivers</i>)" [/message] [message] speaker=Esther message= _ "Calm down, you two. We can get through this. Everyone, just stick together! Remember that any of the trees could turn into those monsters, so please be careful!" [/message] [/event] [event] name=turn 15 [message] speaker=Aryel message= _ "You know, Esther." [/message] [message] speaker=Esther message= _ "Yes?" [/message] [message] speaker=Aryel message= _ "I kind of miss when the demons were our only enemies. Having to fight all the humans along with these weird creatures is really just..." [/message] [message] speaker=Esther message= _ "It's hard, being hounded by everyone and everything." [/message] [message] speaker=Aryel message= _ "Don't forget the everywhere." [/message] [message] speaker=Esther message= _ "Right. I'm no stranger to fighting either, but it's difficult when the people who are supposed to be your allies suddenly start attacking you. First the Urdemons, now the humans-" [/message] [message] speaker=Talya message= _ "Not all of us are against you!" [/message] [message] speaker=Esther message= _ "I know, we really appreciate the help. But Caerleon is truly becoming a problem if their generals are just going to attack us on sight. Even if Aryel doesn't think much of their armies-" [/message] [message] speaker=Aryel message= _ "They're getting annoying." [/message] [message] speaker=Talya message= _ "I know, I know. It's a problem for us too, right? So we're in this together." [/message] [message] speaker=Esther message= _ "Yes, we are. See Aryel? It's not so bad when you've got friends. We're here to support each other." [/message] [message] speaker=Aryel message= _ "(<i>sighs</i>) You're right. I guess I'm still just a bit shaken from fighting all those... things." [/message] [message] speaker=Esther message= _ "It's okay. We're here with you now. You're not alone. We're your friends for a reason." [/message] [message] speaker=Talya message= _ "Right? I mean, as long as you don't mind being friends with a human." [/message] [message] speaker=Aryel message= _ "(<i>rolls eyes</i>) I don't mind. Thanks, you two." [/message] [/event] [event] name=turn 12 [message] speaker=Aryel message= _ "Ugh, this is taking too long. We need to catch up to Yumi before they do anything to her." [/message] [/event] [event] name=turn 14 [message] speaker=Aryel message= _ "Come on, we've got to beat these guys and get going." [/message] [/event] [event] name=turn 16 [message] speaker=Esther message= _ "We can't just stay here fighting. Yumi's in danger!" [/message] [/event] [event] name=turn 17 [message] speaker=Aryel message= _ "She's getting farther and farther away..." [/message] [/event] [event] name=last breath first_time_only=yes [filter] id=humanleader163 [/filter] [message] speaker=humanleader163 message= _ "Argh! Slain by a violent bunch of savages..." [/message] [message] speaker=Aryel message= _ "Violent? You thought that was violent? Allow me to demonstrate the error in your thought process." [/message] [/event] [event] name=last breath first_time_only=yes [filter] id=humanleader162 [/filter] [message] speaker=humanleader162 message= _ "Urgh- send a messenger... to Caerleon... the faeries are invading..." [/message] [message] speaker=Aryel message= _ "Right. Because we faerie definitely are known for being conquerers. We totally just would love to take over your city and enslave you humans." [/message] [message] speaker=humanleader162 message= _ "Hurry... and warn the king..." [/message] [kill] id=humanleader162 animate=yes [/kill] [message] speaker=Esther message= _ "Nothing like a little propaganda to keep everyone on edge. That, or they've just gone crazy." [/message] [message] speaker=Talya message= _ "Yeah. The most recent order I remember was the one to drive you faerie out of the northlands, and that was pretty stupid already. I mean, the only thing you faerie really like is forests, so no idea what's gotten into their heads." [/message] [message] speaker=Aryel message= _ "Tell me about it." [/message] [/event] [event] name=enemies defeated {DELAY 750} [message] speaker=Esther message= _ "Finally. That took a lot longer than I was hoping it would." [/message] [message] speaker=Aryel message= _ "Yes, it did. So let's hurry up and go after Yumi." [/message] [message] speaker=Esther message= _ "Right behind you." [/message] [endlevel] result=victory {NEW_GOLD_CARRYOVER 40} next_scenario=17a_Ashen_Hearts [/endlevel] [/event] [event] name=last breath [filter] id=Esther [/filter] [message] speaker=Esther message= _ "I... failed..." [/message] [endlevel] result=defeat [/endlevel] [/event] [event] name=last breath [filter] id=Aryel [/filter] [message] speaker=Aryel message= _ "(<i>gasps</i>)" [/message] [message] speaker=Esther message= _ "Aryel, no!" [/message] [endlevel] result=defeat [/endlevel] [/event] [event] name=last breath [filter] id=Talya [/filter] [message] speaker=Talya message= _ "Ow!" [/message] [endlevel] result=defeat [/endlevel] [/event] [event] name=time over [message] speaker=Aryel message= _ "Great. Those humans probably took Yumi to Caerleon by now." [/message] [message] speaker=Esther message= _ "We really needed to not get stuck here for so long." [/message] [endlevel] result=defeat [/endlevel] [/event] [event] name=victory {CLEAR_VARIABLE tree_spawns} [/event] [/scenario] #undef GENERATE_HILL #undef GENERATE_FOREST #undef GENERATE_VILLAGE #undef GENERATE_GRASS #undef GENERATE_TEXTURE
#textdomain wesnoth-Genesis [scenario] id=17a_Ashen_Hearts name= _ "Ashen Hearts - I" map_data="{~add-ons/Genesis/episode1/maps/04e_The_White_City.map}" next_scenario=17b_Ashen_Hearts disallow_recall=yes victory_when_enemies_defeated=no theme=Cutscene turns=-1 {DEFAULT_SCHEDULE_24H} {SCENARIO_MUSIC journeys_end.ogg} {STORYTXT_ASHEN_HEARTS} [side] {PLAYER_FAE} {NO_GOLD_SIDE} side=1 recruit= [/side] [side] {HUMAN_ALLY} side=2 no_leader=yes [/side] [side] side=3 no_leader=yes team_name=fae color=white user_team_name= _ "team_name^Magi" [/side] [side] {HUMAN_ENEMY} side=4 no_leader=yes hidden=yes [/side] [side] {HUMAN_ENEMY} side=5 no_leader=yes hidden=yes [/side] [side] {YUURE_SIDE} side=6 hidden=yes [/side] [event] name=prestart # for some reason my save has some random variables in it so I'm just clearing them here {CLEAR_VARIABLE to_kill} {CLEAR_VARIABLE heal_amount} [label] x,y=7,19 text = _ "Colosseum" [/label] [label] x,y=36,20 text = _ "Marketplace" [/label] [label] x,y=2,1 text = _ "Upper District" [/label] [label] x,y=3,9 text = _ "Temple" [/label] [label] x,y=38,2 text = _ "Crypt" [/label] [label] x,y=18,2 text = _ "Pantheon" [/label] [set_recruit] side=1 recruit= [/set_recruit] [store_unit] [filter] id=Aryel [/filter] variable=aryel [/store_unit] [kill] id=Aryel [/kill] [store_unit] [filter] id=Esther [/filter] variable=esther [/store_unit] [kill] id=Esther [/kill] [unit] side=1 id=Esther_Fake name= _ "Esther" type=Fire Fae Wingless random_traits=no animate=no x,y=21,40 canrecruit=yes unrenamable=yes [/unit] [unit] side=1 id=Aryel_Fake name= _ "Aryel" type=Blood Fae Wingless random_traits=no animate=no x,y=20,40 canrecruit=yes unrenamable=yes [/unit] [set_variable] name=found_kid value=0 [/set_variable] [set_variable] name=turn_count value=0 [/set_variable] [set_variable] name=part1 value=1 [/set_variable] [set_variable] name=part2 value=0 [/set_variable] [set_variable] name=part3 value=0 [/set_variable] [/event] {SPAWN_POINT ("Royal Guard") 2 20 35} {SPAWN_POINT ("Royal Guard") 2 22 35} {SPAWN_POINT ("Master Bowman") 2 31 29} {SPAWN_POINT ("Master Bowman") 2 37 29} {SPAWN_POINT ("Master Bowman") 2 8 29} {SPAWN_POINT ("Master Bowman") 2 12 29} {SPAWN_POINT ("Master Bowman") 2 17 31} {SPAWN_POINT ("Master Bowman") 2 19 31} {SPAWN_POINT ("Master Bowman") 2 23 31} {SPAWN_POINT ("Master Bowman") 2 25 31} {SPAWN_POINT ("Master at Arms") 2 10 22} {SPAWN_POINT ("Peasant") 2 34 21} {SPAWN_POINT ("Peasant") 2 33 19} {SPAWN_POINT ("Peasant") 2 37 19} {SPAWN_POINT ("Royal Guard") 2 17 8} {SPAWN_POINT ("Royal Guard") 2 18 8} {SPAWN_POINT ("Royal Guard") 2 19 8} {SPAWN_POINT ("Royal Guard") 2 37 2} {SPAWN_POINT ("Royal Guard") 2 38 2} {SPAWN_POINT ("Royal Guard") 2 39 2} # magi spawn {SPAWN_POINT ("Mage") 3 30 20} {SPAWN_POINT ("Mage") 3 32 8} {SPAWN_POINT ("Mage") 3 20 17} {SPAWN_POINT ("Mage") 3 8 8} [event] name=start {RECALL_TALYA 22 40} [message] speaker=Esther_Fake message= _ "Nice work on the glamour, Aryel. Now they won't be able to see our wings." [/message] [message] speaker=Aryel_Fake message= _ "You'd hope so, but I'm not as good at this kind of thing as Yumi is. So some of the more magically adept humans might be able to see through it. Also, what about you, Talya?" [/message] [message] speaker=Talya message= _ "Me?" [/message] [message] speaker=Aryel_Fake message= _ "Won't they recognize you?" [/message] [message] speaker=Talya message= _ "Naw. See?" [/message] [message] speaker=Talya message= _ "(<i>puts on glasses</i>)" [/message] [message] speaker=Talya message= _ "Now they won't. Well, the people from the guild might. But we have to avoid them anyway." [/message] [message] speaker=Aryel_Fake message= _ "Right, because putting on a pair of glasses is the best disguise ever." [/message] [message] speaker=Talya message= _ "Hey, you know those stories about legendary ultra super heroes and stuff? They wear glasses as disguises and even their super smart nemesises can't figure out their secret identities. So if it works for them, it should work for me!" [/message] [message] speaker=Esther_Fake message= _ "Right. Anyway, remember the plan. We head straight for the Upper District and find Yumi. But we have to stay away from the mages, just in case they'll recognize us. From there, Talya and I will confront the magi, should they attempt to stop us. Aryel will go find Yumi." [/message] [message] speaker=Aryel_Fake message= _ "Esther, I know I'm injured, but I can fight-" [/message] [message] speaker=Esther_Fake message= _ "No, it's because you're the only one who can sense where she is exactly." [/message] [message] speaker=Aryel_Fake message= _ "Ah. Right. Of course. Well then, sounds good to me. Let's get going." [/message] [objectives] {OBJECTIVE_VICTORY ( _ "Reach the Upper District")} {OBJECTIVE_DEFEAT ( _ "Get caught by a mage")} {OBJECTIVE_NOTE ( _ "There are a few small bonuses that can be obtained on this map.")} {OBJECTIVE_NOTE ( _ "Magi only move to within 3 hexes of their current location.")} [/objectives] [/event] # reach the gate [event] name=moveto [filter] x=19-23 y=36 id=Talya [/filter] [filter_condition] [variable] name=part1 numerical_equals=1 [/variable] [/filter_condition] [message] speaker=spawn_20_35 message= _ "Halt! State your business." [/message] [message] speaker=Talya message= _ "Hey there, handsome. I live in the Upper District with my dad. Just bringing some friends with me to see the gardens. And the statues." [/message] [message] speaker=spawn_20_35 message= _ "I-I see. What's your name, girl?" [/message] [message] speaker=Talya message= _ "I'm Tali! Miss Ginger over there's Ethiel, and Miss Gloomy here is Arya. Friends from my hometown." [/message] [message] speaker=Aryel_Fake message= _ "(<i>raises eyebrow</i>)" [/message] [message] speaker=Talya message= _ "(<i>shrugs</i>)" [/message] [message] speaker=spawn_20_35 message= _ "Ah, I see. Well, you three seem like nice girls. Where is your home?" [/message] [message] speaker=Talya message= _ "Rostenham, to the east." [/message] [message] speaker=spawn_22_35 message= _ "Right. And you expect us to believe that three weak, young girls like you would be traveling alone during a time like this? I'm sure you know about the faerie problem we're having." [/message] [message] speaker=Aryel_Fake message= _ "(<i>whispers</i>) Weak? We're not weak! Why, I'll show him-" [/message] [message] speaker=Talya message= _ "(<i>whispers</i>) Shush, you." [/message] [message] speaker=Talya message= _ "Of course we know about those dastardly faerie! My dad hired some men from our hometown to take care of us. They guarded us most of the way here, but wanted to get back to their families. I'm sure a nice guy like you could understand." [/message] [message] speaker=spawn_22_35 message= _ "Actually, I don't have a family. And I'm not nice." [/message] [message] speaker=spawn_20_35 message= _ "Come on, lighten up. She's just a young girl. They don't seem like the troublesome type, either." [/message] [message] speaker=spawn_22_35 message= _ "We are guardsmen. We can't just let anyone in the city willy-nilly, or there would be no order." [/message] [message] speaker=spawn_20_35 message= _ "Sure, but the girl lives here. And you said it yourself. They're tiny and weak. No way we couldn't subdue 'em if anything happened. Erm, not that I think you three ladies will go stirring up trouble. <small>Cute glasses, by the way.</small>" [/message] [message] speaker=Talya message= _ "<small>Ehehe, you like them?</small>" [/message] [message] speaker=spawn_22_35 message= _ "Hmph. Fine, you can go in." [/message] [message] speaker=Talya message= _ "Thanks!" [/message] [move_unit] id=spawn_20_35 to_x,to_y=19,36 [/move_unit] [move_unit] id=spawn_22_35 to_x,to_y=23,36 [/move_unit] [terrain] x=20,22 y=34,34 terrain=Brym^Sy| [/terrain] [redraw][/redraw] [/event] # mage movement [event] name=side 3 turn first_time_only=no [filter_condition] [variable] name=part1 numerical_equals=1 [/variable] [/filter_condition] [store_locations] variable=hex x=28-40 y=18-23 [and] [filter_adjacent_location] [filter] id=spawn_30_20 [/filter] radius=2 [/filter_adjacent_location] [/and] [and] [not] [filter] id=spawn_30_20 [/filter] [/not] [/and] [/store_locations] [set_variable] name=i rand=0..$($hex.length-1) [/set_variable] [move_unit] id=spawn_30_20 to_x,to_y=$hex[$i].x,$hex[$i].y fire_event=yes [/move_unit] [store_locations] variable=hex x=16-27 y=15-18 [and] [filter_adjacent_location] [filter] id=spawn_20_17 [/filter] radius=2 [/filter_adjacent_location] [/and] [and] [not] [filter] id=spawn_20_17 [/filter] [/not] [/and] [/store_locations] [set_variable] name=i rand=0..$($hex.length-1) [/set_variable] [move_unit] id=spawn_20_17 to_x,to_y=$hex[$i].x,$hex[$i].y fire_event=yes [/move_unit] [store_locations] variable=hex x=27-38 y=4-8 [and] [filter_adjacent_location] [filter] id=spawn_32_8 [/filter] radius=2 [/filter_adjacent_location] [/and] [and] [not] [filter] id=spawn_32_8 [/filter] [/not] [/and] [/store_locations] [set_variable] name=i rand=0..$($hex.length-1) [/set_variable] [move_unit] id=spawn_32_8 to_x,to_y=$hex[$i].x,$hex[$i].y fire_event=yes [/move_unit] [store_locations] variable=hex x=1-21 y=2-10 [and] [filter_adjacent_location] [filter] id=spawn_8_8 [/filter] radius=2 [/filter_adjacent_location] [/and] [and] [not] [filter] id=spawn_8_8 [/filter] [/not] [/and] [/store_locations] [set_variable] name=i rand=0..$($hex.length-1) [/set_variable] [move_unit] id=spawn_8_8 to_x,to_y=$hex[$i].x,$hex[$i].y fire_event=yes [/move_unit] {CLEAR_VARIABLE i} {CLEAR_VARIABLE hex} [/event] # shops [event] name=moveto first_time_only=yes [filter] x=33,34,35,33-35 y=21,20,21,22 side=1 [/filter] [filter_condition] [variable] name=part1 numerical_equals=1 [/variable] [/filter_condition] [message] speaker=spawn_34_21 message= _ "Say, haven't I seen you before?" [/message] [message] speaker=Aryel_Fake message= _ "Uhm, I don't think so? First time in the city." [/message] [message] speaker=spawn_34_21 message= _ "You look like one of the gals back home. Pretty girl." [/message] [message] speaker=Aryel_Fake message= _ "Riiight. Sorry, but I don't have time to chat right now, old man. Got to go." [/message] [message] speaker=Aryel_Fake message= _ "<i>Phew, close one. Getting caught here would be a bit annoying.</i>" [/message] {VARIABLE_OP aryel.experience add 10} [/event] [event] name=moveto first_time_only=yes [filter] x=32,33,34,32-34 y=19,20,19,18 side=1 [/filter] [filter_condition] [variable] name=part1 numerical_equals=1 [/variable] [/filter_condition] [message] speaker=spawn_33_19 message= _ "(<i>whistles</i>) What's up, little ladies? Wanna go... hang out? Have some fun with a handsome guy like me?" [/message] [message] speaker=spawn_33_19 message= _ "C'mon, you know you want to." [/message] [message] speaker=Esther_Fake message= _ "Just ignore him." [/message] [message] speaker=Aryel_Fake message= _ "Sheesh, these people have even less manners than your regular human." [/message] [message] speaker=Talya message= _ "Yep, Caerleon's not filled with the nicest people everywhere. Especially around here. Let's just keep going." [/message] [/event] [event] name=moveto first_time_only=no [filter] x=36,37,38,36-38 y=19,20,19,18 side=1 [/filter] [filter_condition] [variable] name=found_kid numerical_equals=0 [/variable] [and] [variable] name=part1 numerical_equals=1 [/variable] [/and] [/filter_condition] [message] speaker=spawn_37_19 message= _ "You seen a little boy 'round here? 'bout yay tall, brown hair, green eyes..." [/message] [message] speaker=Talya message= _ "Lost kid? I guess we could have a look around to see if we could find him." [/message] [/event] [event] name=moveto first_time_only=yes [filter] x=36,37,38,36-38 y=19,20,19,18 side=1 [/filter] [filter_condition] [variable] name=found_kid numerical_equals=1 [/variable] [and] [variable] name=part1 numerical_equals=1 [/variable] [/and] [/filter_condition] [move_unit] id=kid to_x,to_y=37,19 [/move_unit] [modify_unit] [filter] id=kid [/filter] side=2 [/modify_unit] [message] speaker=spawn_37_19 message= _ "There you are! Now, ya better listen 'ere young man-" [/message] [message] speaker=Talya message= _ "Kid was just looking in one of the shops for candy. Go easy on him." [/message] [message] speaker=spawn_37_19 message= _ "Hmph. Here's somethin' for yer trouble. (<i>turns</i>) Now, like I was sayin', I told ya not ta keep runnin' off like that! Sheesh!" [/message] [message] speaker=kid message= _ "Sorry, dad..." [/message] [message] speaker=spawn_37_19 message= _ "And look at me when yer talkin' to me!" [/message] [message] speaker=kid message= _ "Sorry..." [/message] [message] speaker=Talya message= _ "(<i>whispers</i>) Let's go." [/message] [message] speaker=narrator message= _ "You received some gold!" [/message] [store_gold] [filter_side] side=1 [/filter_side] variable=side1gold [/store_gold] {VARIABLE_OP side1gold add 30} [modify_side] side=1 gold=$side1gold [/modify_side] {CLEAR_VARIABLE side1gold} #ifdef EASY {VARIABLE_OP esther.experience add 50} {VARIABLE_OP aryel.experience add 50} #endif #ifdef NORMAL {VARIABLE_OP esther.experience add 40} {VARIABLE_OP aryel.experience add 40} #endif #ifdef HARD {VARIABLE_OP esther.experience add 20} {VARIABLE_OP aryel.experience add 20} #endif [store_unit] [filter] id=Talya [/filter] variable=talya [/store_unit] #ifdef EASY {VARIABLE_OP talya.experience add 50} #endif #ifdef NORMAL {VARIABLE_OP talya.experience add 40} #endif #ifdef HARD {VARIABLE_OP talya.experience add 20} #endif [unstore_unit] variable=talya find_vacant=no advance=no [/unstore_unit] {CLEAR_VARIABLE talya} [/event] [event] name=moveto [filter] x,y=39,22 side=1 [/filter] [filter_condition] [variable] name=part1 numerical_equals=1 [/variable] [/filter_condition] [unit] side=1 id=kid name= _ "Timmy" type=Human Child random_traits=no x,y=39,22 animate=yes find_vacant=yes unrenamable=yes [/unit] [set_variable] name=found_kid value=1 [/set_variable] [/event] # crypt [event] name=moveto first_time_only=yes [filter] x=37-39,36,40 y=3,2,2 side=1 [/filter] [filter_condition] [variable] name=part1 numerical_equals=1 [/variable] [/filter_condition] [message] speaker=Esther_Fake message= _ "There's some incredible power emanating from within, way more pronounced than it was before. That wouldn't be Yumi, would it?" [/message] [message] speaker=Aryel_Fake message= _ "It's definitely not." [/message] [message] speaker=Esther_Fake message= _ "But you feel it too, don't you?" [/message] [message] speaker=Aryel_Fake message= _ "Yeah, but we can worry about that after we find Yumi." [/message] [message] speaker=Esther_Fake message= _ "Right." [/message] #ifdef EASY {VARIABLE_OP esther.experience add 25} {VARIABLE_OP aryel.experience add 25} #endif #ifdef NORMAL {VARIABLE_OP esther.experience add 20} {VARIABLE_OP aryel.experience add 20} #endif #ifdef HARD {VARIABLE_OP esther.experience add 10} {VARIABLE_OP aryel.experience add 10} #endif [/event] # colosseum [event] name=moveto first_time_only=yes [filter] x=9-11,11 y=23,22 side=1 [/filter] [filter_condition] [variable] name=part1 numerical_equals=1 [/variable] [/filter_condition] [message] speaker=spawn_10_22 message= _ "Hey there! Come to watch a fight at the colosseum- hey, haven't I seen you before?" [/message] [message] speaker=Aryel_Fake message= _ "Who, me?" [/message] [message] speaker=spawn_10_22 message= _ "Yes... weren't you a contestant here once upon a time?" [/message] [message] speaker=Aryel_Fake message= _ "No way. This is my first time here. Besides, I abhor violence." [/message] [message] speaker=Esther_Fake message= _ "(<i>rolls eyes</i>)" [/message] [message] speaker=Talya message= _ "(<i>snickers</i>)" [/message] [message] speaker=Talya message= _ "Yeah, she's my friend. Just showing her around the city. We were thinking about catching a fight later." [/message] [message] speaker=spawn_10_22 message= _ "I see. Well, when you decide you want to watch a battle, come back and I'll get you some tickets." [/message] [message] speaker=Talya message= _ "Sure thing." [/message] #ifdef EASY {VARIABLE_OP aryel.experience add 25} #endif #ifdef NORMAL {VARIABLE_OP aryel.experience add 20} #endif #ifdef HARD {VARIABLE_OP aryel.experience add 10} #endif [store_unit] [filter] id=Talya [/filter] variable=talya [/store_unit] #ifdef EASY {VARIABLE_OP talya.experience add 25} #endif #ifdef NORMAL {VARIABLE_OP talya.experience add 20} #endif #ifdef HARD {VARIABLE_OP talya.experience add 10} #endif [unstore_unit] variable=talya find_vacant=no advance=no [/unstore_unit] {CLEAR_VARIABLE talya} [/event] # temple [event] name=moveto first_time_only=yes [filter] x=2-4,3 y=8-9,10 side=1 [/filter] [filter_condition] [variable] name=part1 numerical_equals=1 [/variable] [/filter_condition] [message] speaker=Esther_Fake message= _ "We don't have time to go in there right now." [/message] [message] speaker=Talya message= _ "We're already here, though. You might as well at least let me wash my face. I feel gross after traveling for so long without a bath." [/message] [message] speaker=Aryel_Fake message= _ "I guess my hair could use a good rinse too." [/message] [message] speaker=Esther_Fake message= _ "Well, okay, but make it fast." [/message] [store_unit] [filter] id=Talya [/filter] variable=talya [/store_unit] {VARIABLE_OP talya.max_hitpoints add 1} {VARIABLE_OP aryel.max_hitpoints add 1} [unstore_unit] variable=talya find_vacant=no [/unstore_unit] {CLEAR_VARIABLE talya} [/event] # pantheon [event] name=moveto first_time_only=no [filter] x=16,20,17-19 y=8,8,9 side=1 [/filter] [filter_condition] [variable] name=part1 numerical_equals=1 [/variable] [/filter_condition] [message] speaker=Aryel_Fake message= _ "We need to find Yumi before we go there." [/message] [/event] [event] name=moveto first_time_only=no [filter] id=Talya,Aryel_Fake,Esther_Fake [filter_adjacent] side=3 [/filter_adjacent] [/filter] [filter_condition] [variable] name=part1 numerical_equals=1 [/variable] [/filter_condition] [message] speaker=spawn_20_17 message= _ "Hey, aren't you- faerie! Help, help! The faerie are invading!" [/message] [message] speaker=Esther_Fake message= _ "We really needed to not get caught here..." [/message] [endlevel] result=defeat [/endlevel] [/event] [event] name=moveto first_time_only=no [filter] side=3 [filter_adjacent] id=Talya,Aryel_Fake,Esther_Fake [/filter_adjacent] [/filter] [filter_condition] [variable] name=part1 numerical_equals=1 [/variable] [/filter_condition] [message] speaker=unit message= _ "Hey, aren't you- faerie! Help, help! The faerie are invading!" [/message] [message] speaker=Esther_Fake message= _ "We really needed to not get caught here..." [/message] [endlevel] result=defeat [/endlevel] [/event] [event] name=moveto [filter] x=1-3 y=1-2 side=1 [/filter] [message] speaker=unit message= _ "Let's go!" [/message] {CLEAR_VARIABLE found_kid} [kill] side=2,3 [/kill] [store_unit] [filter] id=Talya [/filter] variable=talya [/store_unit] [kill] id=Esther_Fake,Aryel_Fake,Talya [/kill] {FADE_SCREEN} [label] x,y=7,19 text = _ "" [/label] [label] x,y=36,20 text = _ "" [/label] [label] x,y=2,1 text = _ "" [/label] [label] x,y=3,9 text = _ "" [/label] [label] x,y=38,2 text = _ "" [/label] [label] x,y=18,2 text = _ "" [/label] [label] x,y=4,7 text = _ "Arcaneum" [/label] {DELAY 750} [replace_map] map="{~add-ons/Genesis/episode1/maps/07b_Upper_District.map}" expand=yes shrink=yes [/replace_map] {UNFADE_SCREEN} [unstore_unit] variable=talya find_vacant=no x,y=32,16 [/unstore_unit] [unit] side=1 id=Esther_Fake name= _ "Esther" type=Fire Fae Wingless random_traits=no animate=yes x,y=31,16 canrecruit=yes unrenamable=yes [/unit] [unit] side=1 id=Aryel_Fake name= _ "Aryel" type=Blood Fae Wingless random_traits=no animate=yes x,y=30,16 canrecruit=yes unrenamable=yes [/unit] {DELAY 500} {TURN_UNIT5 "Aryel_Fake"} [message] speaker=Aryel_Fake message= _ "Whoa. Isn't it a bit empty here?" [/message] [message] speaker=Talya message= _ "Maybe they're all in a meeting? Or, hmm. I mean, they did just capture Yumi, so maybe everyone has their hands full." [/message] [message] speaker=Esther_Fake message= _ "I don't think so. There's something up here, and by that I mean I have the same feeling as when we opened that crypt before. This whole place feels a bit off. We'd better be careful. Aryel, which way?" [/message] [message] speaker=Aryel_Fake message= _ "Right to the Arcaneum. They're keeping her inside it and there isn't another entrance. Figures." [/message] [message] speaker=Esther_Fake message= _ "Of course. We'll have to enter by force." [/message] [message] speaker=Aryel_Fake message= _ "And if they try to stop us?" [/message] [message] speaker=Esther_Fake message= _ "I'll take care of it." [/message] [objectives] {OBJECTIVE_VICTORY ( _ "Reach the Arcaneum")} [/objectives] [set_variable] name=turn_count value=1 [/set_variable] [set_variable] name=part1 value=0 [/set_variable] [set_variable] name=part2 value=1 [/set_variable] [/event] [event] name=new turn first_time_only=no [filter_condition] [variable] name=part2 numerical_equals=1 [/variable] [/filter_condition] {VARIABLE_OP turn_count add 1} [/event] [event] name=side 1 turn [filter_condition] [variable] name=turn_count numerical_equals=2 [/variable] [and] [variable] name=part2 numerical_equals=1 [/variable] [/and] [/filter_condition] [message] speaker=Esther_Fake message= _ "By the way, Talya. You don't have to come with us if you don't want to. I don't want to force you to fight against your colleagues-" [/message] [message] speaker=Talya message= _ "This is my problem as much as it is yours. Besides, between you and me, my 'colleagues' aren't really that nice. It'd be better if you didn't hurt the cute apprentices, though. I don't think they'll oppose you." [/message] [message] speaker=Esther_Fake message= _ "Hopefully we won't have to hurt anyone..." [/message] [message] speaker=Aryel_Fake message= _ "Yeah, that's not happening." [/message] [message] speaker=Esther_Fake message= _ "... but if it comes to violence, we have no choice." [/message] [/event] [event] name=side 1 turn [filter_condition] [variable] name=turn_count numerical_equals=4 [/variable] [variable] name=part2 numerical_equals=1 [/variable] [/filter_condition] [message] speaker=Talya message= _ "(<i>whispers</i>) Is it just me, or does Esther seem... different?" [/message] [message] speaker=Aryel_Fake message= _ "(<i>whispers</i>) She's mad." [/message] [message] speaker=Talya message= _ "(<i>whispers</i>) Really? She doesn't seem that angry." [/message] [message] speaker=Aryel_Fake message= _ "(<i>whispers</i>) Not yet, she doesn't. If she decides to show it, it won't be pretty." [/message] [message] speaker=Talya message= _ "(<i>whispers</i>) Oh. I see." [/message] [/event] [event] name=moveto [filter] x=4,4 y=6,7 side=1 [/filter] [filter_condition] [variable] name=part2 numerical_equals=1 [/variable] [/filter_condition] [set_variable] name=part2 value=0 [/set_variable] [message] speaker=Aryel_Fake message= _ "Talya was sort of right. There's a lot of them in a meeting right now. There's also a lot of guards by the prison entrance. Pretty unlikely that they'll just let us waltz by." [/message] [message] speaker=Esther_Fake message= _ "We'll have to convince them to let us pass." [/message] [message] speaker=Aryel_Fake message= _ "I don't think words are going to solve our problem-" [/message] [message] speaker=Esther_Fake message= _ "(<i>turns</i>) Aryel, maybe it's best if you get past the guards and go look for Yumi once we're inside. Talya, you might want to go with her too." [/message] [message] speaker=Talya message= _ "Erm... sure. If we can't talk them down at all, I'll go with Aryel. Even if I don't really like some of my colleagues, I'd rather not fight them if I don't have to." [/message] [message] speaker=Esther_Fake message= _ "Of course, that's understandable. So, are you two ready?" [/message] [message] speaker=Talya message= _ "As ready as I'll ever be, I guess." [/message] [message] speaker=Aryel_Fake message= _ "Let's break down that door." [/message] {DELAY 500} [store_unit] [filter] id=Talya [/filter] variable=talya [/store_unit] [kill] id=Esther_Fake,Aryel_Fake,Talya [/kill] {FADE_SCREEN} {DELAY 550} {PLAY_SOUND "dragonstick.ogg"} {DELAY 1250} [replace_map] map="{~add-ons/Genesis/episode1/maps/17a_Ashen_Hearts.map}" expand=yes shrink=yes [/replace_map] [modify_side] side=1 shroud=yes [/modify_side] [label] x,y=4,7 text = _ "" [/label] {GUARDIAN_ID "Mage" 3 15 20 "apprentice" "female"} {GUARDIAN_NOID "Red Mage" 4 6 12} {GUARDIAN_NOID "Red Mage" 4 3 8} {GUARDIAN_NOID "Red Mage" 4 18 13} {GUARDIAN_NOID "White Mage" 4 21 12} {GUARDIAN_NOID "White Mage" 4 18 10} {GUARDIAN_NOID "Red Mage" 4 21 9} {GUARDIAN_ID "Mage of Light" 5 9 7 "mage1" "male"} {GUARDIAN_ID "Necromancer" 5 15 7 "mage2" "male"} {GUARDIAN_ID "Silver Mage" 5 15 5 "mage3" "male"} {GUARDIAN_ID "Arch Mage" 5 9 5 "mage4" "male"} {GUARDIAN_ID "Arch Mage" 5 12 8 "mage5" "male"} {GUARDIAN_ID_NAME "Great Mage" 5 12 3 "mage6" "male" "Chairman Gereon"} [unstore_unit] variable=aryel x,y=19,25 find_vacant=no advance=no [/unstore_unit] [redraw] side=1 clear_shroud=yes [/redraw] {SCROLL_TO 19 24} [kill] id=Aryel [/kill] [change_theme] theme= [/change_theme] {UNFADE_SCREEN} [unstore_unit] variable=aryel x,y=19,25 find_vacant=no advance=no [/unstore_unit] [unstore_unit] variable=esther x,y=19,24 find_vacant=no advance=no [/unstore_unit] [unstore_unit] variable=talya x,y=20,24 find_vacant=no advance=no [/unstore_unit] {CLEAR_VARIABLE talya} [redraw] side=1 clear_shroud=yes [/redraw] [message] speaker=Talya message= _ "The main meeting chamber is straight ahead. There's an entrance to one of the prisons near it, but there are other ones as well. We might have to look around-" [/message] [message] speaker=Aryel message= _ "No. Yumi's there. They're taking her down right now." [/message] [message] speaker=Esther message= _ "And in the meeting chamber?" [/message] [message] speaker=Aryel message= _ "There are quite a few of the magi there. The entrance to the prison is guarded as well." [/message] [message] speaker=Esther message= _ "So we won't be sneaking around. In that case, we'd better be prepared to fight." [/message] [objectives] {OBJECTIVE_VICTORY ( _ "Reach the prison door")} {OBJECTIVE_DEFEAT ( _ "Death of Esther")} {OBJECTIVE_DEFEAT ( _ "Death of Aryel")} {OBJECTIVE_DEFEAT ( _ "Death of Talya")} [/objectives] {CLEAR_VARIABLE turn_count} [set_variable] name=part3 value=1 [/set_variable] [/event] [event] name=sighted first_time_only=yes [filter] side=3 [/filter] [filter_second] side=1 [/filter_second] [filter_condition] [variable] name=part3 numerical_equals=1 [/variable] [/filter_condition] {DELAY 250} {GUARDIAN_NOID "Mage" 3 14 19} {GUARDIAN_NOID "Mage" 3 14 20} [redraw][/redraw] [message] speaker=apprentice message= _ "Eek! It's the-" [/message] [message] speaker=Talya message= _ "Shhh!" [/message] [message] speaker=apprentice message= _ "P-professor? Is that you?" [/message] [move_unit] id=Talya to_x,to_y=16,20 [/move_unit] [redraw] side=1 clear_shroud=yes [/redraw] [message] speaker=Talya message= _ "(<i>takes off glasses</i>) Yes. As you can see, I've brought back some friends-" [/message] [message] speaker=apprentice message= _ "But consorting with faerie is illegal now! Didn't you hear?" [/message] [message] speaker=Talya message= _ "I'm aware. Listen, all of you. Haven't you noticed something going on with the rest of the mage council? And the rest of the city? You don't really think the faerie are evil, do you?" [/message] [message] speaker=apprentice message= _ "N-no, but..." [/message] [message] speaker=Talya message= _ "Exactly, so hush up and listen. Someone's manipulating the leadership here and we're here to figure out who that might be and how to stop them. I promise everything will go back to normal soon." [/message] [message] speaker=apprentice message= _ "W-well, it's just... you were kind of my favorite professor, a-and I wouldn't want to see you get hurt or anything..." [/message] [message] speaker=Talya message= _ "Awh. That's sweet, but you know I've got my responsibilities. In the meantime, I want you apprentices to stay hidden, okay? You have nothing to do with this, so there's no reason for you to needlessly involve yourselves in any of this dangerous mess." [/message] [message] speaker=apprentice message= _ "Okay..." [/message] [message] speaker=Talya message= _ "Besides, isn't it that time of year when examinations are coming up? You lot should have quite some studying to be doing, right now." [/message] [message] speaker=apprentice message= _ "(<i>blushes</i>) E-erm, yes ma'am. We'll get back to studying." [/message] {DELAY 500} [kill] side=3 [/kill] {DELAY 350} [message] speaker=Talya message= _ "Good grief. Sorry about that. Let's keep going." [/message] [/event] [event] name=sighted first_time_only=yes [filter] side=4 [/filter] [filter_second] side=1 [/filter_second] [filter_condition] [variable] name=part3 numerical_equals=1 [/variable] [/filter_condition] [message] speaker=unit message= _ "Intruders! Faerie! And they brought the traitor with them!" [/message] [message] speaker=Aryel message= _ "Here we go again..." [/message] [message] speaker=Talya message= _ "Guys, guys. We're not here to fight you-" [/message] [message] speaker=unit message= _ "Sound the alarms! Kill the traitor and subdue the faerie!" [/message] [message] speaker=Aryel message= _ "Yep. Knew he'd say something like that. And actually, Talya, I think we kind of are here to fight them." [/message] [message] speaker=Talya message= _ "(<i>sighs</i>) I guess so. Well, I can't say I wasn't expecting it at all." [/message] [/event] [event] name=sighted first_time_only=yes [filter] side=5 [/filter] [filter_second] side=1 [/filter_second] [filter_condition] [variable] name=part3 numerical_equals=1 [/variable] [/filter_condition] [message] speaker=unit message= _ "Chairman, the intruders have come! And they have brought the traitor! What shall we do?" [/message] [message] speaker=mage6 message= _ "How did they- never mind. Grant them an audience." [/message] [message] speaker=unit message= _ "But-" [/message] [message] speaker=mage6 message= _ "We'll listen to what they have to say. It will be much easier for both us and the blue one if they're agreeable, don't you think?" [/message] [message] speaker=unit message= _ "Fine. Yes, sir." [/message] [message] speaker=Talya message= _ "The blue one..?" [/message] [message] speaker=Aryel message= _ "Suspicious..." [/message] [message] speaker=Esther message= _ "Just be ready for anything. Talya, stay back a little." [/message] {FADE_SCREEN} [store_unit] [filter] id=Esther [/filter] variable=esther [/store_unit] [store_unit] [filter] id=Aryel [/filter] variable=aryel [/store_unit] [store_unit] [filter] id=Talya [/filter] variable=talya [/store_unit] [kill] id=Esther,Aryel,Talya [/kill] [kill] side=4 [/kill] [modify_side] side=1 shroud=no [/modify_side] [redraw] side=1 clear_shroud=yes [/redraw] {DELAY 500} [change_theme] theme=Cutscene_Minimal [/change_theme] {UNFADE_SCREEN} {GUARDIAN_ID "Royal Guard" 4 9 10 "guard1" "male"} {GUARDIAN_ID "Royal Guard" 4 15 10 "guard2" "male"} {GUARDIAN_ID "Royal Guard" 4 7 9 "guard3" "male"} {GUARDIAN_ID "Royal Guard" 4 17 9 "guard4" "male"} {GUARDIAN_ID "Iron Mauler" 4 1 7 "guard5" "male"} [unstore_unit] variable=aryel x,y=11,12 find_vacant=no advance=no [/unstore_unit] [unstore_unit] variable=esther x,y=12,11 find_vacant=no advance=no [/unstore_unit] [unstore_unit] variable=talya x,y=13,12 find_vacant=no advance=no [/unstore_unit] [unhide_unit] [filter][/filter] [/unhide_unit] {CLEAR_VARIABLE esther} {CLEAR_VARIABLE aryel} {CLEAR_VARIABLE talya} [fade_out_music][/fade_out_music] [message] speaker=mage6 message= _ "Welcome to Caerleon, faeries. Forgive the lack of manners from my subordinates-" [/message] [move_unit] id=Esther to_x,to_y=12,10 [/move_unit] [message] speaker=Esther message= _ "Cut the fake pleasantries. You kidnapped our friend. Let her go." [/message] {DELAY 1000} [message] speaker=mage4 message= _ "(<i>chuckles</i>) Interesting." [/message] [message] speaker=Aryel message= _ "What's so funny?" [/message] [message] speaker=mage3 message= _ "The arrogance of you faeries knows no bounds." [/message] [message] speaker=mage1 message= _ "You attack our armies, kill our people-" [/message] [message] speaker=mage2 message= _ "Invade our city, threaten our apprentices-" [/message] [message] speaker=Talya message= _ "We did no such thing!" [/message] [message] speaker=mage5 message= _ "And you march into our council to make such ridiculous requests." [/message] [message] speaker=Esther message= _ "(<i>breathes</i>)" [/message] [message] speaker=Esther message= _ "Maybe I wasn't clear. What I said earlier was not a request. It was a demand. Let her go." [/message] [message] speaker=mage6 message= _ "This is what we mean by arrogance. There are three of you and six of us, along with all of our guards, and you have the gall to demand anything out of us-" [/message] {REPEAT 3 ({QUAKE_FIXED "rumble.ogg"})} [message] speaker=Esther message= _ "One more time. Let her go." [/message] [message] speaker=Aryel message= _ "Seriously. What do you even want with her?" [/message] [message] speaker=mage6 message= _ "I was requested by an - ahem - colleague to bring her in for study. What that colleague wants to do with her is none of your business." [/message] [message] speaker=Aryel message= _ "It most certainly is. Even Talya thinks you're wrong for kidnapping Yumi." [/message] [message] speaker=mage6 message= _ "What that traitor thinks is not of any concern to us. Although, we must thank you for bringing her back. We'll be taking custody of her now." [/message] {REPEAT 2 ({QUAKE_FIXED "rumble.ogg"})} [message] speaker=Esther message= _ "Aryel. You and Talya go." [/message] [message] speaker=Talya message= _ "But-" [/message] [message] speaker=Aryel message= _ "Okay. We'll be back soon." [/message] [message] speaker=Talya message= _ "But Aryel-" [/message] [message] speaker=Aryel message= _ "We discussed this before. We're getting out of here." [/message] [message] speaker=mage6 message= _ "Foolish girls. As if we would just let you go. Guards!" [/message] [move_unit] id=guard1 to_x,to_y=10,10 [/move_unit] [move_unit] id=guard2 to_x,to_y=14,10 [/move_unit] [message] speaker=Esther message= _ "I don't think so." [/message] {REPEAT 3 ({QUAKE_FIXED "rumble.ogg"})} {FLASH_RED_EXTREME ({DELAY 250})} {DELAY 150} {PLAY_SOUND "melee-fire.ogg"} {DELAY 250} [kill] id=guard1 animate=yes [/kill] [kill] id=guard2 animate=yes [/kill] [message] speaker=mage4 message= _ "Y-you fiend! How dare you!" [/message] [message] speaker=Esther message= _ "(<i>eyes narrow</i>) Shut up." [/message] {FLASH_RED_EXTREME ({DELAY 250})} {DELAY 150} {PLAY_SOUND "melee-fire.ogg"} [harm_unit] [filter] id=mage4 [/filter] amount=25 animate=yes [/harm_unit] [message] speaker=Esther message= _ "Go, you two." [/message] {REPEAT 2 ({QUAKE_FIXED "rumble.ogg"})} {FLASH_RED_EXTREME ({DELAY 250})} {PLAY_SOUND "melee-fire.ogg"} [message] speaker=Aryel message= _ "Come onnn!" [/message] [move_unit] id=Aryel to_x,to_y=1,8 [/move_unit] [move_unit] id=Talya to_x,to_y=2,7 [/move_unit] {SCROLL_TO 1 7} [message] speaker=Aryel message= _ "Get out of the way!" [/message] [message] speaker=guard5 message= _ "You'll have to make me." [/message] [message] speaker=Aryel message= _ "Easy enough." [/message] [harm_unit] [filter] id=guard5 [/filter] [filter_second] id=Aryel [/filter_second] [primary_attack] name=blood boil [/primary_attack] [secondary_attack] name=blood boil [/secondary_attack] animate=yes amount=30 [/harm_unit] {REPEAT 2 ({QUAKE_FIXED "rumble.ogg"})} [message] speaker=guard5 message= _ "Agh!" [/message] [message] speaker=Aryel message= _ "Let us pass and I won't kill you." [/message] [message] speaker=guard5 message= _ "Never!" [/message] [harm_unit] [filter] id=guard5 [/filter] [filter_second] id=Aryel [/filter_second] [primary_attack] name=blood boil [/primary_attack] [secondary_attack] name=blood boil [/secondary_attack] animate=yes kill=yes amount=99 [/harm_unit] [message] speaker=Aryel message= _ "Let's go." [/message] [store_unit] [filter] id=Aryel [/filter] variable=aryel [/store_unit] [store_unit] [filter] id=Talya [/filter] variable=talya [/store_unit] [move_unit] id=Aryel to_x,to_y=1,6 [/move_unit] [kill] id=Aryel [/kill] [move_unit] id=Talya to_x,to_y=1,6 [/move_unit] [kill] id=Talya [/kill] {DELAY 550} {SCROLL_TO 12 10} {REPEAT 2 ({QUAKE_FIXED "rumble.ogg"})} {PLAY_SOUND "flame-big.ogg"} [terrain] x,y=12,10 terrain=Uzw [/terrain] [redraw][/redraw] {DELAY 350} {REPEAT 2 ({QUAKE_FIXED "rumble.ogg"})} {PLAY_SOUND "flame-big.ogg"} [terrain] x,y=12,10 radius=1 terrain=Uzw [/terrain] [redraw][/redraw] [message] speaker=mage6 message= _ "I always knew the faerie were evil. Get her!" [/message] {REPEAT 2 ({QUAKE_FIXED "rumble.ogg"})} {PLAY_SOUND "melee-fire.ogg"} {DELAY 150} {PLAY_SOUND "dragonstick.ogg"} {FLASH_RED_EXTREME ({DELAY 250})} {DELAY 150} {PLAY_SOUND "dragonstick.ogg"} {DELAY 250} [kill] id=guard3 animate=yes [/kill] [kill] id=guard4 animate=yes [/kill] {REPEAT 2 ({QUAKE_FIXED "rumble.ogg"})} [terrain] x,y=12,10 radius=2 terrain=Uzw [/terrain] [redraw][/redraw] {DELAY 250} {PLAY_SOUND "melee-fire.ogg"} {DELAY 150} {PLAY_SOUND "dragonstick.ogg"} [kill] id=mage5 animate=yes [/kill] [kill] id=mage3 animate=yes [/kill] {DELAY 250} [message] speaker=Esther message= _ "Evil? You humans drive us out of our homes, hound us across the entire northland, then take a helpless girl captive, and you think <i>we</i> are evil? Aryel was right. I've been far too merciful for too long." [/message] {REPEAT 3 ({QUAKE_FIXED "rumble.ogg"})} {DELAY 250} {PLAY_SOUND "dragonstick.ogg"} {DELAY 250} {COLOR_ADJUST 67 0 0} {DELAY 100} {COLOR_ADJUST 100 0 0} {DELAY 100} {COLOR_ADJUST 133 0 0} {DELAY 350} [kill] id=mage2 animate=yes [/kill] [kill] id=mage4 animate=yes [/kill] [kill] id=mage1 animate=yes [/kill] {DELAY 150} {COLOR_ADJUST 167 0 0} {DELAY 100} {COLOR_ADJUST 200 0 0} {DELAY 100} {COLOR_ADJUST 255 0 0} {DELAY 750} {FADE_SCREEN} {DELAY 750} {CLEAR_VARIABLE part1} {CLEAR_VARIABLE part2} {CLEAR_VARIABLE part3} [endlevel] result=victory bonus=no {NEW_GOLD_CARRYOVER 100} replay_save=no carryover_report=no linger_mode=no next_scenario=17b_Ashen_Hearts [/endlevel] [/event] [event] name=last breath [filter] id=Yumi [/filter] [message] speaker=Yumi message= _ "(<i>gasp</i>)" [/message] [endlevel] result=defeat [/endlevel] [/event] [event] name=last breath [filter] id=Esther [/filter] [message] speaker=Esther message= _ "I... failed..." [/message] [endlevel] result=defeat [/endlevel] [/event] [event] name=last breath [filter] id=Aryel [/filter] [message] speaker=Aryel message= _ "Ah..." [/message] [endlevel] result=defeat [/endlevel] [/event] [event] name=last breath [filter] id=Talya [/filter] [message] speaker=Talya message= _ "Ow!" [/message] [endlevel] result=defeat [/endlevel] [/event] [/scenario]
#textdomain wesnoth-Genesis [scenario] id=17b_Ashen_Hearts name= _ "Ashen Hearts - II" map_data="{~add-ons/Genesis/episode1/maps/17b_Ashen_Hearts.map}" next_scenario=18_Black_Fire disallow_recall=yes victory_when_enemies_defeated=no turns=-1 {SLIGHTLY_DARK_INDOORS} {SCENARIO_MUSIC suspense.ogg} {EXTRA_SCENARIO_MUSIC underground.ogg} {EXTRA_SCENARIO_MUSIC nunc_dimittis.ogg} [side] {PLAYER_FAE} {NO_GOLD_SIDE} side=1 recruit= [/side] [side] {HUMAN_ALLY} side=2 no_leader=yes [/side] [side] side=3 no_leader=yes team_name=fae color=white user_team_name= _ "team_name^Magi" [/side] [side] {HUMAN_ENEMY} side=4 no_leader=yes hidden=yes [/side] [side] {HUMAN_ENEMY} side=5 no_leader=yes hidden=yes [/side] [side] {YUURE_SIDE} side=6 hidden=yes [/side] #define SPAWN_DOOR X Y [unit] id={X}_{Y} side=4 type=GNS_Gate random_traits=no generate_name=no animate=no x,y={X},{Y} [/unit] #enddef [event] name=prestart [store_unit] [filter] id=Esther [/filter] variable=esther [/store_unit] [kill] id=Esther [/kill] [unstore_unit] variable=aryel x,y=3,2 [/unstore_unit] [unstore_unit] variable=talya x,y=2,2 [/unstore_unit] [heal_unit] [filter] id=Talya,Aryel [/filter] moves=full restore_attacks=yes [/heal_unit] {CLEAR_VARIABLE aryel} {CLEAR_VARIABLE talya} # doors {SPAWN_DOOR 7 6} {SPAWN_DOOR 8 5} {SPAWN_DOOR 9 5} {SPAWN_DOOR 6 15} {SPAWN_DOOR 7 16} {SPAWN_DOOR 8 16} {SPAWN_DOOR 3 25} {SPAWN_DOOR 7 23} {SPAWN_DOOR 12 22} {SPAWN_DOOR 42 3} {SPAWN_DOOR 45 7} {SPAWN_DOOR 17 28} {SPAWN_DOOR 27 30} {SPAWN_DOOR 19 31} {SPAWN_DOOR 26 40} {SPAWN_DOOR 46 42} {SPAWN_DOOR 40 49} {SPAWN_DOOR 33 50} # enemies {GUARDIAN_ID "Prison Guard" 4 6 5 "guard1" "male"} {GUARDIAN_ID "Prison Guard" 4 8 4 "guard2" "male"} {GUARDIAN_ID "General" 4 14 8 "general" "male"} {GUARDIAN_ID "Shock Trooper" 4 13 9 "guard3" "male"} {GUARDIAN_ID "Shock Trooper" 4 15 8 "guard4" "male"} {GUARDIAN_ID "White Mage" 5 14 9 "mage1" "male"} {GUARDIAN_ID "Red Mage" 5 15 9 "mage2" "male"} {GUARDIAN_ID "Prison Guard" 4 7 15 "guard5" "male"} {GUARDIAN_ID "Prison Guard" 4 9 16 "guard6" "male"} {GUARDIAN_ID "Red Mage" 5 20 16 "mage3" "male"} {GUARDIAN_ID "Shock Trooper" 4 35 5 "guard7" "male"} {GUARDIAN_ID "Shock Trooper" 4 37 5 "guard8" "male"} {GUARDIAN_ID "Prison Guard" 4 35 10 "guard9" "male"} {GUARDIAN_ID "Prison Guard" 4 37 10 "guard10" "male"} {GUARDIAN_ID "Shock Trooper" 4 47 15 "guard11" "male"} {GUARDIAN_ID "Shock Trooper" 4 44 12 "guard12" "male"} {GUARDIAN_ID "Iron Mauler" 4 25 26 "guard13" "male"} {GUARDIAN_ID "Shock Trooper" 4 32 31 "guard14" "male"} {GUARDIAN_ID "Shock Trooper" 4 34 31 "guard15" "male"} {GUARDIAN_ID "Iron Mauler" 4 30 41 "guard16" "male"} {GUARDIAN_ID "Iron Mauler" 4 37 44 "guard17" "male"} {GUARDIAN_ID "Prison Guard" 4 33 46 "guard18" "male"} {GUARDIAN_ID "Prison Guard" 4 32 43 "guard19" "male"} {GUARDIAN_ID "Prison Guard" 4 35 43 "guard20" "male"} {GUARDIAN_ID "Iron Mauler" 4 33 42 "guard21" "male"} {GUARDIAN_ID "Prison Guard" 4 32 22 "guard22" "male"} {GUARDIAN_ID "Prison Guard" 4 33 23 "guard23" "male"} {GUARDIAN_ID "Mage" 5 41 30 "mage4" "male"} {GUARDIAN_ID "White Mage" 5 44 31 "mage5" "male"} {GUARDIAN_ID "Red Mage" 5 47 29 "mage6" "male"} {GUARDIAN_ID "Mage" 5 45 28 "mage7" "male"} {GUARDIAN_ID "Red Mage" 5 43 29 "mage8" "male"} {GUARDIAN_ID "Necromancer" 5 32 64 "mage9" "male"} {GUARDIAN_ID "Necromancer" 5 31 64 "mage10" "female"} [time_area] id=area1 current_time=0 x=1-25,25-45 y=44-68,52-68 [time] name= _ "Indoors" image=misc/time-schedules/schedule-indoors.png lawful_bonus=-30 red=-45 green=-45 blue=-15 [/time] [/time_area] [time_area] id=area2 current_time=0 x=40-49,30-45,19-26 y=37-47,48-51,37-42 [time] name= _ "Indoors" image=misc/time-schedules/schedule-indoors.png lawful_bonus=-25 red=-40 green=-35 blue=-15 [/time] [/time_area] [time_area] id=area3 current_time=0 x=27-39,12-17,17-21,24-28,41-48 y=33-47,27-31,31-35,30-35,1-7 [time] name= _ "Indoors" image=misc/time-schedules/schedule-indoors.png lawful_bonus=-20 red=-35 green=-30 blue=-10 [/time] [/time_area] [time_area] id=area4 current_time=0 x=41-49,34-49,29-33,18-28,19 y=8-16,12-32,20-32,22-29,30 [time] name= _ "Indoors" image=misc/time-schedules/schedule-indoors.png lawful_bonus=-10 red=-25 green=-20 blue=-5 [/time] [/time_area] [time_area] id=area5 current_time=0 x=32-40,1-4,4-11,11-18 y=6-11,23-29,22-28,21-25 [time] name= _ "Indoors" image=misc/time-schedules/schedule-indoors.png lawful_bonus=-5 red=-20 green=-15 blue=-5 [/time] [/time_area] [modify_side] side=1 shroud=yes [/modify_side] [redraw] side=1 clear_shroud=yes [/redraw] [set_variable] name=part1 value=1 [/set_variable] [set_variable] name=part2 value=0 [/set_variable] [set_variable] name=engine1 value=0 [/set_variable] [set_variable] name=engine2 value=0 [/set_variable] [set_variable] name=blockade value=0 [/set_variable] [/event] [event] name=start [filter_condition] [variable] name=part1 numerical_equals=1 [/variable] [/filter_condition] [message] speaker=Talya message= _ "Is it really a good idea to leave Esther back there alone?" [/message] [message] speaker=Aryel message= _ "It's fine. Of all of us, I would be the least worried about Esther. And if you're worried that she might cause unnecessary destruction, let's just say that she won't kill anyone who doesn't deserve it." [/message] [message] speaker=Talya message= _ "I hope the apprentices listened to me and stayed hidden. They'll be in trouble if they get caught in the crossfire." [/message] [message] speaker=Aryel message= _ "I can't speak for your magi, but Esther won't hurt them. If there's anyone who knows how to pacify her enemies without harming them, it's Esther. Right now, I'd be more worried about Yumi." [/message] [message] speaker=Talya message= _ "And us. Those burly guards look kind of strong." [/message] [message] speaker=Aryel message= _ "Pah, those weaklings won't stop me." [/message] [move_unit] id=Aryel to_x,to_y=5,3 [/move_unit] [message] speaker=Aryel message= _ "Stand aside, fools." [/message] [message] speaker=guard1 message= _ "It's the faerie! To arms- ack!" [/message] {DELAY 250} {PLAY_SOUND "melee-fire.ogg"} {DELAY 250} [kill] id=guard1 animate=yes [/kill] {DELAY 350} [message] speaker=guard2 message= _ "You'll have to go through my dead body if you want pass!" [/message] [message] speaker=Aryel message= _ "Easy enough." [/message] {DELAY 250} {PLAY_SOUND "melee-fire.ogg"} {DELAY 250} [kill] id=guard2 animate=yes [/kill] {DELAY 350} [message] speaker=Talya message= _ "Remind me to never make you two angry." [/message] [message] speaker=Aryel message= _ "Don't do anything stupid like kidnap our friend, and you'll be fine." [/message] [message] speaker=Talya message= _ "Right. Speaking of which, we'd better hurry and find her, since they know we broke in now." [/message] [message] speaker=Aryel message= _ "Yeah. Let's go." [/message] [objectives] {OBJECTIVE_VICTORY ( _ "Find Yumi")} {OBJECTIVE_DEFEAT ( _ "Death of Aryel")} {OBJECTIVE_DEFEAT ( _ "Death of Talya")} [/objectives] [/event] [event] name=sighted [filter] id=general [/filter] [filter_second] side=1 [/filter_second] [filter_condition] [variable] name=part1 numerical_equals=1 [/variable] [/filter_condition] [remove_shroud] side=1 x,y=14,8 radius=6 [/remove_shroud] [redraw] side=1 clear_shroud=yes [/redraw] [message] speaker=general message= _ "Intruders! Seize them!" [/message] [message] speaker=Aryel message= _ "Everyone's so hostile nowadays." [/message] [message] speaker=Talya message= _ "Hey, at least this guy doesn't want to kill us on sight." [/message] [message] speaker=Aryel message= _ "How optimistic." [/message] [/event] [event] name=moveto first_time_only=no [filter] side=1 [/filter] [if] [have_unit] side=2,3,4,5,6 [not] type=GNS_Gate [/not] [filter_vision] side=1 [/filter_vision] [/have_unit] [then][/then] [else] {MODIFY_UNIT (x,y=$x1,$y1) moves 6} {MODIFY_UNIT (x,y=$x1,$y1) attacks_left 1} [/else] [/if] [/event] # prisoners [event] name=die [filter] id=3_25 [/filter] [filter_condition] [variable] name=part1 numerical_equals=1 [/variable] [/filter_condition] [remove_shroud] side=1 x,y=2,27 radius=1 [/remove_shroud] [redraw] side=1 clear_shroud=yes [/redraw] [message] speaker=Aryel message= _ "Empty, huh." [/message] [message] speaker=Talya message= _ "Not all of the cells get filled here. Usually, we're in charge of keeping track of prisoners with high affinities for magic. Most of the other prisoners are actually kept close to the Royal Palace." [/message] [message] speaker=Aryel message= _ "Makes sense." [/message] [/event] [event] name=die [filter] id=7_23 [/filter] [filter_condition] [variable] name=part1 numerical_equals=1 [/variable] [/filter_condition] [remove_shroud] side=1 x,y=8,25 radius=1 [/remove_shroud] [redraw] side=1 clear_shroud=yes [/redraw] {DELAY 500} [unit] side=1 id=hana17b generate_name=yes type=Yousei Hana random_traits=no animate=yes [modifications] {TRAIT_LOYAL} {TRAIT_RESILIENT} {TRAIT_QUICK} [/modifications] x,y=8,25 [/unit] [message] speaker=hana17b message= _ "Aryel, is that you?" [/message] [message] speaker=Aryel message= _ "It's me. I've brought help. Are you hurt?" [/message] [message] speaker=hana17b message= _ "No, I'm fine. But those humans captured a few others, too. I don't know if they got injured or not." [/message] [message] speaker=Aryel message= _ "Don't worry, we'll go free them. Stay close to us." [/message] [/event] [event] name=die [filter] id=12_22 [/filter] [filter_condition] [variable] name=part1 numerical_equals=1 [/variable] [/filter_condition] [remove_shroud] side=1 x,y=15,24 radius=1 [/remove_shroud] [redraw] side=1 clear_shroud=yes [/redraw] {DELAY 500} [unit] side=1 id=minerva name= _ "Minerva" type=White Mage gender=female random_traits=no animate=yes [modifications] {TRAIT_LOYAL} {TRAIT_RESILIENT} {TRAIT_QUICK} [/modifications] x,y=15,24 [/unit] [message] speaker=Talya message= _ "Minerva? They even stuck you down here?" [/message] [message] speaker=minerva message= _ "Talya! Thank goodness, I thought they had captured you too. So many weird things have been going on with the council lately. First they decree that the faeries are our enemies, then they ban us from leaving Caerleon, and then they even start throwing us in jail for asking questions about it!" [/message] [message] speaker=Talya message= _ "Something's definitely fishy, and we're going to get to the bottom of this. Want to come along?" [/message] [message] speaker=minerva message= _ "Definitely. I'm sick of being cooped up in there. Let's go kick some butt." [/message] [/event] [event] name=die [filter] id=45_7 [/filter] [filter_condition] [variable] name=part1 numerical_equals=1 [/variable] [/filter_condition] [remove_shroud] side=1 x,y=46,5 radius=1 [/remove_shroud] [redraw] side=1 clear_shroud=yes [/redraw] {DELAY 500} [unit] side=4 generate_name=no type=Necrophage random_traits=no animate=yes x,y=46,5 [/unit] [message] speaker=Aryel message= _ "Ugh, how foul." [/message] [message] speaker=Talya message= _ "I mean, necromancy <i>is</i> allowed here. And, you know, sometimes when an experiment goes wrong-" [/message] [message] speaker=Aryel message= _ "Oh, I'm familiar. But sheesh, couldn't they make anything a little less disgusting than this? The souls I make are way prettier." [/message] [message] speaker=Talya message= _ "I guess not everyone has the talent!" [/message] [/event] [event] name=die [filter] id=42_3 [/filter] [filter_condition] [variable] name=part1 numerical_equals=1 [/variable] [/filter_condition] [remove_shroud] side=1 x,y=44,2 radius=1 [/remove_shroud] [redraw] side=1 clear_shroud=yes [/redraw] {DELAY 500} [unit] side=1 id=Haart name= _ "General Haart" type=General random_traits=no animate=yes experience=91 [modifications] {TRAIT_LOYAL} {TRAIT_STRONG} [/modifications] x,y=44,2 [/unit] [message] speaker=Haart message= _ "Talya! My sources told me you were returning to the city. It seems that you brought some allies as well." [/message] [message] speaker=Talya message= _ "Yep. I take it they didn't take kindly to your dissent on my removal from the council." [/message] [message] speaker=Haart message= _ "Nor on the ban on faerie. We cannot be fighting like this when the demons threaten our lands." [/message] [message] speaker=Aryel message= _ "Demons?" [/message] [message] speaker=Haart message= _ "Aye. I overheard the guards talking about a demon assault on a village near here. They burned the whole thing to the ground. Left no one alive. My guess is that they're coming this way to attack the city. And between you and me, I have a hunch that one of them has the Councilman wrapped around their finger." [/message] [message] speaker=Talya message= _ "That makes sense, but yikes. Looks like we might have yet another problem on our hands to deal with. Anyway, General, what do you think about joining our little group? You don't seem like the type to just sit around doing nothing." [/message] [message] speaker=Haart message= _ "Certainly. If we escape from here, I have some men still loyal to me in the city. We can enlist in their aid if the situation calls for it." [/message] [message] speaker=Talya message= _ "Great! Let's get going." [/message] [/event] [event] name=die [filter] id=19_31 [/filter] [filter_condition] [variable] name=part1 numerical_equals=1 [/variable] [/filter_condition] [remove_shroud] side=1 x,y=19,33 radius=1 [/remove_shroud] [redraw] side=1 clear_shroud=yes [/redraw] {DELAY 500} [unit] side=4 generate_name=no type=Ghast random_traits=no animate=yes x,y=19,33 [/unit] [message] speaker=Aryel message= _ "Gross. Why did they give this thing so many mouths?" [/message] [message] speaker=Talya message= _ "Necromancers are pretty weird people. They come up with the most bizarre ideas." [/message] [message] speaker=Aryel message= _ "Hey, don't look at me. I might be weird, but I'm not like... <i>weird</i>." [/message] [message] speaker=Talya message= _ "Ehe, if you say so." [/message] [/event] [event] name=die [filter] id=27_30 [/filter] [filter_condition] [variable] name=part1 numerical_equals=1 [/variable] [/filter_condition] [remove_shroud] side=1 x,y=26,32 radius=1 [/remove_shroud] [redraw] side=1 clear_shroud=yes [/redraw] {DELAY 500} [unit] side=1 id=firefaerie17b generate_name=yes type=Fire Faerie random_traits=no animate=yes hitpoints=27 [modifications] {TRAIT_LOYAL} {TRAIT_INTELLIGENT} {TRAIT_DEXTROUS} [/modifications] x,y=26,32 [/unit] [message] speaker=firefaerie17b message= _ "Aryel? Oh, thank goodness. I thought I was going to be trapped here forever." [/message] [message] speaker=Aryel message= _ "Not on my watch. How are you doing? Are you hurt at all?" [/message] [message] speaker=firefaerie17b message= _ "A little, but I think I'll be okay if you give me a little water." [/message] [message] speaker=Aryel message= _ "Of course." [/message] [/event] [event] name=die [filter] id=46_42 [/filter] [filter_condition] [variable] name=part1 numerical_equals=1 [/variable] [/filter_condition] [remove_shroud] side=1 x,y=46,40 radius=1 [/remove_shroud] [redraw] side=1 clear_shroud=yes [/redraw] {DELAY 500} [unit] side=1 generate_name=yes id=nightnymph17b type=Night Nymph random_traits=no animate=yes [modifications] {TRAIT_LOYAL} {TRAIT_STRONG} {TRAIT_INTELLIGENT} [/modifications] hitpoints=11 x,y=46,39 [/unit] [message] speaker=nightnymph17b message= _ "Ugh... who turned on the lights?" [/message] [message] speaker=Talya message= _ "Oh boy, she doesn't look like she's doing too well." [/message] [message] speaker=Aryel message= _ "Yeah, she's cut up quite badly. Poor girl. Let me see what I can do." [/message] {DELAY 550} [heal_unit] [filter] id=nightnymph17b [/filter] amount=17 animate=yes [/heal_unit] {DELAY 650} [message] speaker=Aryel message= _ "Feel any better?" [/message] [message] speaker=nightnymph17b message= _ "... Aryel? Ow, my head's killing me." [/message] [message] speaker=Aryel message= _ "Sorry. Here, stick close and I'll try to heal you as much as I can." [/message] [/event] # yumi [event] name=die [filter] id=26_40 [/filter] [filter_condition] [variable] name=part1 numerical_equals=1 [/variable] [/filter_condition] [remove_shroud] side=1 x,y=23,40 radius=1 [/remove_shroud] [redraw] side=1 clear_shroud=yes [/redraw] {DELAY 500} {FADE_SCREEN} {DELAY 600} {SCROLL_TO 23 40} {UNFADE_SCREEN} [unstore_unit] variable=yumi_tmp x,y=23,40 [/unstore_unit] [unhide_unit] [filter][/filter] [/unhide_unit] {CLEAR_VARIABLE yumi_tmp} [message] speaker=Aryel message= _ "Yumi? Oh my. I'll be right there." [/message] [move_unit] id=Aryel to_x,to_y=24,39 [/move_unit] {DELAY 500} [heal_unit] [filter] id=Yumi [/filter] amount=5 animate=yes [/heal_unit] {DELAY 650} [heal_unit] [filter] id=Yumi [/filter] amount=9 animate=yes [/heal_unit] {DELAY 550} [message] speaker=Yumi message= _ "(<i>eyes flutter</i>)" [/message] {DELAY 550} [heal_unit] [filter] id=Yumi [/filter] amount=11 animate=yes [/heal_unit] {DELAY 550} [message] speaker=Yumi message= _ "(<i>breathes</i>)" [/message] [message] speaker=Aryel message= _ "Thank goodness you're okay. I was so worried- Yumi? Can you hear me? Yumi? Hmm." [/message] {DELAY 750} [message] speaker=Talya message= _ "It looks like she's in a trance." [/message] [message] speaker=Aryel message= _ "She probably is. She sometimes gets stuck in dreams and can't escape from them. It takes a little push from outside to help her." [/message] {DELAY 500} [heal_unit] [filter] id=Yumi [/filter] amount=8 animate=yes [/heal_unit] {DELAY 1000} [message] speaker=Yumi message= _ "... Aryel?" [/message] [message] speaker=Aryel message= _ "I'm here. You were having another nightmare, weren't you?" [/message] [message] speaker=Yumi message= _ "(<i>nods</i>)" [/message] [message] speaker=Yumi message= _ "They're here." [/message] [message] speaker=Aryel message= _ "They?" [/message] [message] speaker=Yumi message= _ "(<i>shakes head</i>) They hid something. Beneath us." [/message] [message] speaker=Aryel message= _ "Who's they? And what's that something?" [/message] [message] speaker=Yumi message= _ "Nightmares." [/message] [message] speaker=Aryel message= _ "They hid nightmares beneath us?" [/message] {DELAY 1000} [message] speaker=Aryel message= _ "We'll have to go check that out, then." [/message] [message] speaker=Talya message= _ "Uh, excuse me for being dumb, but what does 'they hid nightmares beneath us' mean?" [/message] [message] speaker=Aryel message= _ "It means the magi have done something here that they don't want anyone finding out about. And you and me are about to find out what." [/message] [message] speaker=Talya message= _ "You make it sound like Yumi already knows." [/message] [message] speaker=Aryel message= _ "She probably does, but as frustrating as it is sometimes, you'll never get a straight answer out of her. The fact that she told us at all is already pretty good for her." [/message] [message] speaker=Yumi message= _ "(<i>frowns</i>)" [/message] [message] speaker=Aryel message= _ "I'm just kidding. I'm glad you're okay. It's just-" [/message] [message] speaker=Yumi message= _ "(<i>tilts head</i>)" [/message] [message] speaker=Aryel message= _ "Never mind. If you're feeling up to it, let's go find those nightmares you were talking about. <i>Now's not the right time. We've got some things to take care of first</i>." [/message] [message] speaker=Yumi message= _ "Okay." [/message] [objectives] {OBJECTIVE_VICTORY ( _ "Explore")} {OBJECTIVE_DEFEAT ( _ "Death of Aryel")} {OBJECTIVE_DEFEAT ( _ "Death of Talya")} {OBJECTIVE_DEFEAT ( _ "Death of Yumi")} [/objectives] [/event] # engine events [event] name=sighted first_time_only=yes [filter] id=mage3 [/filter] [filter_second] side=1 [/filter_second] [filter_condition] [variable] name=part1 numerical_equals=1 [/variable] [/filter_condition] [message] speaker=mage3 message= _ "Dern 'traption never workin' the way it's s'pposed to- och! It's 'dem faeries! And da traitor!" [/message] [message] speaker=Talya message= _ "Yeah, yeah 'it's the traitor, how dare she turn against us, blah, blah, blah'. Can't you say something different when you see me for once?" [/message] [message] speaker=mage3 message= _ "How's 'bout: Die, betrayer, die!" [/message] [message] speaker=Aryel message= _ "That the response you were looking for?" [/message] [message] speaker=Talya message= _ "(<i>shrugs</i>) Least he seems excited about wanting to kill me." [/message] [/event] [event] name=moveto [filter] [filter_location] x,y=21,16 radius=1 [/filter_location] side=1 [/filter] [filter_condition] [variable] name=part1 numerical_equals=1 [/variable] [/filter_condition] [message] speaker=narrator message= _ "(<i>click</i>)" [/message] [message] speaker=Talya message= _ "Looks like that did something." [/message] [terrain] x,y=36,5 terrain=Btym^Sy| [/terrain] [terrain] x,y=36,11 terrain=Btym^Sy| [/terrain] [redraw][/redraw] [set_variable] name=engine1 value=1 [/set_variable] [/event] [event] name=moveto [filter] [filter_location] x,y=36,3 radius=1 [/filter_location] side=1 [/filter] [filter_condition] [variable] name=part1 numerical_equals=1 [/variable] [and] [variable] name=engine1 numerical_equals=0 [/variable] [/and] [/filter_condition] [message] speaker=unit message= _ "It's blocked! We've got to figure out another way down." [/message] [/event] [event] name=moveto [filter] [filter_location] x,y=14,29 radius=1 [/filter_location] side=1 [/filter] [filter_condition] [variable] name=part1 numerical_equals=1 [/variable] [/filter_condition] [message] speaker=narrator message= _ "(<i>click</i>)" [/message] [terrain] x,y=33,33 terrain=Btym^Sy| [/terrain] [redraw][/redraw] [set_variable] name=engine2 value=1 [/set_variable] [/event] [event] name=moveto [filter] [filter_location] x,y=33,31 radius=1 [/filter_location] side=1 [/filter] [filter_condition] [variable] name=part1 numerical_equals=1 [/variable] [and] [variable] name=engine2 numerical_equals=0 [/variable] [/and] [/filter_condition] [message] speaker=unit message= _ "We have to find a way to activate the stairs again." [/message] [/event] # kitchen [event] name=sighted first_time_only=yes [filter] id=mage7 [/filter] [filter_second] side=1 [/filter_second] [filter_condition] [variable] name=part1 numerical_equals=1 [/variable] [/filter_condition] [remove_shroud] side=1 x,y=45,29 radius=4 [/remove_shroud] [redraw] side=1 clear_shroud=yes [/redraw] {DELAY 450} [message] speaker=mage7 message= _ "Faeries! It's the faeries!" [/message] [message] speaker=Aryel message= _ "Oh no! It's me, the oogley boogley girl! Run for your life!" [/message] [message] speaker=mage7 message= _ "Monsters! Ahhh!" [/message] [message] speaker=Talya message= _ "You're really getting a kick out of this, aren't you." [/message] [message] speaker=Aryel message= _ "I've got to have some fun sometimes." [/message] [/event] # blockade to the lowest level [event] name=die [filter] id=33_50 [/filter] [filter_condition] [variable] name=part1 numerical_equals=1 [/variable] [and] [variable] name=blockade numerical_equals=0 [/variable] [/and] [/filter_condition] [remove_shroud] side=1 x,y=34,50 [/remove_shroud] [redraw] side=1 clear_shroud=yes [/redraw] [message] speaker=Talya message= _ "Rats, it's a dead end." [/message] [message] speaker=Aryel message= _ "Hmm. I don't think so. We ought to have a look around. There's definitely something behind this wall. " [/message] [/event] [event] name=moveto first_time_only=no [filter] [filter_location] terrain=Woby [/filter_location] side=1 [not] id=Yumi [/not] [/filter] [filter_condition] [variable] name=part1 numerical_equals=1 [/variable] [and] [variable] name=blockade numerical_equals=0 [/variable] [/and] [/filter_condition] [message] speaker=unit message= _ "Yumi should take a look at this." [/message] [/event] [event] name=moveto [filter] [filter_location] terrain=Woby [/filter_location] side=1 id=Yumi [/filter] [filter_condition] [variable] name=part1 numerical_equals=1 [/variable] [/filter_condition] [message] speaker=Yumi message= _ "<i>Water? Then she's here. That demon lady. She's not trying to hide from me. She wants me to know she's here?</i>" [/message] [message] speaker=Yumi message= _ "<i>Maybe she wants me to come. Maybe she's trying to trap me? But...</i>" [/message] {DELAY 1000} [message] speaker=Talya message= _ "Yumi? Something wrong?" [/message] [message] speaker=Aryel message= _ "Shh. She's thinking." [/message] [message] speaker=Talya message= _ "Oops, sorry." [/message] [message] speaker=Yumi message= _ "(<i>fidgets nervously</i>) <i>I... I think I can fight her, but what if I accidentally hurt someone else? I need to stay far away from them. Maybe I can go first and stop them from following me.</i>" [/message] [message] speaker=Yumi message= _ "(<i>shakes head</i>) <i>But what if I'm too weak and she just catches me? Ugh. Either way I'm just going to give Aryel more problems to deal with...</i>" [/message] {DELAY 1000} [terrain] x,y=34,51 terrain=Brym [/terrain] [terrain] x,y=34,52 terrain=Brym [/terrain] [redraw][/redraw] [message] speaker=Yumi message= _ "(<i>looks up</i>)" [/message] [message] speaker=Aryel message= _ "Hmm? What's wrong?" [/message] [message] speaker=Yumi message= _ "Nothing. The wall was fake. It's open now." [/message] [message] speaker=Aryel message= _ "I see. Well, that's excellent. Shall we go down?" [/message] [message] speaker=Talya message= _ "That's what we came here to do, right?" [/message] [message] speaker=Aryel message= _ "Yes, it is. <i>Guess I'll need to keep an eye on Yumi, as usual.</i>" [/message] [set_variable] name=blockade value=1 [/set_variable] [/event] # lowest level [event] name=sighted first_time_only=yes [filter] id=mage9,mage10 [/filter] [filter_second] side=1 [/filter_second] [filter_condition] [variable] name=part1 numerical_equals=1 [/variable] [/filter_condition] [message] speaker=mage9 message= _ "It's those damned faeries! We have to stop them!" [/message] [message] speaker=Aryel message= _ "Stop us from what, exactly?" [/message] [message] speaker=mage10 message= _ "You won't live to find out." [/message] [message] speaker=Aryel message= _ "Right. Sheesh, Talya. What is it with all you magi and being so secretive?" [/message] [message] speaker=Talya message= _ "Guess it's just a thing you get used to. Though I'm starting to think that they did they really shouldn't have..." [/message] [/event] [event] name=moveto [filter] [filter_location] x,y=13,60 radius=5 [/filter_location] side=1 [/filter] [filter_condition] [variable] name=part1 numerical_equals=1 [/variable] [/filter_condition] {FADE_SCREEN} [store_unit] [filter] id=Aryel [/filter] variable=aryel [/store_unit] [store_unit] [filter] id=Talya [/filter] variable=talya [/store_unit] [store_unit] [filter] id=Yumi [/filter] variable=yumi [/store_unit] [kill] id=Aryel,Talya,Yumi [/kill] [store_unit] [filter] side=1 [/filter] variable=side1units [/store_unit] [kill] side=1 [/kill] [for] array=side1units [do] [unstore_unit] variable=side1units[$i] x,y=recall,recall find_vacant=yes [/unstore_unit] [/do] [/for] {CLEAR_VARIABLE side1units} {UNFADE_SCREEN} [unstore_unit] variable=aryel x,y=12,61 [/unstore_unit] [unstore_unit] variable=talya x,y=13,62 [/unstore_unit] [unstore_unit] variable=yumi x,y=13,61 [/unstore_unit] [unhide_unit] [filter][/filter] [/unhide_unit] {DELAY 500} [message] speaker=Talya message= _ "Water? There's water here? Is that all they've been doing down here?" [/message] [message] speaker=Aryel message= _ "It's not just water. I know this feeling. It's the same as when... when Yumi and I were fighting that demoness... and-" [/message] [message] speaker=Aryel message= _ "(<i>eyes narrow</i>) Wait a second. That means these magi have been summoning demons in secret, or even making deals with them-" [/message] [message] speaker=Talya message= _ "You mean those ones from Ethea? That doesn't make sense. They come to help us out sometimes already so I don't see why we'd need to summon them in secret, and it's not like-" [/message] [message] speaker=Aryel message= _ "Not them, these ones are different. Based on what I know, they can infect your dreams and take control of your mind." [/message] [message] speaker=Talya message= _ "Come again?" [/message] {DELAY 500} [move_unit] id=Yumi to_x,to_y=13,58 [/move_unit] [redraw] side=1 clear_shroud=yes [/redraw] {DELAY 500} [message] speaker=Aryel message= _ "These magi have probably been using the demons to control the rest of your government. Maybe in a bid for power." [/message] [message] speaker=Talya message= _ "And they wanted you faerie gone because you could probably tell if they were using demon energies to do it? Well, now that I think of it..." [/message] [message] speaker=Talya message= _ "... Mr. Dastdardly Councilman would totally be the type to do that. That power hungry old fart." [/message] [message] speaker=Aryel message= _ "It also might be the demons manipulating them. It's hard to say without more information, not that it really matters in the end. But seriously, this is starting to look like a big conspiracy. First the Urdemons from Ethea attack us, then all these dream demons show up, and even with all this going on, Xia'el still hasn't done anything." [/message] {DELAY 500} [move_unit] id=Yumi to_x,to_y=13,56 [/move_unit] [redraw] side=1 clear_shroud=yes [/redraw] {DELAY 500} [message] speaker=Aryel message= _ "Yumi, what are you doing?" [/message] [fade_out_music][/fade_out_music] {REPLACE_SCENARIO_MUSIC silence.ogg} {DELAY 750} [move_unit] id=Yumi to_x,to_y=13,53 [/move_unit] [redraw] side=1 clear_shroud=yes [/redraw] {SCROLL_TO 13 52} {DELAY 750} [unit] id=Luna type=Illusory Angel animate=yes side=6 x,y=13,52 random_traits=no generate_name=no gender=female [/unit] {DELAY 500} [message] speaker=Aryel message= _ "(<i>gasps</i>) It's her!" [/message] [message] speaker=Talya message= _ "Who? What? I don't see anything." [/message] [message] speaker=Aryel message= _ "You can't see her? The demon?" [/message] [message] speaker=Talya message= _ "No..." [/message] [message] speaker=Aryel message= _ "Ugh. Well sit tight. I'm going to go help-" [/message] {PLAY_SOUND "magic-dark.ogg"} {DELAY 250} [terrain] x,y=12,60 terrain=Qxu [/terrain] [redraw][/redraw] {DELAY 250} {PLAY_SOUND "magic-dark.ogg"} {DELAY 250} [terrain] x,y=13,60 terrain=Qxu [/terrain] [redraw][/redraw] {DELAY 250} {PLAY_SOUND "magic-dark.ogg"} {DELAY 250} [terrain] x,y=14,60 terrain=Qxu [/terrain] [redraw][/redraw] {DELAY 250} [message] speaker=Aryel message= _ "Yumi..?" [/message] [message] speaker=Luna message= _ "<i>She doesn't want you to interfere. She wants to fight by herself. What a silly girl.</i>" [/message] [message] speaker=Yumi message= _ "(<i>eyes glow</i>)" [/message] {DELAY 500} {PLAY_SOUND "magic-faeriefire.ogg"} {DELAY 250} [terrain] x,y=13,52 terrain=Qxu [/terrain] [redraw][/redraw] {DELAY 250} [kill] id=Luna animate=yes [/kill] {DELAY 1250} [unit] id=illusion1 type=Illusory Angel Illusion animate=yes side=6 x,y=11,54 random_traits=no generate_name=no gender=female [/unit] [unit] id=illusion2 type=Illusory Angel Illusion animate=yes side=6 x,y=13,55 random_traits=no generate_name=no gender=female [/unit] [unit] id=illusion3 type=Illusory Angel Illusion animate=yes side=6 x,y=15,54 random_traits=no generate_name=no gender=female [/unit] [unit] id=illusion4 type=Illusory Angel Illusion animate=yes side=6 x,y=15,52 random_traits=no generate_name=no gender=female [/unit] [unit] id=illusion5 type=Illusory Angel Illusion animate=yes side=6 x,y=13,51 random_traits=no generate_name=no gender=female [/unit] [unit] id=illusion6 type=Illusory Angel Illusion animate=yes side=6 x,y=11,52 random_traits=no generate_name=no gender=female [/unit] [message] speaker=illusion1 message= _ "<i>Attacking immediately is not a bad strategy. However, it seems that you have forgotten our last battle. Such attacks will never hit me.</i>" [/message] [message] speaker=Yumi message= _ "(<i>glares</i>)" [/message] [message] speaker=illusion4 message= _ "<i>You know what I am here for. Come quietly. I will not hurt anyone else if you do</i>." [/message] [message] speaker=Aryel message= _ "Don't listen to her, Yumi! You have to fight!" [/message] [message] speaker=illusion3 message= _ "<i>How many more souls must be sacrificed on your account, hmm? If you would just come with me, it could all end</i>." [/message] [message] speaker=Aryel message= _ "She's lying!" [/message] [message] speaker=illusion2 message= _ "<i>It is true that I cannot promise anything about the Urdemons. They are not under my control. But I can promise this. If you come with me, there will be no more nightmares. No more haunted nights. I will take you to a world without darkness.</i>" [/message] [message] speaker=Yumi message= _ "(<i>eyes widen</i>) <i>Darkness?</i>" [/message] [message] speaker=illusion6 message= _ "<i>Yes. What of it</i>?" [/message] [message] speaker=Yumi message= _ "<i>You will take me... to a world without darkness?</i>" [/message] [message] speaker=illusion1 message= _ "<i>Indeed</i>." [/message] {DELAY 350} {REPEAT 2 ({QUAKE_FIXED "rumble.ogg"})} {DELAY 350} {PLAY_SOUND "magic-dark.ogg"} {DELAY 350} {PLAY_SOUND "magic-dark-miss.ogg"} {DELAY 350} {PLAY_SOUND "magic-faeriefire.ogg"} {DELAY 350} [terrain] x,y=13,53 terrain=Qxu [/terrain] [redraw][/redraw] [message] speaker=illusion5 message= _ "<i>What are you-</i>" [/message] [terrain] x,y=13,53 radius=1 terrain=Qxu [/terrain] [redraw][/redraw] {DELAY 250} {PLAY_SOUND "magic-dark-miss.ogg"} {DELAY 550} {PLAY_SOUND "magic-dark-miss.ogg"} {DELAY 550} [terrain] x,y=13,53 radius=2 terrain=Qxu [/terrain] [redraw][/redraw] {DELAY 550} [terrain] x,y=13,53 radius=3 terrain=Qxu [/terrain] [redraw][/redraw] {DELAY 550} [terrain] x,y=13,53 radius=4 terrain=Qxu [/terrain] [redraw][/redraw] {DELAY 350} {PLAY_SOUND "magic-faeriefire.ogg"} {DELAY 350} {COLOR_ADJUST 33 33 33} {DELAY 100} {COLOR_ADJUST 67 67 67} {DELAY 100} {COLOR_ADJUST 100 100 100} {DELAY 100} {COLOR_ADJUST 133 133 133} {DELAY 250} [message] speaker=illusion2 message= _ "<i>This energy..!</i>" [/message] [message] speaker=Yumi message= _ "<i>You're just trying to trick me. In a world without darkness, neither of us would survive</i>." [/message] {COLOR_ADJUST 167 167 167} {DELAY 100} {COLOR_ADJUST 200 200 200} {DELAY 100} {COLOR_ADJUST 233 233 233} {DELAY 100} {COLOR_ADJUST 255 255 255} {DELAY 350} {PLAY_SOUND "magic-faeriefire.ogg"} {DELAY 350} [kill] type=Illusory Angel Illusion animate=yes [/kill] {DELAY 250} {PLAY_SOUND "magic-dark-miss.ogg"} {DELAY 250} {PLAY_SOUND "magic-faeriefire.ogg"} {DELAY 1000} {UNWHITE_SCREEN} [terrain] x,y=13,53 radius=5 terrain=Qxu [/terrain] [redraw][/redraw] {DELAY 600} [message] speaker=Talya message= _ "(<i>exhales</i>) <i>I never knew Yumi was so powerful. Yikes.</i>" [/message] {DELAY 350} [terrain] x,y=13,53 radius=6 terrain=Qxu [/terrain] [redraw][/redraw] {DELAY 550} [terrain] x,y=13,53 radius=7 terrain=Qxu [/terrain] [redraw][/redraw] {DELAY 500} [message] speaker=Aryel message= _ "Yumi? Did you-" [/message] [message] speaker=Yumi message= _ "They were fake. She got away." [/message] [message] speaker=Aryel message= _ "Okay, but are you-" [/message] [message] speaker=Yumi message= _ "I'm okay." [/message] {DELAY 500} {TURN_UNIT3 "Yumi"} {DELAY 650} [move_unit] id=Yumi to_x,to_y=13,55 [/move_unit] {DELAY 1000} [move_unit] id=Yumi to_x,to_y=13,57 [/move_unit] {DELAY 650} [message] speaker=Yumi message= _ "(<i>holds head</i>)" [/message] [message] speaker=Yumi message= _ "I'm... okay." [/message] [move_unit] id=Aryel to_x,to_y=13,58 [/move_unit] {DELAY 500} {REPLACE_SCENARIO_MUSIC journeys_end.ogg} {APPEND_MUSIC heroes_rite.ogg} {APPEND_MUSIC underground.ogg} [message] speaker=Aryel message= _ "<i>Obviously not, but...</i>" [/message] [message] speaker=Aryel message= _ "(<i>frustrated</i>) Look, Yumi. We've been over this a few times already. You said you would try to be more open. You promised-!" [/message] [message] speaker=Talya message= _ "(<i>whispers</i>) Erm, Aryel, you're yelling." [/message] [message] speaker=Aryel message= _ "Ah. (<i>smooths hair</i>)" [/message] [message] speaker=Aryel message= _ "You know, you don't have to keep your feelings bottled up. I know what you're thinking, that you're making trouble for us and we'll get dragged into your mess. And we both know that you're just being silly thinking that way. You <i>know</i> she was lying about leaving us all alone if you went with her. She wants all of us, not just you. Besides, there's no way we're letting you sacrifice yourself for us. I mean, look. Even these humans are figuring out how to sort out their own problems." [/message] [message] speaker=Talya message= _ "Erm. Sort of. I mean, yeah. Yes, we are!" [/message] [message] speaker=Aryel message= _ "And you don't think Esther and I are weak, do you? It's not your job to protect all of us. We're capable of handling ourselves. You worry about yourself. Okay?" [/message] {DELAY 1000} [message] speaker=Yumi message= _ "Okay." [/message] [message] speaker=Yumi message= _ "... but what about the demon lady?" [/message] [message] speaker=Aryel message= _ "We'll worry about her later. Right now, let's just get out of this stinky prison and regroup with Esther. We can talk about what to do after we get cleaned up and get something warm to eat." [/message] [message] speaker=Yumi message= _ "(<i>nods</i>)" [/message] {FADE_SCREEN} [store_unit] [filter] id=Aryel [/filter] variable=aryel [/store_unit] [store_unit] [filter] id=Talya [/filter] variable=talya [/store_unit] [store_unit] [filter] id=Yumi [/filter] variable=yumi [/store_unit] [kill] id=Aryel,Talya,Yumi [/kill] [kill] side=2,3,4,5,6 [/kill] {CLEAR_VARIABLE engine1} {CLEAR_VARIABLE engine2} {CLEAR_VARIABLE blockade} {DELAY 750} [replace_map] map="{~add-ons/Genesis/episode1/maps/17c_Ashen_Hearts.map}" expand=yes shrink=yes [/replace_map] [modify_side] side=1 shroud=yes [/modify_side] [place_shroud] side=1 x=1-41 y=1-23 [/place_shroud] [set_variable] name=part1 value=0 [/set_variable] [fire_event] name=part2 [/fire_event] [/event] #define GENERATE_RUBBLE [store_locations] variable=hex terrain=Brym,Ur,Urb x=1-41 y=1-17 [not] x,y=2,2 radius=2 [/not] [/store_locations] [for] array=hex [do] [set_variable] name=change_terrain rand=1..100 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$hex[$i].x,$hex[$i].y terrain=$hex[$i].terrain^Dr [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE hex} #enddef #define PLACE_BONES [store_locations] variable=hex terrain=Brym,Urb,Ur x=1-41 y=1-17 [not] x,y=2,2 radius=2 [/not] [/store_locations] [for] array=hex [do] [set_variable] name=change_terrain rand=1..200 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] {PLACE_IMAGE items/bones.png $hex[$i].x $hex[$i].y} [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE hex} #enddef #define GENERATE_FIRE [store_locations] variable=hex terrain=Urb,Ur [not] x,y=2,2 radius=2 [/not] [/store_locations] [for] array=hex [do] [set_variable] name=change_terrain rand=1..50 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$hex[$i].x,$hex[$i].y terrain=$hex[$i].terrain^Ecf [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE hex} [store_locations] variable=hex terrain=Urb,Ur [not] x,y=2,2 radius=2 [/not] [filter_adjacent_location] terrain=Urb^Ecf count=1-3 [/filter_adjacent_location] [/store_locations] [for] array=hex [do] [set_variable] name=change_terrain rand=1..15 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$hex[$i].x,$hex[$i].y terrain=$hex[$i].terrain^Ecf [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE hex} [store_locations] variable=hex terrain=Urb,Ur [not] x,y=2,2 radius=2 [/not] [filter_adjacent_location] terrain=Urb^Ecf,Ur^Ecf count=4-6 [/filter_adjacent_location] [/store_locations] [for] array=hex [do] [set_variable] name=change_terrain rand=1..30 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$hex[$i].x,$hex[$i].y terrain=$hex[$i].terrain^Ecf [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE hex} #enddef #define GENERATE_LIGHT [store_locations] variable=hex terrain=Brym,Urb,Ur,Wwb [not] x,y=2,2 radius=2 [/not] [/store_locations] [for] array=hex [do] [set_variable] name=change_terrain rand=1..40 [/set_variable] [if] [variable] name=change_terrain numerical_equals=1 [/variable] [then] [terrain] x,y=$hex[$i].x,$hex[$i].y terrain=$hex[$i].terrain^Ii [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE hex} #enddef # part two - switch to arcaneum again [event] name=part2 {DELAY 750} [replace_schedule] {LESS_DARK_INDOORS} [/replace_schedule] {PLACE_BONES} {GENERATE_RUBBLE} {PLACE_BONES} {GENERATE_RUBBLE} {GENERATE_FIRE} {GENERATE_FIRE} {GENERATE_FIRE} {GENERATE_LIGHT} {GENERATE_LIGHT} {PLACE_BONES} [time_area] id=area1,area2,area3,area4,area5 remove=yes [/time_area] [unstore_unit] variable=aryel x,y=6,4 [/unstore_unit] [unstore_unit] variable=talya x,y=3,4 [/unstore_unit] [unstore_unit] variable=yumi x,y=3,3 [/unstore_unit] {CLEAR_VARIABLE aryel} {CLEAR_VARIABLE talya} {CLEAR_VARIABLE yumi} {GUARDIAN_ID "Fake Fire Fae2" 2 36 21 "Esther_Fake" "female"} [unhide_unit] [filter][/filter] [/unhide_unit] [redraw] side=1 clear_shroud=yes [/redraw] [set_variable] name=part2 value=1 [/set_variable] {GUARDIAN_ID_NAME "Great Mage" 5 19 7 "mage1" "male" "Chairman Gereon"} [modify_unit] [filter] id=mage1 [/filter] hitpoints=10 [/modify_unit] {GUARDIAN_ID "Shock Trooper" 4 12 13 "guard1" "male"} {GUARDIAN_ID "Shock Trooper" 4 9 14 "guard2" "male"} [modify_unit] [filter] id=guard1 [/filter] hitpoints=16 [/modify_unit] [modify_unit] [filter] id=guard2 [/filter] hitpoints=13 [/modify_unit] {GUARDIAN_ID "Arch Mage" 5 32 9 "mage2" "male"} [modify_unit] [filter] id=mage2 [/filter] hitpoints=21 [/modify_unit] {GUARDIAN_ID "Red Mage" 5 24 17 "mage3" "male"} [modify_unit] [filter] id=mage3 [/filter] hitpoints=18 [/modify_unit] {SCROLL_TO 4 4} {UNFADE_SCREEN} [unhide_unit] [filter][/filter] [/unhide_unit] [message] speaker=Talya message= _ "Whew. We finally made it out of there. Yikes. Looks like Esther did a number on everyone..." [/message] [message] speaker=Aryel message= _ "Yep. Told you she was angry." [/message] [message] speaker=Talya message= _ "Yeah..." [/message] [message] speaker=Aryel message= _ "You don't need to be so nervous. I already told you, Esther won't attack anyone who isn't trying to actively kill her. Or harm us." [/message] [message] speaker=Talya message= _ "It's not that. I guess I just didn't realize she was that powerful. Are all you faerie that strong?" [/message] [message] speaker=Yumi message= _ "(<i>shifts nervously</i>)" [/message] [message] speaker=Aryel message= _ "Erm. Some of us. You know, it's like with you humans. Some of you are stronger than others." [/message] [message] speaker=Talya message= _ "Yeah, but I've seen what you three can do. It's honestly absurd. Uh, not in a bad way though." [/message] [message] speaker=Yumi message= _ "(<i>chews lip</i>)" [/message] [message] speaker=Talya message= _ "Is something wrong? I didn't mean to offend you-" [/message] [message] speaker=Aryel message= _ "No, I was just thinking that seeing Esther do something like this might scare some people after all. (<i>glances at Yumi</i>)" [/message] [message] speaker=Talya message= _ "Ah, yeah. Lucky for us, she's on our side." [/message] [message] speaker=Aryel message= _ "Yep." [/message] [objectives] {OBJECTIVE_VICTORY ( _ "Regroup with Esther")} {OBJECTIVE_DEFEAT ( _ "Death of Aryel")} {OBJECTIVE_DEFEAT ( _ "Death of Talya")} {OBJECTIVE_DEFEAT ( _ "Death of Yumi")} [/objectives] [/event] [event] name=sighted first_time_only=yes [filter] id=mage3 [/filter] [filter_second] side=1 [/filter_second] [filter_condition] [variable] name=part2 numerical_equals=1 [/variable] [/filter_condition] [message] speaker=mage3 message= _ "Eep! Faeries! And... Talya!" [/message] [message] speaker=Aryel message= _ "You know, if you don't try to fight us, we aren't going to just murder you." [/message] [message] speaker=mage3 message= _ "Really? But-" [/message] [message] speaker=Talya message= _ "They're not evil, you know. Neither am I. I don't know what you heard from the council, but really. Do you think the faerie would turn into mass murderers over night?" [/message] [message] speaker=mage3 message= _ "I-I don't know. It was a while ago. There was this missive - anyone harboring sympathies and alliances with the faerie would be put under trial. The rest of us were supposed to figure out ways to capture them. I-I heard that some of the magi who refused were p-put to death..." [/message] [message] speaker=Talya message= _ "Huh. So they didn't tell you anything?" [/message] [message] speaker=mage3 message= _ "No." [/message] [message] speaker=Aryel message= _ "Well, then, human. You have two options now. You can try to fight us, or you can scurry away and forget you saw us here. I'm sure you can figure out which of the options is better for you." [/message] [message] speaker=mage3 message= _ "Y-yes. I w-will forget I saw you here. I will be on m-my way." [/message] {DELAY 250} [kill] id=mage3 [/kill] {DELAY 250} [message] speaker=Aryel message= _ "Well, at least that one kept his wits about him." [/message] [/event] [event] name=sighted first_time_only=yes [filter] id=mage2 [/filter] [filter_second] side=1 [/filter_second] [filter_condition] [variable] name=part2 numerical_equals=1 [/variable] [/filter_condition] [message] speaker=mage2 message= _ "(<i>mutters</i>) If I stay still maybe they won't notice me... and then I can assassinate that fool while-" [/message] [message] speaker=Aryel message= _ "It works better if you avoid talking to yourself." [/message] [message] speaker=Talya message= _ "Yeah, and geez. I didn't know you all hated me that much. I was going to suggest working together too..." [/message] [message] speaker=mage2 message= _ "Never! I'd rather die than have you back on the council!" [/message] [message] speaker=Talya message= _ "Ouch..." [/message] [message] speaker=Aryel message= _ "And here I thought you were popular among the human magi." [/message] [message] speaker=Talya message= _ "Only the apprentices and some of the lower ranked guys. Lot of council members hated me though." [/message] [message] speaker=Aryel message= _ "That's pretty obvious." [/message] [/event] [event] name=sighted first_time_only=yes [filter] id=mage1 [/filter] [filter_second] side=1 [/filter_second] [filter_condition] [variable] name=part2 numerical_equals=1 [/variable] [/filter_condition] [message] speaker=mage1 message= _ "Damned faeries. I can't believe they've done this- ah! Talya, you have returned! Good, good. Quickly, come here and help me." [/message] [message] speaker=Talya message= _ "... And why would I do that?" [/message] [message] speaker=mage1 message= _ "I am the chairman of the mage council! This is an order!" [/message] [message] speaker=Aryel message= _ "(<i>snorts</i>) Like you're in any position to be ordering anyone around." [/message] [message] speaker=mage1 message= _ "It is your duty to the order of magi and to humanity! Talya, it is not too late. Though you have betrayed us before-" [/message] [message] speaker=Talya message= _ "I did nothing like that. You're just trying to save your own hide, Gereon." [/message] [message] speaker=mage1 message= _ "How dare you! T-this insolence! Very well, since you have set your mind on being an enemy of humanity, I have no choice but to destroy you and those pesky faeries." [/message] [message] speaker=Aryel message= _ "Try it." [/message] [/event] [event] name=sighted first_time_only=yes [filter] id=guard1,guard2 [/filter] [filter_second] side=1 [/filter_second] [filter_condition] [variable] name=part2 numerical_equals=1 [/variable] [/filter_condition] [message] speaker=unit message= _ "It's the faeries! Stop them!" [/message] [message] speaker=Aryel message= _ "If you couldn't fight us off before, what makes you think you can do it now while you're wounded like that?" [/message] [/event] [event] name=last breath first_time_only=yes [filter] id=mage2 [/filter] [filter_condition] [variable] name=part2 numerical_equals=1 [/variable] [/filter_condition] [message] speaker=Aryel message= _ "You know, had you just chosen to promise to work with our friend here, we wouldn't have had to do this." [/message] [message] speaker=mage2 message= _ "As if I would ever take orders from a woman..!" [/message] [message] speaker=Aryel message= _ "Oh, so you have a problem with women? What's the matter? You think they're dumb?" [/message] [message] speaker=mage2 message= _ "A-argh! Stop, it burns!" [/message] [message] speaker=Aryel message= _ "Or weak?" [/message] [message] speaker=mage2 message= _ "Aaaahhhh!!" [/message] [message] speaker=Aryel message= _ "What's the matter? Well?" [/message] {DELAY 250} [kill] id=mage2 animate=yes [/kill] [message] speaker=Aryel message= _ "Ah, he died. Oh well. Do all of them have such ridiculous attitudes?" [/message] [message] speaker=Talya message= _ "Most of 'em. Now you know why I couldn't stand them." [/message] [message] speaker=Aryel message= _ "Totally. I guess that's also why you kinda looked pleased when Esther wiped out half of the council." [/message] [message] speaker=Talya message= _ "Yep!" [/message] [message] speaker=Aryel message= _ "Heh. So even you know how to play dirty politics, if just a little. And here I thought you were just a silly little girl who was honestly kind of an airhead." [/message] [message] speaker=Talya message= _ "Hey, it's not dirty politics, I just got some friends to help me get rid of the guys trying to kill me. Duh." [/message] [message] speaker=Aryel message= _ "Of couuurse." [/message] [/event] [event] name=last breath first_time_only=yes [filter] id=mage1 [/filter] [filter_condition] [variable] name=part2 numerical_equals=1 [/variable] [/filter_condition] [message] speaker=mage1 message= _ "Argh! Talya- I would have never thought... it would come to this..." [/message] [message] speaker=Talya message= _ "Might want to be careful who you pick a fight with, old man." [/message] [message] speaker=Aryel message= _ "Yep. So, Talya, will it cause a problem if we get rid of him?" [/message] [message] speaker=mage1 message= _ "You wouldn't dare..." [/message] [message] speaker=Talya message= _ "Beats me. I mean, having the entire mage council gone in one day is bound to be messy, but then again, in that case, I can take my spot back without any opposition. The apprentices are still willing to listen to me, and I bet the others will come around too, just based on my rank." [/message] [message] speaker=Aryel message= _ "So you're saying this old guy will just be a problem." [/message] [message] speaker=Talya message= _ "Well, if you want to put it like that... uhm. Yes?" [/message] [message] speaker=Aryel message= _ "Great. Bye bye!" [/message] [message] speaker=mage1 message= _ "No!" [/message] [/event] [event] name=last breath first_time_only=yes [filter] id=guard2 [/filter] [filter_condition] [variable] name=part2 numerical_equals=1 [/variable] [/filter_condition] [message] speaker=guard2 message= _ "Augh! Nooo! You cruel murderers!" [/message] [message] speaker=Aryel message= _ "Last I checked, they were the ones trying to kill us on sight. I wonder how that makes us the murderers." [/message] [message] speaker=Talya message= _ "Don't look at me. I'm not going to defend them. They're trying to kill me too!" [/message] [/event] [event] name=last breath first_time_only=yes [filter] id=guard1 [/filter] [filter_condition] [variable] name=part2 numerical_equals=1 [/variable] [/filter_condition] [message] speaker=guard1 message= _ "How... dare you... you monsters..." [/message] [message] speaker=Aryel message= _ "Say that after I turn you into a nice little ghostie." [/message] [/event] [event] name=sighted first_time_only=yes [filter] id=Esther_Fake [/filter] [filter_second] side=1 [/filter_second] [filter_condition] [variable] name=part2 numerical_equals=1 [/variable] [/filter_condition] [unstore_unit] variable=esther x,y=36,21 find_vacant=no [/unstore_unit] [unhide_unit] [filter][/filter] [/unhide_unit] {CLEAR_VARIABLE esther} [message] speaker=Aryel message= _ "Esther! There you are." [/message] [move_unit] id=Aryel to_x,to_y=36,20 [/move_unit] [move_unit] id=Talya to_x,to_y=35,21 [/move_unit] [move_unit] id=Yumi to_x,to_y=35,20 [/move_unit] [store_unit] [filter] id=Esther [/filter] variable=esther [/store_unit] [store_unit] [filter] id=Yumi [/filter] variable=yumi [/store_unit] [store_unit] [filter] id=Aryel [/filter] variable=aryel [/store_unit] [store_unit] [filter] id=Talya [/filter] variable=talya [/store_unit] #ifdef EASY {VARIABLE_OP esther.experience add 300} {VARIABLE_OP yumi.experience add 250} {VARIABLE_OP aryel.experience add 250} {VARIABLE_OP talya.experience add 100} [unstore_unit] variable=esther find_vacant=no text= _ "+300 XP" red,green,blue=255,0,255 advance=no [/unstore_unit] [unstore_unit] variable=yumi find_vacant=no text= _ "+250 XP" red,green,blue=255,0,255 advance=no [/unstore_unit] [unstore_unit] variable=aryel find_vacant=no text= _ "+250 XP" red,green,blue=255,0,255 advance=no [/unstore_unit] [unstore_unit] variable=talya find_vacant=no text= _ "+100 XP" red,green,blue=255,0,255 advance=no [/unstore_unit] #endif #ifdef NORMAL {VARIABLE_OP esther.experience add 250} {VARIABLE_OP yumi.experience add 200} {VARIABLE_OP aryel.experience add 200} {VARIABLE_OP talya.experience add 75} [unstore_unit] variable=esther find_vacant=no text= _ "+250 XP" red,green,blue=255,0,255 advance=no [/unstore_unit] [unstore_unit] variable=yumi find_vacant=no text= _ "+200 XP" red,green,blue=255,0,255 advance=no [/unstore_unit] [unstore_unit] variable=aryel find_vacant=no text= _ "+200 XP" red,green,blue=255,0,255 advance=no [/unstore_unit] [unstore_unit] variable=talya find_vacant=no text= _ "+75 XP" red,green,blue=255,0,255 advance=no [/unstore_unit] #endif #ifdef HARD {VARIABLE_OP esther.experience add 100} {VARIABLE_OP yumi.experience add 75} {VARIABLE_OP aryel.experience add 75} {VARIABLE_OP talya.experience add 25} [unstore_unit] variable=esther find_vacant=no text= _ "+100 XP" red,green,blue=255,0,255 advance=no [/unstore_unit] [unstore_unit] variable=yumi find_vacant=no text= _ "+75 XP" red,green,blue=255,0,255 advance=no [/unstore_unit] [unstore_unit] variable=aryel find_vacant=no text= _ "+75 XP" red,green,blue=255,0,255 advance=no [/unstore_unit] [unstore_unit] variable=talya find_vacant=no text= _ "+25 XP" red,green,blue=255,0,255 advance=no [/unstore_unit] #endif {CLEAR_VARIABLE esther} {CLEAR_VARIABLE yumi} {CLEAR_VARIABLE aryel} {CLEAR_VARIABLE talya} [redraw] side=1 clear_shroud=yes [/redraw] [message] speaker=Esther message= _ "Yumi? Oh thank goodness you're safe. The humans didn't hurt you, did they?" [/message] [message] speaker=Yumi message= _ "No, I'm okay." [/message] [message] speaker=Esther message= _ "That's good. You have no idea how worried I was. I was so afraid that- that-" [/message] [message] speaker=Yumi message= _ "Esther, I'm fine. I can handle myself." [/message] [message] speaker=Esther message= _ "But Yumi..." [/message] [message] speaker=Yumi message= _ "I'm okay, Esther." [/message] [message] speaker=Aryel message= _ "No need to freak out too much. Though, I can't blame you for going berserk on those stupid magi. I would've done the same." [/message] [message] speaker=Esther message= _ "I wouldn't call it going berserk... though I certainly was not happy with them." [/message] [message] speaker=Aryel message= _ "Yep, not berserk. Nevermind their whole arcaneum being transformed into pools of blood and ashes. Sheesh, remind me to never make you mad." [/message] [message] speaker=Yumi message= _ "(<i>glances at Aryel</i>) <i>Esther did all that? I thought you said she wasn't scary...</i>" [/message] [message] speaker=Aryel message= _ "<i>I take that back. She's downright terrifying if you ever see her really angry.</i>" [/message] [message] speaker=Yumi message= _ "<i>Oh...</i>" [/message] [message] speaker=Aryel message= _ "<i>Hey, it's not that bad. It's not like she'll ever go nuts on us. Okay, maybe on me if I do something really stupid, but never on you. You know she just wants to protect you.</i>" [/message] [message] speaker=Esther message= _ "(<i>coughs</i>) You two are staring at each other again. Anything I should know about?" [/message] [message] speaker=Aryel message= _ "Err... well, uhm not really. But, oh yeah. While we were down there, we finally got a hunch as to what's happening with the humans. Seems like they're in cahoots with those creepy blue demons. Either they're using them to control the rest of the humans, or it's the demons manipulating them." [/message] [message] speaker=Esther message= _ "And the Urdemons?" [/message] [message] speaker=Aryel message= _ "The blue ones probably have something to do with that too. It's not really a surprise to even Talya here at this point, so I'll just say it. Obviously the goal is to catch us for whatever reason. Since the Urdemons seemed to be unsuccessful, they probably saw the humans as another opportunity." [/message] [message] speaker=Esther message= _ "That's possible, but only a hunch at this point. Since I've well, inadvertently removed most of their mage council, that leaves only the King as their leadership if I'm not mistaken." [/message] [message] speaker=Talya message= _ "Him and the high ranking generals. So, still a lot of people. And don't look at me, I've got no real power anymore." [/message] [message] speaker=Esther message= _ "Right, then we'll have to go find them and maybe use some forceful persuasion to get them to stop attacking us. Or if that's impossible, we'll have to stop the blue demons first. Still, I have to wonder why humans would deal with something that could easily overpower and control them. It seems foolish to me." [/message] [message] speaker=Talya message= _ "(<i>shrugs</i>) Some people are crazy. Mr. dumb and now dead Chairman was one of those guys." [/message] [message] speaker=Aryel message= _ "At this point, it's less of a question of who was responsible and more of how the demons came here and where they are. They're obviously the real threat. No offense to your pitiful warriors." [/message] [message] speaker=Talya message= _ "None taken." [/message] [message] speaker=Esther message= _ "You're right. So, any ideas?" [/message] [message] speaker=Aryel message= _ "(<i>raises eyebrows</i>) <i>Yumi, do you know anything</i>?" [/message] [message] speaker=Yumi message= _ "(<i>chews lip</i>)" [/message] [message] speaker=Aryel message= _ "<i>This is rather important, you know</i>." [/message] [message] speaker=Yumi message= _ "<i>I know... but I don't want them to hear...</i>" [/message] [message] speaker=Aryel message= _ "<i>And you're okay with me knowing</i>?" [/message] [message] speaker=Yumi message= _ "(<i>nods slowly</i>)" [/message] [message] speaker=Aryel message= _ "<i>Well, alright. We'll have to talk about it later.</i>" [/message] [message] speaker=Talya message= _ "Lot of the other council members were pretty secretive about their research, so I don't really know the 'how' behind these demons appearing. I guess if there's any more clues to be had, they'd probably be in the catacombs under the royal palace. I hear they were built on top of an old cultist temple." [/message] [message] speaker=Esther message= _ "Very well then. It's only natural for us to look there. In that case-" [/message] [message] speaker=Talya message= _ "Erm, but also, before that... General Haart - you know, the one we busted out of that prison - said that there was a report of a demon army marching toward here. So, I was wondering if, well, maybe..." [/message] [message] speaker=Aryel message= _ "If maybe Esther could help you fend them off for a bit, and Yumi and I go to the royal palace?" [/message] [message] speaker=Esther message= _ "Hold on there. I <i>just</i> got you two back here safely, and now you want to go wandering off again by yourselves? Aryel..." [/message] [message] speaker=Aryel message= _ "Hey, we managed to survive a bunch of creepy mind eating voidy creature things by ourselves. A snooty bunch of humans should be no problem. Besides, we'll rest a bit before going over there. So you'll be able to catch up quickly." [/message] [message] speaker=Esther message= _ "I still don't like that. You two have a propensity for getting into trouble whenever I'm not around." [/message] [message] speaker=Talya message= _ "Yeah, I mean it's not necessary for you guys to split up, right?" [/message] [message] speaker=Aryel message= _ "<i>But with those two around, Yumi doesn't seem to want to talk. I wonder why.</i>" [/message] [message] speaker=Aryel message= _ "Hey, think of it this way. Those demons are way more dangerous. So we'll be staying <i>out</i> of trouble." [/message] [message] speaker=Esther message= _ "Well... <i>Aryel must have some reason for wanting to go off alone with Yumi.</i>" [/message] [message] speaker=Esther message= _ "I guess a few humans shouldn't be a problem for you two. I'll go with Talya for a little bit, then." [/message] [message] speaker=Talya message= _ "You sure about this?" [/message] [message] speaker=Esther message= _ "Yes, I want to help out. And, if the demons are running through the city, that's also a problem for us anyway. If we have to fight all of them along with the blue ones, it'll just become a big mess." [/message] [message] speaker=Talya message= _ "Alright. Let's get down to the gate. I think the generals are already preparing the defenses." [/message] [message] speaker=Esther message= _ "Right. You two make sure to not do anything silly." [/message] [message] speaker=Aryel message= _ "Yeah, yeah." [/message] [message] speaker=Esther message= _ "I mean it." [/message] [message] speaker=Aryel message= _ "Sure thing, Esther." [/message] {DELAY 500} [hide_unit] side=1 id=Esther,Talya [/hide_unit] {DELAY 500} {TURN_UNIT5 "Aryel"} {DELAY 250} [message] speaker=Aryel message= _ "So?" [/message] [message] speaker=Yumi message= _ "I thought we were going to rest first?" [/message] [message] speaker=Aryel message= _ "Oh. Yeah. You must be exhausted. I'm pretty tired too." [/message] [message] speaker=Yumi message= _ "(<i>wrinkles nose</i>) And you need a bath." [/message] [message] speaker=Aryel message= _ "(<i>blushes</i>) Hey, you're not the cleanest either!" [/message] [message] speaker=Yumi message= _ "But I don't stink." [/message] [message] speaker=Aryel message= _ "Rrrgh. Fine. But first, I need to find some food. And no, I'm not sharing any with you." [/message] [message] speaker=Yumi message= _ "(<i>pouts</i>)" [/message] [message] speaker=Aryel message= _ "You called me stinky!" [/message] [message] speaker=Yumi message= _ "But you are... ah. I meant, uhm... you smell... really good..." [/message] [message] speaker=Aryel message= _ "That's the spirit. Anyway, I think I saw some pudding in one of the kitchens around here. Let's go check it out." [/message] [message] speaker=Yumi message= _ "(<i>licks lips</i>)" [/message] {CLEAR_VARIABLE part1} {CLEAR_VARIABLE part2} [endlevel] result=victory {NEW_GOLD_CARRYOVER 100} next_scenario=18_Black_Fire [/endlevel] [/event] [event] name=last breath [filter] id=Yumi [/filter] [message] speaker=Yumi message= _ "(<i>gasp</i>)" [/message] [endlevel] result=defeat [/endlevel] [/event] [event] name=last breath [filter] id=Esther [/filter] [message] speaker=Esther message= _ "I... failed..." [/message] [endlevel] result=defeat [/endlevel] [/event] [event] name=last breath [filter] id=Aryel [/filter] [message] speaker=Aryel message= _ "Ah..." [/message] [endlevel] result=defeat [/endlevel] [/event] [event] name=last breath [filter] id=Talya [/filter] [message] speaker=Talya message= _ "Ow!" [/message] [endlevel] result=defeat [/endlevel] [/event] [/scenario] #undef SPAWN_DOOR #undef GENERATE_RUBBLE #undef GENERATE_FIRE #undef GENERATE_LIGHT #undef PLACE_BONES
#textdomain wesnoth-Genesis [scenario] id=18_Black_Fire name= _ "Black Fire" map_data="{~add-ons/Genesis/episode1/maps/18_Black_Fire.map}" next_scenario=19_Twilight_Vision victory_when_enemies_defeated=no turns=27 {SECOND_WATCH} {SECOND_WATCH} {SECOND_WATCH} {DAWN} {DAWN_NO_SOUND} {DAWN_NO_SOUND} {MORNING} {MORNING} {MORNING} {MIDDAY} {MIDDAY} {MIDDAY} {AFTERNOON} {AFTERNOON} {AFTERNOON} {DUSK} {DUSK_NO_SOUND} {DUSK_NO_SOUND} {FIRST_WATCH} {FIRST_WATCH} {FIRST_WATCH} {MIDNIGHT} {MIDNIGHT} {MIDNIGHT} {SECOND_WATCH} {SECOND_WATCH} {SECOND_WATCH} {SCENARIO_MUSIC casualties_of_war.ogg} {EXTRA_SCENARIO_MUSIC battle.ogg} {EXTRA_SCENARIO_MUSIC the_city_falls.ogg} {EXTRA_SCENARIO_MUSIC siege_of_laurelmor.ogg} {STORYTXT_BLACK_FIRE} [side] {PLAYER_FAE} {FAERIE_RECRUITS} side=1 {GOLD 240 200 120} {INCOME 2 0 -4} fog=yes shroud=no [/side] [side] {HUMAN_ALLY} type=General id=humanleader18 generate_name=yes canrecruit=yes side=2 recruit=Swordsman,Pikeman,Javelineer,Longbowman,Dragoon {GOLD 280 240 120} {INCOME 5 4 3} share_view=yes share_vision=all [ai] aggression=0.2 caution=0.8 [/ai] [/side] [side] {ETHEA_ENEMY_SIDE} {AGGRESSIVE_SIDE} type=Inferno Demon id=demonleader18a generate_name=yes canrecruit=yes side=3 {GOLD 400 500 700} {INCOME 25 30 40} village_support=3 recruit=Demon Grunt,Fire Demon,Demon Sword Dancer,Blood Imp [/side] [side] {ETHEA_ENEMY_SIDE} {AGGRESSIVE_SIDE} type=Demon Hellion id=demonleader18b generate_name=yes canrecruit=yes side=4 {GOLD 400 500 700} {INCOME 25 30 40} village_support=3 recruit=Demon Windlasher,Demon Zephyr,Demon Berserker,Demonic Hound [/side] {STARTING_VILLAGES_ALL 2} {STARTING_VILLAGES 1 8} {STARTING_VILLAGES 3 10} {STARTING_VILLAGES 4 10} [event] name=prestart [store_unit] [filter] id=Yumi [/filter] variable=yumi [/store_unit] [kill] id=Yumi [/kill] [store_unit] [filter] id=Aryel [/filter] variable=aryel [/store_unit] [kill] id=Yumi,Aryel [/kill] [if] [have_unit] id=Haart [/have_unit] [then][/then] [else] [unit] side=1 id=Haart name= _ "General Haart" type=General random_traits=no [modifications] {TRAIT_LOYAL} {TRAIT_STRONG} [/modifications] x,y=recall,recall [/unit] [/else] [/if] [store_unit] [filter] id=Haart [/filter] variable=haart [/store_unit] [kill] id=Yumi,Aryel,Haart [/kill] {GUARDIAN_NOID "Longbowman" 2 15 21} {GUARDIAN_NOID "Longbowman" 2 19 10} {GUARDIAN_NOID "Longbowman" 2 6 25} {GUARDIAN_NOID "Longbowman" 2 2 25} {GUARDIAN_NOID "Lieutenant" 2 4 24} {GUARDIAN_NOID "Longbowman" 2 24 25} {GUARDIAN_NOID "Longbowman" 2 20 25} {GUARDIAN_NOID "Lieutenant" 2 22 24} {GUARDIAN_NOID "Shock Trooper" 2 14 11} {GUARDIAN_NOID "Longbowman" 2 14 14} {GUARDIAN_NOID "Longbowman" 2 19 14} {GUARDIAN_NOID "Longbowman" 2 10 15} {GUARDIAN_NOID "Swordsman" 2 9 25} {GUARDIAN_NOID "Swordsman" 2 17 25} [set_variable] name=turn_fire_dmg value=0 [/set_variable] [unit] side=1 id=fleure name= _ "Fleure" type=Red Mage gender=female random_traits=no animate=no [modifications] {TRAIT_LOYAL} {TRAIT_RESILIENT} {TRAIT_QUICK} [/modifications] x,y=14,29 hitpoints=35 experience=68 [/unit] [unit] side=2 generate_name=yes type=Swordsman random_traits=yes animate=no x,y=11,29 hitpoints=12 experience=13 [/unit] [unit] side=2 generate_name=yes type=Pikeman random_traits=yes animate=no x,y=12,28 hitpoints=28 experience=15 [/unit] [unit] side=2 generate_name=yes type=Swordsman random_traits=yes animate=no x,y=15,29 hitpoints=15 experience=25 [/unit] [unit] side=2 generate_name=yes type=Javelineer random_traits=yes animate=no x,y=11,31 hitpoints=10 experience=40 [/unit] [unit] side=2 generate_name=yes type=Shock Trooper random_traits=yes animate=no x,y=13,32 hitpoints=20 experience=34 [/unit] [unit] side=3 generate_name=yes type=Fire Demon random_traits=yes animate=no x,y=10,29 hitpoints=37 experience=55 [/unit] [unit] side=3 generate_name=yes type=Demon Sword Dancer random_traits=yes animate=no x,y=11,32 hitpoints=28 experience=76 [/unit] [unit] side=3 generate_name=yes type=Demon Grunt random_traits=yes animate=no x,y=12,30 hitpoints=32 experience=44 [/unit] [unit] side=3 generate_name=yes type=Fire Demon random_traits=yes animate=no x,y=14,30 hitpoints=25 experience=27 [/unit] [unit] side=3 generate_name=yes type=Inferno Demon random_traits=yes animate=no x,y=14,33 hitpoints=42 experience=57 [/unit] [unit] side=4 generate_name=yes type=Demon Berserker random_traits=yes animate=no x,y=17,30 hitpoints=17 experience=16 [/unit] [unit] side=4 generate_name=yes type=Demon Zephyr random_traits=yes animate=no x,y=18,32 hitpoints=22 experience=36 [/unit] [unit] side=4 generate_name=yes type=Demon Berserker random_traits=yes animate=no x,y=15,31 hitpoints=26 experience=43 [/unit] [unhide_unit] [filter][/filter] [/unhide_unit] [/event] [event] name=start {RECALL_TALYA 20 20} [redraw] side=1 clear_shroud=yes [/redraw] [lift_fog] [filter_side] side=1 [/filter_side] x,y=9,21 radius=3 multiturn=no [/lift_fog] [message] speaker=Talya message= _ "General! How's the battle look?" [/message] [message] speaker=humanleader18 message= _ "Not good. Where's General Haart?" [/message] [message] speaker=Talya message= _ "He went to round up more men. We probably need the rest of the armies here to actually keep these demons out of the city." [/message] [message] speaker=humanleader18 message= _ "We're having enough trouble as it is, with only their advance forces here. And what about the king? There's still a warrant out for your arrest, as I believe even General Haart was imprisoned until not long ago." [/message] [message] speaker=Talya message= _ "Erm, it was actually us who broke him out. As for that warrant, well, I guess you can feel free to try and arrest me if you want." [/message] [message] speaker=humanleader18 message= _ "We clearly have more pressing matters and that order was stupid anyway. I'm more concerned about our defenses. Having fought alongside the Urdemons once or twice, I am quite cognizant of how powerful they are." [/message] [message] speaker=Talya message= _ "(<i>shrugs</i>) General Haart will probably find a way. He said he would take a day to 'convince' them. So until he arrives, we're on our own. But I brought friends!" [/message] [message] speaker=humanleader18 message= _ "Faeries, huh. This could get us in big trouble." [/message] [message] speaker=Esther message= _ "Relax. We're here to fight the demons, not you." [/message] [message] speaker=humanleader18 message= _ "I am not doubting you. It's just that the Council's mandate-" [/message] [message] speaker=Talya message= _ "We, uhm, took care of that. About the king, the faerie will handle that too. We just have to focus on defending the city." [/message] [message] speaker=humanleader18 message= _ "Stirring up trouble, professor? Then again, I can't say I haven't done that before. Fine. To arms! Defend the gates!" [/message] [objectives] {OBJECTIVE_VICTORY ( _ "Survive until end of turns")} {OBJECTIVE_VICTORY ( _ "OR: Defeat all enemy leaders")} {OBJECTIVE_DEFEAT ( _ "Death of Esther")} {OBJECTIVE_DEFEAT ( _ "Death of Talya")} {OBJECTIVE_DEFEAT ( _ "Demons reach the upper right castle")} {OBJECTIVE_CARRYOVER} [/objectives] [/event] [event] name=new turn first_time_only=no [if] [variable] name=turn_fire_dmg numerical_not_equals=0 [/variable] [then] [store_unit] [filter] side=1 [not] id=Esther [/not] [/filter] variable=fire_dmg_unit [/store_unit] {PLAY_SOUND "fire.wav"} [/then] [/if] [for] array=fire_dmg_unit [do] [if] [variable] name=fire_dmg_unit[$i].hitpoints greater_than=$turn_fire_dmg [/variable] [then] {VARIABLE_OP fire_dmg_unit[$i].hitpoints sub $turn_fire_dmg} [/then] [else] {VARIABLE fire_dmg_unit[$i].hitpoints 1} [/else] [/if] [unstore_unit] variable=fire_dmg_unit[$i] find_vacant=no text= _ "burned" {COLOR_HARM} [/unstore_unit] [/do] [/for] {CLEAR_VARIABLE fire_dmg_unit} [/event] [event] name=turn 7 [message] speaker=Talya message= _ "Man, there are so many of them." [/message] [message] speaker=Esther message= _ "That's how it always feels like when fighting demons. Doesn't help that each one of them is quite powerful too." [/message] [message] speaker=Talya message= _ "Yeah, you're telling me. That last guy nearly burned me to a crisp!" [/message] [message] speaker=Esther message= _ "Stay close, and I'll be able to keep them from getting to you, at least." [/message] [message] speaker=Talya message= _ "Alright, thanks." [/message] [/event] [event] name=turn 11 [message] speaker=Talya message= _ "Is it just me, or did it just get a bit warmer?" [/message] [message] speaker=Esther message= _ "Hmm. You're right. The demons are preparing something." [/message] [message] speaker=Talya message= _ "Ugh. You're telling me they decided that bringing such a big army wasn't enough..." [/message] [message] speaker=Esther message= _ "Demons are always a pain to deal with." [/message] [message] speaker=Talya message= _ "You said it." [/message] [/event] [event] name=turn 13 {REPEAT 2 ({QUAKE_FIXED "rumble.ogg"})} {SPAWN_ID ("Demon Windlasher") 3 2 38 ("demon1") ("female")} {SPAWN_ID ("Demon Windlasher") 4 24 38 ("demon2") ("female")} {SPAWN_ID ("Demon Zephyr") 3 2 37 ("demon3") ("male")} {SPAWN_ID ("Demon Zephyr") 4 22 39 ("demon4") ("male")} #ifdef NORMAL {SPAWN ("Demon Zephyr") 3 4 39} {SPAWN ("Demon Zephyr") 4 24 37} #endif #ifdef HARD {SPAWN ("Demon Zephyr") 3 4 39} {SPAWN ("Demon Zephyr") 3 3 40} {SPAWN ("Demon Stormbringer") 4 24 37} {SPAWN ("Demon Galerunner") 4 24 36} #endif [lift_fog] [filter_side] side=1 [/filter_side] x=2,24,2,22 y=38,38,37,39 multiturn=no [/lift_fog] [redraw] side=1 clear_shroud=yes [/redraw] [message] speaker=demon1 message= _ "Their battlements still hold." [/message] [message] speaker=demon3 message= _ "Not for long." [/message] [message] speaker=demon2 message= _ "The winds of war lead us to battle." [/message] [message] speaker=demon4 message= _ "By the end of this day, all these humans shall be naught but ashes." [/message] [message] speaker=Talya message= _ "Oh boy. Those guys sound strong. This is going to turn into such a mess." [/message] [gold] amount={ON_DIFFICULTY 50 60 80} side=3 [/gold] [gold] amount={ON_DIFFICULTY 50 60 80} side=4 [/gold] [/event] [event] name=turn 14 end [filter_condition] [have_unit] id=demonleader18a [/have_unit] [/filter_condition] [set_variable] name=turn_fire_dmg value=3 [/set_variable] [/event] [event] name=side 1 turn 15 [filter_condition] [have_unit] id=demonleader18a [/have_unit] [/filter_condition] {COLOR_ADJUST 20 0 0} [message] speaker=Talya message= _ "Ouch- it's... hot!" [/message] [message] speaker=Esther message= _ "I've seen this trick before! There must be some lava or volcanoes nearby. The demons use the heat to power their sorcery." [/message] [message] speaker=Talya message= _ "Ugh. Can we do anything about it?" [/message] [message] speaker=Esther message= _ "We have to kill the demon channeling the magma's energies. Problem is, it's probably one of the enemy leaders doing it, so we have to get to them first." [/message] [message] speaker=Talya message= _ "That <i>is</i> quite a problem. Most likely we'll just have to tough it out." [/message] [/event] [event] name=turn 18 {REPEAT 2 ({QUAKE_FIXED "rumble.ogg"})} {PLAY_SOUND "dragonstick.ogg"} [message] speaker=Talya message= _ "Uuuhhh, that sound... don't tell me, there's more of those flying demons coming." [/message] [message] speaker=Esther message= _ "Unfortunately so." [/message] [message] speaker=Talya message= _ "(<i>groans</i>)" [/message] {SPAWN ("Demon Windlasher") 3 2 38} {SPAWN ("Demon Windlasher") 4 24 38} {SPAWN ("Demon Zephyr") 3 2 37} {SPAWN ("Demon Zephyr") 4 22 39} #ifdef NORMAL {SPAWN ("Demon Zephyr") 3 4 39} {SPAWN ("Demon Stormbringer") 4 24 37} #endif #ifdef HARD {SPAWN ("Demon Zephyr") 3 4 39} {SPAWN ("Demon Stormbringer") 3 3 40} {SPAWN ("Demon Stormbringer") 4 24 37} {SPAWN ("Demon Galerunner") 4 24 36} #endif [gold] amount={ON_DIFFICULTY 60 70 90} side=3 [/gold] [gold] amount={ON_DIFFICULTY 60 70 90} side=4 [/gold] [/event] [event] name=turn 19 end [filter_condition] [have_unit] id=demonleader18a [/have_unit] [/filter_condition] [set_variable] name=turn_fire_dmg value=4 [/set_variable] [/event] [event] name=side 1 turn 20 [filter_condition] [have_unit] id=demonleader18a [/have_unit] [/filter_condition] {COLOR_ADJUST 30 0 0} [message] speaker=Talya message= _ "Ugh, feels like my skin's burning off." [/message] [/event] [event] name=turn 22 {REPEAT 2 ({QUAKE_FIXED "rumble.ogg"})} [message] speaker=Esther message= _ "Here they come again." [/message] {SPAWN ("Demon Windlasher") 3 2 38} {SPAWN ("Demon Windlasher") 4 24 38} {SPAWN ("Demon Stormbringer") 3 2 37} {SPAWN ("Demon Zephyr") 4 22 39} #ifdef NORMAL {SPAWN ("Demon Stormbringer") 3 4 39} {SPAWN ("Demon Stormbringer") 4 24 37} #endif #ifdef HARD {SPAWN ("Demon Zephyr") 3 4 39} {SPAWN ("Demon Stormbringer") 3 3 40} {SPAWN ("Demon Stormbringer") 4 24 37} {SPAWN ("Demon Galerunner") 4 24 36} #endif [gold] amount={ON_DIFFICULTY 70 80 100} side=3 [/gold] [gold] amount={ON_DIFFICULTY 70 80 100} side=4 [/gold] [/event] [event] name=turn 23 [message] speaker=Talya message= _ "Ahhh, we just have to hold out a bit more. I'm sure General Haart will be back soon with reinforcements." [/message] [message] speaker=Esther message= _ "Did he really need a whole day to find his men and convince the other generals?" [/message] [message] speaker=Talya message= _ "Well, not exactly. My guess is he was planning to, uhm, take some more drastic measures. Like, incapacitate the ones who seem unlikely to cooperate. You know how these things go." [/message] [message] speaker=Esther message= _ "Is now really the time for that? The demons are nearly overrunning us already." [/message] [message] speaker=Talya message= _ "Better now, rather than when a bunch of jerks arrive in the middle of the fight and squash us without even caring about holding off the demons." [/message] [message] speaker=Esther message= _ "So the politics have gotten that bad around here, huh." [/message] [message] speaker=Talya message= _ "Yeah..." [/message] [/event] [event] name=turn 23 end [filter_condition] [have_unit] id=demonleader18a [/have_unit] [/filter_condition] [set_variable] name=turn_fire_dmg value=5 [/set_variable] [/event] [event] name=side 1 turn 24 [filter_condition] [have_unit] id=demonleader18a [/have_unit] [/filter_condition] {COLOR_ADJUST 40 0 0} [message] speaker=Talya message= _ "Owwwww..." [/message] [/event] [event] name=turn 25 {REPEAT 2 ({QUAKE_FIXED "rumble.ogg"})} {SPAWN ("Demon Windlasher") 3 2 38} {SPAWN ("Demon Windlasher") 4 24 38} {SPAWN ("Demon Stormbringer") 3 2 37} {SPAWN ("Demon Zephyr") 4 22 39} #ifdef NORMAL {SPAWN ("Demon Stormbringer") 3 4 39} {SPAWN ("Demon Stormbringer") 4 24 37} #endif #ifdef HARD {SPAWN ("Demon Stormbringer") 3 4 39} {SPAWN ("Demon Stormbringer") 3 3 40} {SPAWN ("Demon Stormbringer") 4 24 37} {SPAWN ("Demon Galerunner") 4 24 36} #endif [gold] amount={ON_DIFFICULTY 80 90 110} side=3 [/gold] [gold] amount={ON_DIFFICULTY 80 90 110} side=4 [/gold] [/event] [event] name=turn 26 [message] speaker=Talya message= _ "General Haart just sent a hawk. He's sending some reinforcements our way and will join us soon." [/message] [gold] amount={ON_DIFFICULTY 80 70 50} side=1 [/gold] [message] speaker=Esther message= _ "Great. Fighting off all these demons is pretty tiring." [/message] [/event] [event] name=moveto first_time_only=yes [filter] side=3,4 [filter_location] x,y=19,20 radius=4 [/filter_location] [/filter] [message] speaker=Talya message= _ "Uh oh. They're breaking into the city." [/message] [message] speaker=Esther message= _ "We'll either have to force them back or retreat. Can't let them swarm over us." [/message] [/event] [event] name=moveto first_time_only=yes [filter] side=3,4 [filter_location] x,y=7,12 radius=4 [/filter_location] [/filter] [message] speaker=Talya message= _ "They just keep coming!" [/message] [message] speaker=Esther message= _ "Don't give up! We have to keep fighting!" [/message] [/event] [event] name=last breath first_time_only=yes [filter] side=3,4 [/filter] [filter_second] id=Talya [/filter_second] [message] speaker=unit message= _ "Slain... by a human..." [/message] [message] speaker=Talya message= _ "Wow, I did it! Take that, you demons!" [/message] [/event] [event] name=attack first_time_only=yes [filter] id=demon1,demon2 [/filter] [message] speaker=unit message= _ "Your soul is mine." [/message] [/event] [event] name=attack first_time_only=yes [filter] id=demon3,demon4 [/filter] [message] speaker=unit message= _ "Burn!" [/message] [/event] [event] name=attack first_time_only=yes [filter] side=3,4 [/filter] [message] speaker=unit message= _ "Slay them all!" [/message] [/event] [event] name=last breath first_time_only=yes [filter] id=humanleader18 [/filter] [message] speaker=humanleader18 message= _ "Eaugh! Fight on- without me..." [/message] [/event] # wall breaking [event] name=wall_demolish first_time_only=yes [message] speaker=Esther message= _ "They're breaking down the walls!" [/message] [message] speaker=Talya message= _ "You're kidding me... I thought we were safe behind these things!" [/message] [message] speaker=Esther message= _ "You're never safe against these guys. We'll just need to try our best to keep them from coming through the gaps." [/message] [/event] [event] name=wall_demolish2 first_time_only=yes [message] speaker=Talya message= _ "Ugh, they're going to tear down the whole city." [/message] [/event] [event] name=wall_demolish3 first_time_only=yes [message] speaker=Talya message= _ "Uuuu, my poor home." [/message] [/event] [event] name=moveto first_time_only=yes [filter] side=3,4 [filter_location] x,y=5,28 [/filter_location] [/filter] {PLAY_SOUND "dragonstick.ogg"} [terrain] x,y=5,27 terrain=Btym^Sy| [/terrain] [terrain] x,y=5,26 terrain=Btym^Sy| [/terrain] [redraw][/redraw] [fire_event] name=wall_demolish [/fire_event] [/event] [event] name=moveto first_time_only=yes [filter] side=3,4 [filter_location] x,y=7,28 [/filter_location] [/filter] {PLAY_SOUND "dragonstick.ogg"} [terrain] x,y=7,27 terrain=Btym^Sy| [/terrain] [terrain] x,y=7,26 terrain=Btym^Sy| [/terrain] [redraw][/redraw] [fire_event] name=wall_demolish [/fire_event] [/event] [event] name=moveto first_time_only=yes [filter] side=3,4 [filter_location] x,y=3,28 [/filter_location] [/filter] {PLAY_SOUND "dragonstick.ogg"} [terrain] x,y=3,27 terrain=Btym^Sy| [/terrain] [terrain] x,y=3,26 terrain=Btym^Sy| [/terrain] [redraw][/redraw] [fire_event] name=wall_demolish [/fire_event] [/event] [event] name=moveto first_time_only=yes [filter] side=3,4 [filter_location] x,y=19,28 [/filter_location] [/filter] {PLAY_SOUND "dragonstick.ogg"} [terrain] x,y=19,27 terrain=Btym^Sy| [/terrain] [terrain] x,y=19,26 terrain=Btym^Sy| [/terrain] [redraw][/redraw] [fire_event] name=wall_demolish [/fire_event] [/event] [event] name=moveto first_time_only=yes [filter] side=3,4 [filter_location] x,y=9,28 [/filter_location] [/filter] {PLAY_SOUND "dragonstick.ogg"} [terrain] x,y=9,27 terrain=Btym^Sy| [/terrain] [terrain] x,y=9,26 terrain=Btym^Sy| [/terrain] [redraw][/redraw] [fire_event] name=wall_demolish [/fire_event] [/event] [event] name=moveto first_time_only=yes [filter] side=3,4 [filter_location] x,y=17,28 [/filter_location] [/filter] {PLAY_SOUND "dragonstick.ogg"} [terrain] x,y=17,27 terrain=Btym^Sy| [/terrain] [terrain] x,y=17,26 terrain=Btym^Sy| [/terrain] [redraw][/redraw] [fire_event] name=wall_demolish [/fire_event] [/event] [event] name=moveto first_time_only=yes [filter] side=3,4 [filter_location] x,y=21,28 [/filter_location] [/filter] {PLAY_SOUND "dragonstick.ogg"} [terrain] x,y=21,27 terrain=Btym^Sy| [/terrain] [terrain] x,y=21,26 terrain=Btym^Sy| [/terrain] [redraw][/redraw] [fire_event] name=wall_demolish [/fire_event] [/event] [event] name=moveto first_time_only=yes [filter] side=3,4 [filter_location] x,y=23,28 [/filter_location] [/filter] {PLAY_SOUND "dragonstick.ogg"} [terrain] x,y=23,27 terrain=Btym^Sy| [/terrain] [terrain] x,y=23,26 terrain=Btym^Sy| [/terrain] [redraw][/redraw] [fire_event] name=wall_demolish [/fire_event] [/event] [event] name=moveto first_time_only=yes [filter] side=3,4 [filter_location] x,y=6,20 [/filter_location] [/filter] {PLAY_SOUND "dragonstick.ogg"} [terrain] x,y=6,19 terrain=Btym^Sy| [/terrain] [terrain] x,y=6,18 terrain=Btym^Sy| [/terrain] [redraw][/redraw] [fire_event] name=wall_demolish2 [/fire_event] [/event] [event] name=moveto first_time_only=yes [filter] side=3,4 [filter_location] x,y=17,17 [/filter_location] [/filter] {PLAY_SOUND "dragonstick.ogg"} [terrain] x,y=17,16 terrain=Btym^Sy| [/terrain] [terrain] x,y=17,15 terrain=Btym^Sy| [/terrain] [redraw][/redraw] [fire_event] name=wall_demolish2 [/fire_event] [/event] [event] name=moveto first_time_only=yes [filter] side=3,4 [filter_location] x,y=14,17 [/filter_location] [/filter] {PLAY_SOUND "dragonstick.ogg"} [terrain] x,y=14,16 terrain=Btym^Sy| [/terrain] [terrain] x,y=14,15 terrain=Btym^Sy| [/terrain] [redraw][/redraw] [fire_event] name=wall_demolish2 [/fire_event] [/event] [event] name=moveto first_time_only=yes [filter] side=3,4 [filter_location] x,y=10,18 [/filter_location] [/filter] {PLAY_SOUND "dragonstick.ogg"} [terrain] x,y=10,17 terrain=Btym^Sy| [/terrain] [terrain] x,y=10,16 terrain=Btym^Sy| [/terrain] [redraw][/redraw] [fire_event] name=wall_demolish2 [/fire_event] [/event] [event] name=moveto first_time_only=yes [filter] side=3,4 [filter_location] x,y=9,9 [/filter_location] [/filter] {PLAY_SOUND "dragonstick.ogg"} [terrain] x,y=9,8 terrain=Btym^Sy| [/terrain] [terrain] x,y=9,7 terrain=Btym^Sy| [/terrain] [redraw][/redraw] [fire_event] name=wall_demolish3 [/fire_event] [/event] [event] name=moveto first_time_only=yes [filter] side=3,4 [filter_location] x,y=15,9 [/filter_location] [/filter] {PLAY_SOUND "dragonstick.ogg"} [terrain] x,y=15,8 terrain=Btym^Sy| [/terrain] [terrain] x,y=15,7 terrain=Btym^Sy| [/terrain] [redraw][/redraw] [fire_event] name=wall_demolish3 [/fire_event] [/event] [event] name=moveto first_time_only=yes [filter] side=3,4 [filter_location] x,y=2,8 [/filter_location] [/filter] {PLAY_SOUND "dragonstick.ogg"} [terrain] x,y=2,7 terrain=Btym^Sy| [/terrain] [terrain] x,y=2,6 terrain=Btym^Sy| [/terrain] [redraw][/redraw] [fire_event] name=wall_demolish3 [/fire_event] [/event] # demon leader deaths [event] name=last breath first_time_only=yes [filter] id=demonleader18a [/filter] [message] speaker=demonleader18a message= _ "Argh! Defeated... by filthy mortals..." [/message] [set_variable] name=turn_fire_dmg value=0 [/set_variable] [/event] [event] name=last breath first_time_only=yes [filter] id=demonleader18b [/filter] [message] speaker=demonleader18b message= _ "The power! It slips away..." [/message] [/event] # victory events [event] name=enemies defeated [message] speaker=Talya message= _ "Great! We actually managed to push the demons back!" [/message] [message] speaker=Esther message= _ "Not exactly. Look in the distance. That crimson glow on the horizon means more are coming." [/message] [message] speaker=Talya message= _ "That's fine. We managed to hold them off so far. Esther, you should go help Aryel and Yumi." [/message] [message] speaker=Esther message= _ "Erm, well... I would love to go join them, but these demons are quite powerful-" [/message] [message] speaker=Talya message= _ "Yeah, I know we're not as strong as you guys, but we humans aren't <i>that</i> weak either. C'mon, you have to give us a chance to stand up for ourselves. We'll be able to beat them. We already did just now." [/message] [message] speaker=Esther message= _ "I sure hope so." [/message] [message] speaker=Talya message= _ "Don't look so conflicted. They're your friends." [/message] [message] speaker=Esther message= _ "I know. (<i>sighs</i>) I wish I could do more, but all I can do right now is run around and hope I can help." [/message] [message] speaker=Talya message= _ "You've been plenty helpful. We wouldn't have made it out of Helemoor without you. And you know Aryel would've been in big trouble had you not found her." [/message] [message] speaker=Esther message= _ "She and Yumi have a way of getting into trouble with me not around." [/message] [message] speaker=Talya message= _ "All the more reason to go help them." [/message] [message] speaker=Esther message= _ "(<i>nods</i>) You'd better still be here when we get back." [/message] [message] speaker=Talya message= _ "I will! Good luck!" [/message] [message] speaker=Esther message= _ "Same to you." [/message] [endlevel] result=victory {NEW_GOLD_CARRYOVER 40} next_scenario=19_Twilight_Vision [/endlevel] [/event] [event] name=time over [store_unit] [filter] id=Talya [/filter] variable=talya [/store_unit] [unstore_unit] variable=haart find_vacant=yes x,y=$talya.x,$talya.y [/unstore_unit] [redraw][/redraw] [message] speaker=Haart message= _ "Talya, there you are! I was looking for you." [/message] [message] speaker=Talya message= _ "General Haart, just in time! How many men could you round up?" [/message] [message] speaker=Haart message= _ "I was able to convince some of the other generals to place their armies under my command. It wasn't too difficult, considering the city is under heavy assault. This way, all responsibility of aiding you or the faeries falls upon me should anyone ask." [/message] [message] speaker=Talya message= _ "Haha, I see. Esther, we'll handle things from here. You should go help Aryel and Yumi." [/message] [message] speaker=Esther message= _ "Is that... okay? I would love to go join them, but these demons are quite powerful-" [/message] [message] speaker=Talya message= _ "Yeah, I know we're not as strong as you guys, but we humans aren't <i>that</i> weak either. C'mon, you have to give us a chance to stand up for ourselves. We'll be able to beat them. We already did just now." [/message] [message] speaker=Esther message= _ "I sure hope so." [/message] [message] speaker=Talya message= _ "Don't look so conflicted. They're your friends." [/message] [message] speaker=Esther message= _ "I know. (<i>sighs</i>) I wish I could do more, but all I can do right now is run around and hope I can help." [/message] [message] speaker=Talya message= _ "You've been plenty helpful. We wouldn't have made it out of Helemoor without you. And you know Aryel would've been in big trouble had you not found her." [/message] [message] speaker=Esther message= _ "She and Yumi have a way of getting into trouble with me not around." [/message] [message] speaker=Talya message= _ "All the more reason to go help them." [/message] [message] speaker=Esther message= _ "(<i>nods</i>) You'd better still be here when we get back." [/message] [message] speaker=Talya message= _ "I will! Good luck!" [/message] [message] speaker=Esther message= _ "Same to you." [/message] [endlevel] result=victory {NEW_GOLD_CARRYOVER 40} next_scenario=19_Twilight_Vision [/endlevel] [/event] [event] name=victory {CLEAR_VARIABLE turn_fire_dmg} [/event] # defeat events [event] name=moveto first_time_only=yes [filter] side=3,4 [filter_location] x,y=21,2 radius=2 [/filter_location] [/filter] [message] speaker=Talya message= _ "Oh boy, now they're going to break into the rest of the residential areas. This is going to be a real slaughter..." [/message] [message] speaker=Esther message= _ "We really should have been able to do better than that." [/message] [endlevel] result=defeat [/endlevel] [/event] [event] name=last breath [filter] id=Esther [/filter] [message] speaker=Esther message= _ "Ugh..." [/message] [endlevel] result=defeat [/endlevel] [/event] [event] name=last breath [filter] id=Talya [/filter] [message] speaker=Talya message= _ "Augh!" [/message] [endlevel] result=defeat [/endlevel] [/event] [/scenario]
#textdomain wesnoth-Genesis [scenario] id=19_Twilight_Vision name= _ "Twilight Vision" map_data="{~add-ons/Genesis/episode1/maps/19_Twilight_Vision.map}" victory_when_enemies_defeated=no turns=-1 next_scenario=20_Royal_Palace theme=Cutscene {DARK_INDOORS} {SCENARIO_MUSIC underground.ogg} {EXTRA_SCENARIO_MUSIC returning_in_time.ogg} [side] side=1 no_leader=yes controller=human team_name=fae user_team_name= _ "team_name^Xia'el" {NO_GOLD_SIDE} shroud=yes color=green [/side] [side] no_leader=yes side=2 color=black controller=ai team_name=fae user_team_name= _ "team_name^Merthiaal" {NO_GOLD_SIDE} share_view=yes shroud=yes [/side] [side] side=3 no_leader=yes controller=ai team_name=gates hidden=yes color=black [/side] #define RESET_PUZZLE_ONE [terrain] x,y=46,7 terrain=Urb [/terrain] [terrain] x,y=46,4 radius=1 terrain=Wog [/terrain] [terrain] x,y=46,4 terrain=Wog^Zulf [/terrain] [terrain] x,y=43,3 terrain=Qlf [/terrain] [terrain] x,y=49,2 terrain=Gd [/terrain] [redraw][/redraw] {PLACE_IMAGE items/straw-bale1.png 46 7} {REMOVE_IMAGE 46 4} #enddef #define RESET_PUZZLE_TWO [terrain] x,y=23,31 terrain=Rb^Ecf [/terrain] [terrain] x,y=29,31 terrain=Wwb^Ii [/terrain] [terrain] x,y=29,27 terrain=Ww [/terrain] [terrain] x,y=23,27 terrain=Gll^Fetd [/terrain] [terrain] x,y=26,28 radius=1 terrain=Aa [/terrain] [terrain] x=25,26 y=26,26 terrain=Aa [/terrain] [terrain] x,y=26,28 terrain=Ayb [/terrain] [redraw][/redraw] #enddef #define RESET_PUZZLE_THREE [terrain] x,y=9,7 radius=2 terrain=Qlf [/terrain] [terrain] x=8,10,7,11,8,10 y=5,5,7,7,8,8 terrain=Urb [/terrain] [terrain] x,y=9,7 terrain=Xu [/terrain] [terrain] x,y=9,10 terrain=Gg^Fet [/terrain] [terrain] x,y=6,8 terrain=Gll^Fdw [/terrain] [terrain] x,y=12,8 terrain=Gll^Fp [/terrain] [terrain] x,y=12,5 terrain=Gll^Fmw [/terrain] [terrain] x,y=9,4 terrain=Gs^Fds [/terrain] [terrain] x,y=6,5 terrain=Gd^Fyok [/terrain] [redraw][/redraw] #enddef [event] name=prestart {PLACE_IMAGE items/crystal-glyph-message.png 38 3} {PLACE_IMAGE items/crystal-glyph-message.png 34 6} {PLACE_IMAGE items/crystal-glyph-message.png 17 22} {PLACE_IMAGE items/crystal-glyph-message.png 50 14} {PLACE_IMAGE items/straw-bale1.png 46 7} [set_variable] name=puzzle1 value=0 [/set_variable] [set_variable] name=puzzle2 value=0 [/set_variable] [set_variable] name=puzzle3 value=0 [/set_variable] [/event] [event] name=start {FADE_SCREEN} [unit] type=Guardian of Earth name= _ "Xia'el" id=Xia'el facing=sw canrecruit=yes unrenamable=yes animate=yes side=1 x,y=45,30 [/unit] [scroll_to] x,y=45,30 [/scroll_to] [redraw] side=1 clear_shroud=yes [/redraw] {UNFADE_SCREEN} {DELAY 1000} [message] speaker=Xia'el message= _ "Oooh, my head..." [/message] [message] speaker=Xia'el message= _ "(<i>rubs temples</i>)" [/message] [message] speaker=Xia'el message= _ "... Merthiaal? Merthiaal, are you there?" [/message] {DELAY 350} {TURN_UNIT5 "Xia'el"} {DELAY 350} [message] speaker=Xia'el message= _ "Hmm. This all doesn't seem real. This is... a dream?" [/message] [message] speaker=Xia'el message= _ "I can't tell either way. Maybe if I move around a little, I can figure out where I am." [/message] [objectives] {OBJECTIVE_VICTORY ( _ "Explore")} {OBJECTIVE_NOTE ( _ "There are 3 puzzles on this map.")} {OBJECTIVE_NOTE ( _ "Completion of each puzzle will reveal a crystal containing lore information.")} {OBJECTIVE_NOTE ( _ "The gates separate the sections between puzzles and will be destroyed upon completion of each puzzle.")} [/objectives] [/event] [event] name=moveto first_time_only=no [filter] id=Xia'el [/filter] {MODIFY_UNIT (x,y=$x1,$y1) moves 7} {MODIFY_UNIT (x,y=$x1,$y1) attacks_left 1} [/event] [event] name=attack end first_time_only=no [filter] id=Xia'el [/filter] {MODIFY_UNIT (x,y=$x1,$y1) moves 7} {MODIFY_UNIT (x,y=$x1,$y1) attacks_left 1} [/event] # puzzle text [event] name=moveto [filter] side=1 [filter_location] x,y=46,4 radius=4 [/filter_location] [/filter] [message] speaker=Xia'el message= _ "Huh, interesting. Looks like I need to make a fire here?" [/message] [/event] [event] name=moveto [filter] side=1 [filter_location] x,y=26,28 radius=4 [/filter_location] [/filter] [message] speaker=Xia'el message= _ "I think I need to bring that tree back to life." [/message] [/event] [event] name=moveto [filter] side=1 [filter_location] x,y=9,7 radius=4 [/filter_location] [/filter] [message] speaker=Xia'el message= _ "I wonder why the trees are all different around here." [/message] [/event] ################################################################################ ################################## PUZZLE ONE ################################## #define ONE_ITEM_MESSAGE [message] speaker=narrator message= _ "You can only pick up one thing at a time!" [/message] #enddef [event] name=moveto first_time_only=no [filter] side=1 x,y=49,2 [/filter] [filter_condition] [variable] name=puzzle1 less_than=10 [/variable] [/filter_condition] [switch] variable=puzzle1 [case] value=3 {ONE_ITEM_MESSAGE} [/case] [case] value=5 {ONE_ITEM_MESSAGE} [/case] [else] [terrain] x,y=49,2 terrain=Woby [/terrain] [redraw][/redraw] [message] speaker=Xia'el message= _ "I've got some earth." [/message] [set_variable] name=puzzle1 value=1 [/set_variable] [/else] [/switch] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=46,4 terrain=Wog^Zulf [/filter_location] [/filter] [filter_condition] [variable] name=puzzle1 less_than=10 [/variable] [/filter_condition] [switch] variable=puzzle1 [case] value=1 [move_unit] id=Xia'el to_x,to_y=47,5 [/move_unit] [terrain] x,y=46,4 terrain=Gd^Zulf [/terrain] [redraw][/redraw] [set_variable] name=puzzle1 value=2 [/set_variable] [/case] [case] value=0 [/case] [else] [message] speaker=Xia'el message= _ "That didn't work." [/message] {RESET_PUZZLE_ONE} [set_variable] name=puzzle1 value=0 [/set_variable] [/else] [/switch] [/event] [event] name=moveto first_time_only=no [filter] side=1 x,y=46,7 [/filter] [filter_condition] [variable] name=puzzle1 less_than=10 [/variable] [/filter_condition] [switch] variable=puzzle1 [case] value=1 {ONE_ITEM_MESSAGE} [/case] [case] value=5 {ONE_ITEM_MESSAGE} [/case] [else] {REMOVE_IMAGE 46 7} [terrain] x,y=46,7 terrain=Woby [/terrain] [redraw][/redraw] [message] speaker=Xia'el message= _ "I've picked up some hay." [/message] [set_variable] name=puzzle1 value=3 [/set_variable] [/else] [/switch] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=46,4 terrain=Gd^Zulf [/filter_location] [/filter] [filter_condition] [variable] name=puzzle1 less_than=10 [/variable] [/filter_condition] [switch] variable=puzzle1 [case] value=3 [move_unit] id=Xia'el to_x,to_y=47,5 [/move_unit] {PLACE_IMAGE items/straw-bale1.png 46 4} [terrain] x,y=46,4 terrain=Gs^Zulf [/terrain] [redraw][/redraw] [set_variable] name=puzzle1 value=4 [/set_variable] [/case] [case] value=2 [/case] [else] [set_variable] name=puzzle1 value=0 [/set_variable] [message] speaker=Xia'el message= _ "That didn't work." [/message] {RESET_PUZZLE_ONE} [/else] [/switch] [/event] [event] name=moveto first_time_only=no [filter] side=1 x,y=43,3 [/filter] [filter_condition] [variable] name=puzzle1 less_than=10 [/variable] [/filter_condition] [switch] variable=puzzle1 [case] value=1 {ONE_ITEM_MESSAGE} [/case] [case] value=3 {ONE_ITEM_MESSAGE} [/case] [else] [terrain] x,y=43,3 terrain=Woby [/terrain] [redraw][/redraw] [message] speaker=Xia'el message= _ "It's hot." [/message] [set_variable] name=puzzle1 value=5 [/set_variable] [/else] [/switch] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=46,4 terrain=Gs^Zulf [/filter_location] [/filter] [filter_condition] [variable] name=puzzle1 less_than=10 [/variable] [/filter_condition] [switch] variable=puzzle1 [case] value=5 {REMOVE_IMAGE 46 4} [move_unit] id=Xia'el to_x,to_y=47,5 [/move_unit] [terrain] x,y=46,4 terrain=Gs^Ecf [/terrain] [redraw][/redraw] {DELAY 350} {PLAY_SOUND "magic-dark-miss.ogg"} {DELAY 150} {PLAY_SOUND "magic-dark-miss.ogg"} {DELAY 750} {PLAY_SOUND "magic-dark.ogg"} {DELAY 500} {PLACE_IMAGE items/crystal-glyph-message.png 46 4} [terrain] x,y=46,4 terrain=Gs [/terrain] [redraw][/redraw] {DELAY 600} [message] speaker=Xia'el message= _ "Interesting. It's some kind of message log." [/message] [remove_terrain_overlays] x=31,32,32,38 y=10,9,11,15 [/remove_terrain_overlays] {DELAY 150} {PLAY_SOUND "gate-fall.ogg"} {DELAY 150} [message] speaker=narrator message= _ "A set of gates has been lowered." [/message] [set_variable] name=puzzle1 value=99 [/set_variable] [/case] [case] value=4 [/case] [else] [set_variable] name=puzzle1 value=0 [/set_variable] [message] speaker=Xia'el message= _ "That didn't work." [/message] {RESET_PUZZLE_ONE} [/else] [/switch] [/event] [event] name=moveto first_time_only=no [filter] side=1 x,y=46,4 [/filter] [filter_condition] [variable] name=puzzle1 numerical_equals=99 [/variable] [/filter_condition] [message] speaker=narrator message= _ "<i>From the journal of Merthiaal.</i>" [/message] [message] speaker=narrator message= _ "The Yuure demons have been acting extremely strangely. They're usually pretty reclusive, but lately some have begun materializing in large numbers. I thought maybe something happened, say one of the demon lords summoned them or maybe there was a reflection pool bridging the dream world to Yrathid, but as far as I can tell, everything seems to be the same as ever. I also spoke with Yukiria, the Guardian of Ice, and she said that many appeared to be materializing on Siaria as well. She didn't know why either. Yuure demons don't really materialize anywhere else besides... sometimes Norsula." [/message] [message] speaker=narrator message= _ "I have heard that Valdir sometimes has contact with them, though I can't imagine why. Using them really doesn't seem like his style. He always prefers those muscly brutes that just physically destroy everything they come across. The Yuure demons' powers are mainly limited to mental acrobatics. That's not really that good in a direct fight." [/message] [message] speaker=narrator message= _ "Well, I would have gone to ask Valdir about it, but given his disposition... I heard that when Miss Guardian of Air Kazith showed up unannounced, he attacked her on sight. She got away because, well, she's the Guardian of Air, but I think he'd just crush me if I tried to confront him. So that wasn't really an option." [/message] [message] speaker=narrator message= _ "I had to think of another way. Valdir is less versed in the more mystic arts, so I figured I might be able to watch him for a while as long as I wasn't too conspicuous about it. I hid in his shadow and waited and waited... funny thing is unlike me, most of the other Guardians still are somewhat like mortals in that they eat and sleep. Maybe there's long stretches between when they actually do, but eventually after he was done fighting, he went back into his fortress and straight to bed." [/message] [message] speaker=narrator message= _ "I wasn't totally sure since they're really deceptive at times, but the nebulous energies that swarmed around him were very similar to those of the Yuure demons. It felt as if reality were warping around him, like nightmares were piercing the thin fabric of our world. The whole thing was a bit jarring." [/message] [message] speaker=narrator message= _ "He spoke in his sleep, but it was all garbled. It might have been in a different tongue, one that I did not recognize, or maybe it was in common speech, but encoded somehow. I wanted to infiltrate his dream as well, but if the Yuure demons in his dream were on his side, they would have alerted him. I didn't want to stick around for too long, since he's quite a lot stronger than me - of course, basically everyone is..." [/message] [message] speaker=narrator message= _ "I'll have to make another trip back there some time. If I can figure out how to deal with them a bit better, maybe they'll offer me some information so I can figure out exactly what he wants to do with them." [/message] [/event] ################################################################ ################################################################ ################################################################################ ################################## PUZZLE TWO ################################## [event] name=moveto first_time_only=no [filter] side=1 x,y=23,31 [/filter] [filter_condition] [variable] name=puzzle2 less_than=10 [/variable] [/filter_condition] [switch] variable=puzzle2 [case] value=3 {ONE_ITEM_MESSAGE} [/case] [case] value=5 {ONE_ITEM_MESSAGE} [/case] [case] value=7 {ONE_ITEM_MESSAGE} [/case] [else] [terrain] x,y=23,31 terrain=Qxv [/terrain] [redraw][/redraw] [message] speaker=Xia'el message= _ "I've got some fire." [/message] [set_variable] name=puzzle2 value=1 [/set_variable] [/else] [/switch] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=26,28 terrain=Ayb [/filter_location] [/filter] [filter_condition] [variable] name=puzzle2 less_than=10 [/variable] [/filter_condition] [switch] variable=puzzle2 [case] value=1 [move_unit] id=Xia'el to_x,to_y=25,29 [/move_unit] [terrain] x,y=26,28 radius=1 terrain=Gd [/terrain] [terrain] x=25,26 y=26,26 terrain=Gd [/terrain] [terrain] x,y=26,28 terrain=Dd [/terrain] [redraw][/redraw] [set_variable] name=puzzle2 value=2 [/set_variable] [/case] [case] value=0 [/case] [else] [message] speaker=Xia'el message= _ "That didn't work." [/message] {RESET_PUZZLE_TWO} [set_variable] name=puzzle2 value=0 [/set_variable] [/else] [/switch] [/event] [event] name=moveto first_time_only=no [filter] side=1 x,y=23,27 [/filter] [filter_condition] [variable] name=puzzle2 less_than=10 [/variable] [/filter_condition] [switch] variable=puzzle2 [case] value=1 {ONE_ITEM_MESSAGE} [/case] [case] value=5 {ONE_ITEM_MESSAGE} [/case] [case] value=7 {ONE_ITEM_MESSAGE} [/case] [else] [terrain] x,y=23,27 terrain=Qxv [/terrain] [redraw][/redraw] [message] speaker=Xia'el message= _ "Here's a dead tree." [/message] [set_variable] name=puzzle2 value=3 [/set_variable] [/else] [/switch] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=26,28 terrain=Dd [/filter_location] [/filter] [filter_condition] [variable] name=puzzle2 less_than=10 [/variable] [/filter_condition] [switch] variable=puzzle2 [case] value=3 [move_unit] id=Xia'el to_x,to_y=25,29 [/move_unit] [terrain] x,y=26,28 terrain=Dd^Fetd [/terrain] [redraw][/redraw] [set_variable] name=puzzle2 value=4 [/set_variable] [/case] [case] value=2 [/case] [else] [set_variable] name=puzzle2 value=0 [/set_variable] [message] speaker=Xia'el message= _ "That didn't work." [/message] {RESET_PUZZLE_TWO} [/else] [/switch] [/event] [event] name=moveto first_time_only=no [filter] side=1 x,y=29,27 [/filter] [filter_condition] [variable] name=puzzle2 less_than=10 [/variable] [/filter_condition] [switch] variable=puzzle2 [case] value=1 {ONE_ITEM_MESSAGE} [/case] [case] value=3 {ONE_ITEM_MESSAGE} [/case] [case] value=7 {ONE_ITEM_MESSAGE} [/case] [else] [terrain] x,y=29,27 terrain=Qxv [/terrain] [redraw][/redraw] [message] speaker=Xia'el message= _ "This water is really clear." [/message] [set_variable] name=puzzle2 value=5 [/set_variable] [/else] [/switch] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=26,28 terrain=Dd^Fetd [/filter_location] [/filter] [filter_condition] [variable] name=puzzle2 less_than=10 [/variable] [/filter_condition] [switch] variable=puzzle2 [case] value=5 [move_unit] id=Xia'el to_x,to_y=25,29 [/move_unit] [terrain] x,y=26,28 terrain=Gs^Fetd [/terrain] [redraw][/redraw] [set_variable] name=puzzle2 value=6 [/set_variable] [/case] [case] value=4 [/case] [else] [set_variable] name=puzzle2 value=0 [/set_variable] [message] speaker=Xia'el message= _ "That didn't work." [/message] {RESET_PUZZLE_TWO} [/else] [/switch] [/event] [event] name=moveto first_time_only=no [filter] side=1 x,y=29,31 [/filter] [filter_condition] [variable] name=puzzle2 less_than=10 [/variable] [/filter_condition] [switch] variable=puzzle2 [case] value=1 {ONE_ITEM_MESSAGE} [/case] [case] value=3 {ONE_ITEM_MESSAGE} [/case] [case] value=5 {ONE_ITEM_MESSAGE} [/case] [else] [terrain] x,y=29,31 terrain=Qxv [/terrain] [redraw][/redraw] [message] speaker=Xia'el message= _ "It's bright here. And warm, like blood." [/message] [set_variable] name=puzzle2 value=7 [/set_variable] [/else] [/switch] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=26,28 terrain=Gs^Fetd [/filter_location] [/filter] [filter_condition] [variable] name=puzzle2 less_than=10 [/variable] [/filter_condition] [switch] variable=puzzle2 [case] value=7 [move_unit] id=Xia'el to_x,to_y=25,29 [/move_unit] [terrain] x,y=26,28 terrain=Gs^Fet [/terrain] [redraw][/redraw] {DELAY 350} {PLAY_SOUND "magic-dark-miss.ogg"} {DELAY 150} {PLAY_SOUND "magic-dark-miss.ogg"} {DELAY 750} {PLAY_SOUND "magic-dark.ogg"} {DELAY 500} {PLACE_IMAGE items/crystal-glyph-message.png 26 28} [terrain] x,y=26,28 terrain=Gs [/terrain] [redraw][/redraw] {DELAY 600} [message] speaker=Xia'el message= _ "Another message log." [/message] [remove_terrain_overlays] x=18,19,16,21 y=17,18,11,8 [/remove_terrain_overlays] {DELAY 150} {PLAY_SOUND "gate-fall.ogg"} {DELAY 150} [message] speaker=narrator message= _ "A set of gates has been lowered." [/message] [set_variable] name=puzzle2 value=99 [/set_variable] [/case] [case] value=6 [/case] [else] [set_variable] name=puzzle2 value=0 [/set_variable] [message] speaker=Xia'el message= _ "That didn't work." [/message] {RESET_PUZZLE_TWO} [/else] [/switch] [/event] [event] name=moveto first_time_only=no [filter] side=1 x,y=26,28 [/filter] [filter_condition] [variable] name=puzzle2 numerical_equals=99 [/variable] [/filter_condition] [message] speaker=narrator message= _ "<i>From the journal of Merthiaal.</i>" [/message] [message] speaker=narrator message= _ "Today was absolutely terrible. Ugh." [/message] [message] speaker=narrator message= _ "First things first. It turns out Yuure demons have been infiltrating Ethea and Irdya, the worlds where Uria and Xia'el rule. Uria came barging in here like she was going to kill me! I was so scared- I didn't know what to do... I mean, I didn't think such a thing would happen to begin with. What reason would they have to go to the worlds of Life and Earth? They don't even like those elements. And I most certainly didn't order them to go there, if they can even be ordered around." [/message] [message] speaker=narrator message= _ "The more I think about it, I think it's Valdir messing with them, but I can't just go saying that. If anyone goes telling him I said something like that, he would definitely kill me. Oh, I wish I was stronger..." [/message] [message] speaker=narrator message= _ "So, now there's apparently a civil war going on in Ethea, and Uria is having a headache dealing with trying to subdue her subjects. I'm sure that she could easily kill them all if she wanted to, but that would be totally embarrassing for her to do and I guess it wouldn't accomplish anything since that wouldn't solve the root of the problem. Those Yuure demons are really hard to track down and basically impossible to actually destroy. I'm not sure if even I could do it. Only Yukiria might be able to." [/message] [message] speaker=narrator message= _ "I don't know if Uria is even right about her hunch, but apparently, it's gotten so bad that the war among the Urdemons is even spilling over a little into Irdya. So now Xia'el is going to come after me and she's obviously going to yell at me and threaten me with whatever. And next thing you know, the problem will spread, and like maybe miss Guardian of Fire Shardia is going to barge in here and basically beat me up..." [/message] [message] speaker=narrator message= _ "They all like to pick on me just because I'm the youngest..." [/message] [message] speaker=narrator message= _ "I wanted to go to talk to Yarae about it, but I don't really know if he'd listen to me. He obviously likes Uria and Xia'el a lot more than me. Honestly, he'd probably just let them have their way with me, but I thought I might as well try explain my situation to him." [/message] [message] speaker=narrator message= _ "I decided to try anyway, but you know what happened? He just ignored me! I tried to say things to him, but he just raised his stupid big barrier and shut me out. And it's not like I was being a brat or anything, he was totally hiding something from me! Oh, I feel like I've stuck my nose into something bad..." [/message] [/event] ################################################################ ################################################################ ################################################################################ ################################# PUZZLE THREE ################################# [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=9,10 terrain=Gg^Fet [/filter_location] [/filter] [filter_condition] [variable] name=puzzle3 less_than=10 [/variable] [/filter_condition] [terrain] x,y=9,10 terrain=Qxu [/terrain] [redraw][/redraw] [message] speaker=Xia'el message= _ "It disappeared!" [/message] [set_variable] name=puzzle3 value=1 [/set_variable] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=9,4 terrain=Gs^Fds [/filter_location] [/filter] [filter_condition] [variable] name=puzzle3 less_than=10 [/variable] [/filter_condition] [switch] variable=puzzle3 [case] value=1 [message] speaker=Xia'el message= _ "It's so green." [/message] [terrain] x,y=9,4 terrain=Qxu [/terrain] [redraw][/redraw] [set_variable] name=puzzle3 value=2 [/set_variable] [/case] [else] [message] speaker=Xia'el message= _ "It's so green. But I think I got the order wrong." [/message] {RESET_PUZZLE_THREE} [set_variable] name=puzzle3 value=0 [/set_variable] [/else] [/switch] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=12,8 terrain=Gll^Fp [/filter_location] [/filter] [filter_condition] [variable] name=puzzle3 less_than=10 [/variable] [/filter_condition] [switch] variable=puzzle3 [case] value=2 [message] speaker=Xia'el message= _ "Smells like fresh pine cones." [/message] [terrain] x,y=12,8 terrain=Qxu [/terrain] [terrain] x=7,7,9,9,11,11 y=6,8,5,9,6,8 terrain=Qxu [/terrain] [redraw][/redraw] [set_variable] name=puzzle3 value=3 [/set_variable] [/case] [else] [message] speaker=Xia'el message= _ "Fresh pine cones. But the leaves aren't as green as the summer trees." [/message] {RESET_PUZZLE_THREE} [set_variable] name=puzzle3 value=0 [/set_variable] [/else] [/switch] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=12,5 terrain=Gll^Fmw [/filter_location] [/filter] [filter_condition] [variable] name=puzzle3 less_than=10 [/variable] [/filter_condition] [switch] variable=puzzle3 [case] value=3 [message] speaker=Xia'el message= _ "The leaves on these trees are a bit faded." [/message] [terrain] x,y=12,5 terrain=Qxu [/terrain] [redraw][/redraw] [set_variable] name=puzzle3 value=4 [/set_variable] [/case] [else] [message] speaker=Xia'el message= _ "The leaves on these trees are a bit faded. They look like they're getting ready for winter." [/message] {RESET_PUZZLE_THREE} [set_variable] name=puzzle3 value=0 [/set_variable] [/else] [/switch] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=6,8 terrain=Gll^Fdw [/filter_location] [/filter] [filter_condition] [variable] name=puzzle3 less_than=10 [/variable] [/filter_condition] [switch] variable=puzzle3 [case] value=4 [message] speaker=Xia'el message= _ "No leaves on these ones." [/message] [terrain] x,y=6,8 terrain=Qxu [/terrain] [terrain] x,y=9,7 radius=1 terrain=Qxu [/terrain] [terrain] x,y=9,7 terrain=Xu [/terrain] [redraw][/redraw] [set_variable] name=puzzle3 value=5 [/set_variable] [/case] [else] [message] speaker=Xia'el message= _ "No leaves on these ones, but they're still alive." [/message] {RESET_PUZZLE_THREE} [set_variable] name=puzzle3 value=0 [/set_variable] [/else] [/switch] [/event] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] x,y=6,5 terrain=Gd^Fyok [/filter_location] [/filter] [filter_condition] [variable] name=puzzle3 less_than=10 [/variable] [/filter_condition] [switch] variable=puzzle3 [case] value=5 [terrain] x,y=6,5 terrain=Qxu [/terrain] [redraw][/redraw] {DELAY 350} {PLAY_SOUND "magic-dark-miss.ogg"} {DELAY 150} {PLAY_SOUND "magic-dark-miss.ogg"} {DELAY 750} {PLAY_SOUND "magic-dark.ogg"} {DELAY 500} [terrain] x,y=9,7 terrain=Qxu [/terrain] [redraw][/redraw] {PLACE_IMAGE items/crystal-glyph-message.png 9 7} {DELAY 600} [message] speaker=Xia'el message= _ "It's another message." [/message] [remove_terrain_overlays] x,y=7,20 [/remove_terrain_overlays] {DELAY 150} {PLAY_SOUND "gate-fall.ogg"} {DELAY 150} [message] speaker=narrator message= _ "A gate has been lowered." [/message] [set_variable] name=puzzle3 value=99 [/set_variable] [/case] [else] [set_variable] name=puzzle3 value=0 [/set_variable] [message] speaker=Xia'el message= _ "Ah, it's dead. How unfortunate." [/message] {RESET_PUZZLE_THREE} [/else] [/switch] [/event] [event] name=moveto first_time_only=no [filter] side=1 x,y=9,7 [/filter] [filter_condition] [variable] name=puzzle3 numerical_equals=99 [/variable] [/filter_condition] [message] speaker=narrator message= _ "<i>From the memories of Valdir</i>." [/message] [message] speaker=narrator message= _ "Today, my glorious Mistress of Fire, Shardia, graced me with her presence once again. She insisted that I halt my armies' assault on her subjects and to withdraw my forces from her lands. Hah! How asinine. As if an insignificant weakling like her could command me! So I told her exactly that. Perhaps if she were so inclined to make a show of her own personal strength in a duel with me, I might consider her request. Of course, she declined. She possesses no resolve." [/message] [message] speaker=narrator message= _ "Never does she learn, never does she change. She begs and cries and pleads like a child, hah! For one who so enjoys her monotonous discourse about love, she most certainly is not shy about sending her subjects to fight in her place. If she were truly set on protecting her peoples, she would not cower within the safety of her lofty spires while they die at her feet!" [/message] [message] speaker=narrator message= _ "She is a disappointment. On the rare occasion in which she does venture into my domain, even the mere mention of battle is enough to send her scurrying away. She will not put her body where her tongue lies. Unmarred by war, she sits on her high throne as a poorly concealed tyrant." [/message] [message] speaker=narrator message= _ "<i>There is a clear break in time here.</i>" [/message] [message] speaker=narrator message= _ "The seas are silent. She left for Ethea four weeks ago. Our armies still do battle on the ashen shores, but their insignificant struggles only bore me. Shardia's plot is more concerning at the moment. What is she planning?" [/message] [message] speaker=narrator message= _ "Shardia and Uria - though their relationship may be tenuous at times, they are undoubtedly allies. Shardia, who so dreads to do battle with her own might, must grovel and shudder behind her equally puny confederates. Yes... they are conspirators... they cannot face me alone, so they choose to draw strength in numbers like ants scurrying upon the ground. And they are willing to do so because they fear me!" [/message] [message] speaker=narrator message= _ "So be it. If she refuses to challenge me with her own power, perhaps this will give her the confidence to fight. It shall be more interesting this way." [/message] [message] speaker=narrator message= _ "<i>There is another break in time here.</i>" [/message] [message] speaker=narrator message= _ "At last, Shardia has returned to Norsula. Upon realizing this, I ordered the deepmasters to press the assault on the shores of her towers once again. I myself went to lead the tide toward her sanctuary, but she did not descend to greet me. I do not understand! This is so unlike her usual disposition. Where is her loudmouthed lecture about peace and civility? Why has she not come to lambaste my 'savage lust for blood'? I am here, at the foot of her very own castle, and yet she does not acknowledge my presence in the slightest." [/message] [message] speaker=narrator message= _ "Is she ignoring me? How dare she! I am Valdir, the mightiest of the Guardians, the God of War, the Beast of Water, he who is invincible in battle! As long as I am here, she will have to acknowledge me sooner or later..." [/message] [message] speaker=narrator message= _ "That blasted witch. She is nothing but a smouldering piece of coal! She must think she has an edge on me now. She must think that I am weak - that I am no threat to her any longer. She thinks that frolicking together with Uria and Xia'el will provide her the means to subdue my armies - to subdue me! Fine. If that is her game, I shall have to show her the error of her ways." [/message] [message] speaker=narrator message= _ "<i>The following is a footnote from Merthiaal</i>." [/message] [message] speaker=narrator message= _ "I managed to get some small snippets of Valdir's memories using the Yuure demons. I'm so lucky he didn't notice, but I had to know if he was trying to do anything with them. I wasn't the most successful - everyone already knows about his obssession with Shardia - but he definitely sounded like he had some kind of plot of his own." [/message] [message] speaker=narrator message= _ "The thing is, it's not like I can go tell anyone with what little evidence I have. Especially not with such disjointed pieces of his memories. And I'm a little scared to risk trying that again. What should I do? Ugh, I don't know, I mean... I kind of already know what's going to happen." [/message] [message] speaker=narrator message= _ "Uria will just get mad at me for being nosy, Xia'el will dismiss me and say I'm mistaken, Valdir would totally just kill me... nobody's willing to listen to me. I'm just a child to them. Everyone wants to pick on me and nobody takes me seriously. I guess I've got no choice then. I have to keep spying on him until I come up with something more conclusive." [/message] [/event] ################################################################ ################################################################ # non-puzzle message glyphs [event] name=moveto first_time_only=no [filter] side=1 x,y=38,3 [/filter] [message] speaker=narrator message= _ "<i>From the journal of Merthiaal.</i>" [/message] [message] speaker=narrator message= _ "Today, Shardia, the Guardian of Fire, paid me a visit. She seemed like she was trying to be nice, but she looked kind of lost and tired. I suppose that makes sense." [/message] [message] speaker=narrator message= _ "From what I remember, there was once a world dedicated solely to Fire. Its name was Areza. Like all the other worlds, Yarae planted a Seed on it, and though I don't know exactly what the Seeds are supposed to be used for, I know that it inexorably links each planet with its respective element of creation." [/message] [message] speaker=narrator message= _ "But apparently, when planting the Seed on Areza, Yarae made a miscalculation and Areza was destroyed. Completely. It was a complete disaster that got even worse when the shattered remains of Areza crashed into the world of Norsula, where the Seed of Water had already been planted. So, Norsula turned into a world where two naturally opposing elements had to war unendingly for dominance." [/message] [message] speaker=narrator message= _ "It keeps getting worse. Valdir, the Guardian of Water, is a brutish pig who just likes to fight. And Shardia doesn't seem to mind matching him, even if she claims she's all about love and peace and all that nonsense. Point is, she and Valdir are quite literally always fighting. I guess they'll be at it until the end of time or until one of them dies. I wonder what the consequences of that would be." [/message] [message] speaker=narrator message= _ "Either way, Shardia lives on a world that isn't her own, where she doesn't belong, constantly fighting against the Aspect direclty opposed to her own. You know what the funny thing is?" [/message] [message] speaker=narrator message= _ "I don't think she hates Valdir. I don't think he hates her either. It's sort of complicated. They're totally obsessed with each other in a really messed up sort of way. I mean really, the only thing they ever talk about is each other, and even if most of it is complaining, they actually seem like... <i>interested</i> in each other." [/message] [message] speaker=narrator message= _ "The way she talked about him..." [/message] [message] speaker=narrator message= _ "Well, that's probably why their world is torn the way it is." [/message] [/event] [event] name=moveto first_time_only=no [filter] side=1 x,y=34,6 [/filter] [message] speaker=narrator message= _ "<i>From the journal of Merthiaal.</i>" [/message] [message] speaker=narrator message= _ "Uria, the Guardian of Life, might be the scariest one of us. Maybe even scarier than Valdir. I think she likes me the least out of all the other Guardians, so I have no idea why I went to go see her when she invited me to Ethea. I was so uncomfortable over there - it felt like she could squash me like a bug any time she wanted to. Not that we're exactly enemies, but..." [/message] [message] speaker=narrator message= _ "Anyway, get this. She called me over to <i>teach</i> me of all things. She was all like 'you're a brat and you're uneducated, so I shall have to teach you about our history and your responsibilities myself'. Well okay, that was definitely not what I expected, but it was a welcome change from being bullied all the time. So, where do I start?" [/message] [message] speaker=narrator message= _ "She said that in the universe prior to ours, an advanced civilization composed of cosmic beings existed. These were the immortal First Gods. They were so powerful and knowledgeable that they had unlocked most of the secrets of the universe, of the nature of life and of creation itself." [/message] [message] speaker=narrator message= _ "However, the end of their society was brought about when an unknown force corrupted their essence and began to wipe them out. As the universe began to collapse into the void, Yarae, one of the First Gods, banded together with a few others and created the Tree of Life. From this Tree sprang energies that birthed the new worlds and provided the souls for new life to form. These energies exist in ten different types, the ten elements of Creation." [/message] [message] speaker=narrator message= _ "Most lesser beings do not have a direct connection to the Tree. They are bestowed souls from its innumerable leaves, but otherwise lack the means to channel its energies. In most cases, only we Guardians have that ability, but what are we supposed to use it for? Of course technically, we act as the caretakers of the universe and of each of our corresponding worlds, but that is most certainly a naive purpose Yarae has bestowed upon us for his own convenience." [/message] [message] speaker=narrator message= _ "Our worlds are chaos. We are not the preservers of life that we are said to be. Collectively, as a group, we stoke turmoil rather than prevent it. Yarae, however, pays that no attention. He must have some motive for allowing his purported creation - the Tree of Life, the entire universe - to descend into such disarray. He wouldn't have created us just to watch us fight." [/message] [message] speaker=narrator message= _ "Uria doesn't think so. She thinks Yarae allows us to act with minimal guidance in hopes that we will distance ourselves from the First Gods' mistakes. Yeah, sure. He basically has her wrapped around his little finger! As if I could believe something like that. He's using us somehow. I just have to figure out what he wants us for." [/message] [message] speaker=narrator message= _ "If there was a force that destroyed the prior universe and it was something that he and his people could not overcome, perhaps he is using us as a way to try to circumvent such a thing from happening once again. But how? One thing is for sure. Without more knowledge, I can only guess at his intentions. To learn more - to better understand the nature of creation, more than just a single Aspect is needed..." [/message] [message] speaker=narrator message= _ "<i>The rest of the message is garbled beyond recognition</i>." [/message] [/event] [event] name=moveto first_time_only=no [filter] side=1 x,y=50,14 [/filter] [message] speaker=narrator message= _ "<i>From the memories of Luna.</i>" [/message] [message] speaker=narrator message= _ "<i>They trapped me. Even when I was still an ordinary demon, I was trapped. My sisters and my father kept me caged for eternity.</i>" [/message] [message] speaker=narrator message= _ "<i>That one freed me from that cage and put me in another - it made me a cage out of my own body. It chained me with my own flesh, binding me to the world of dreams and nightmares. I descended into darkness. All was blackness.</i>" [/message] [message] speaker=narrator message= _ "<i>And then there was water. As far as I could sense, there was black water in an endless sea of lucid nightmares. Yes, I was sure it was water, and yet somehow, it felt more like blood. It felt as if all the blood had drained out of my body and I had become nothing more than an image, an illusion that floated about as a bodiless soul, trapped within an endless mire of darkness.</i>" [/message] [message] speaker=narrator message= _ "<i>I heard its voice. It made me an offer. I could stay within the ocean of black water forever, or I could do its bidding. It gave me a choice. It wasn't much of one. From one cage to another, it is all the same. I have no free will.</i>" [/message] [/event] [event] name=moveto first_time_only=no [filter] side=1 x,y=17,22 [/filter] [message] speaker=narrator message= _ "<i>From the memories of Luna.</i>" [/message] [message] speaker=narrator message= _ "<i>I cannot see. I have never seen the other one's face - the one who put me in this warped form. But, I know its voice. It is neither male nor female, nor does it ever settle on any one pitch. It is like a chorus of voices, one like a child, one a constant scream, one as cold as the void.</i>" [/message] [message] speaker=narrator message= _ "<i>The voice of voices speaks and melds together, waves floating away into a sea of dreams. They transform into the texture of water, enveloping my insubstantial form and bearing me away into the cold, empty ocean. Suffocating, I am buried beneath the waters, unseeing, unhearing, unspeaking, unfeeling.</i>" [/message] [message] speaker=narrator message= _ "<i>The voice speaks through the muted water. Numb within the plunging deeps, my distorted form degenerates into thoughts, into nightmares. My soul, my entire being becomes a mere idea, fleeting and floating away into the amorphous ocean. Identity is lost. The form is lost and the being becomes one with the water.</i>" [/message] [message] speaker=narrator message= _ "<i>Time morphs into a vague mosaic of days and years and aeons. Floating through the waves, the swarm of thoughts becomes a swarm of voices, no longer just the one voice of many, but a hysterical frenzy of ill conceived whispers.</i>" [/message] [message] speaker=narrator message= _ "<i>And then this form surges from the depths and rises from the dark dream into another world of darkness. There is no light and there is no warmth, but it's... stable. In the steady stream of thought, this consciousness materializes and this amorphous form becomes me again. I am once again a being.</i>" [/message] [message] speaker=narrator message= _ "<i>The voice of voices speaks to me again, turning me toward its purpose. Whatever game it wants to use me for, I don't care. Please, I just don't want to be put back in that sea of black nightmares. I don't want to be put in cages anymore.</i>" [/message] [/event] # end scene [event] name=moveto [filter] side=1 x,y=9,33 [/filter] {REMOVE_IMAGE 38 3} {REMOVE_IMAGE 34 6} {REMOVE_IMAGE 17 22} {REMOVE_IMAGE 50 14} {REMOVE_IMAGE 26 28} {REMOVE_IMAGE 46 4} {REMOVE_IMAGE 9 7} {DELAY 350} {TURN_UNIT5 "Xia'el"} {DELAY 350} [message] speaker=Xia'el message= _ "(<i>yawns</i>)" [/message] {FADE_SCREEN} [kill] id=Xia'el [/kill] [replace_map] map="{~add-ons/Genesis/episode1/maps/09_Blackout.map}" expand=yes shrink=yes [/replace_map] [place_shroud] side=1 x=1-36 y=1-36 [/place_shroud] [redraw][/redraw] {SCROLL_TO 33 2} {DELAY 750} [message] speaker=narrator message= _ "<i>Xia'el.</i>" [/message] [message] speaker=narrator message= _ "... Xia'el?" [/message] [message] speaker=narrator message= _ "Please wake up. Xia'el?" [/message] {DELAY 500} [unit] type=Guardian of Earth name= _ "Xia'el" id=Xia'el facing=sw canrecruit=yes unrenamable=yes animate=no side=1 x,y=34,1 [/unit] [redraw] side=1 clear_shroud=yes [/redraw] {UNFADE_SCREEN} [unit] type=Guardian of Darkness id=Merthiaal facing=ne name= _ "Merthiaal" unrenamable=yes canrecruit=yes side=2 x,y=33,2 [/unit] [message] speaker=Merthiaal message= _ "Xia'el!" [/message] [message] speaker=Xia'el message= _ "Merthiaal?" [/message] [message] speaker=Merthiaal message= _ "You were talking in your sleep. You said some very worrying things." [/message] [message] speaker=Xia'el message= _ "I did? I see..." [/message] [message] speaker=Xia'el message= _ "I don't know if it was a dream or a vision of some sort. It was all black, a whole world of darkness. There were glyphs with messages - or maybe memories imprinted on them, and there were some with your thoughts on them as well. You said some very troubling things. About Valdir..." [/message] [message] speaker=Merthiaal message= _ "(<i>bites lip</i>)" [/message] [message] speaker=Xia'el message= _ "That wasn't just a dream, was it? Was what I read true? Merthiaal?" [/message] [message] speaker=Merthiaal message= _ "(<i>sighs</i>)" [/message] [message] speaker=Xia'el message= _ "Please, Merthiaal. I need to know. My world has been under attack, and- you wouldn't be having anything to do with it, would you?" [/message] [message] speaker=Merthiaal message= _ "(<i>snaps</i>) I thought we went over this." [/message] [message] speaker=Xia'el message= _ "But you're still hiding things from me-" [/message] [message] speaker=Merthiaal message= _ "I just don't want to see you all fighting. I want us to get along..." [/message] [message] speaker=Xia'el message= _ "I do too. So please be truthful with me, Merthiaal." [/message] [message] speaker=Merthiaal message= _ "Look, what I wrote there is just my guess, okay? I didn't want to tell you everything in case I was wrong. That would've been bad." [/message] [message] speaker=Xia'el message= _ "Don't worry, I won't jump to conclusions." [/message] [message] speaker=Merthiaal message= _ "(<i>nods</i>) All I know is... so like, everyone knows Valdir and Shardia are always fighting. They've been that way since forever and that's why Norsula's so messed up. But I was thinking, since apparently Shardia went to Uria for help, Valdir wanted to look for an edge of his own." [/message] [message] speaker=Xia'el message= _ "So you're saying Valdir is using these Yuure demons to mess with our worlds? I've heard your theory about that before. But even supposing what you saw in his memories was true, that seems very much unlike him. He wouldn't care about sowing chaos among our worlds. If he had a problem with us, he would come marching up directly to fight us. Though, even he couldn't do that while engaging Shardia at the same time." [/message] [message] speaker=Merthiaal message= _ "You're right. The chaos isn't his goal. I think he's looking for something specific on your worlds and he's using the Yuure demons as lackeys to do it. I'm not really sure what he's seeking though. I think it's some kind of weapon? I just... I just don't know. That's why I didn't want to tell you until I figured it out! And if he finds out... ohh, you don't understand, Xia'el. I'm not strong like you or Uria. I can't stand up to him-" [/message] [message] speaker=Xia'el message= _ "Relax, Merthiaal. I'm not going to tell anyone. Really, you don't need to freak out." [/message] [message] speaker=Merthiaal message= _ "Promise?" [/message] [message] speaker=Xia'el message= _ "I promise. Now please can you explain what you just said in more detail? You have an idea of what he's looking for." [/message] [message] speaker=Merthiaal message= _ "I... but- fine." [/message] [message] speaker=Merthiaal message= _ "Before you came here, I went to Norsula. What I discovered was a little unsettling, so I haven't told anyone else yet. I think Valdir's goal is to obtain the powers of the other elements. Along with him, you and Uria are some of the other really strong Guardians, right? You've got amazing powers that would definitely benefit him in his fight with Shardia." [/message] [message] speaker=Merthiaal message= _ "I think he's looking for a way to obtain your powers, so he's looking for a way to do that on your worlds. But like you said it's not really like he can go march into Irdya or Ethea that easily, even he doesn't have enough manpower to do that. So he probably wanted to do it covertly, using the Yuure demons to control the Urdemons to go look for him." [/message] [message] speaker=Xia'el message= _ "Why not have the Yuure demons do it directly?" [/message] [message] speaker=Merthiaal message= _ "You don't know? Oh, I guess you haven't interacted with them enough. Yuure demons require a medium to materialize in the physical world. Some sort of anchor. Otherwise, they exist only in dreams. They can't really do anything on their own." [/message] [message] speaker=Xia'el message= _ "I see. If what you say is true, that's troubling indeed. I'm not entirely sure I want to believe all this." [/message] [message] speaker=Merthiaal message= _ "I'm not trying to deceive you, Xia'el. Like I said, it's just a hunch." [/message] [message] speaker=Xia'el message= _ "Even so, it's definitely worth looking into. Merthiaal, thanks for all the help, I really appreciate it. I'd like to stay and talk more, but I really should get going now. I've troubled you too much, and I had better make sure everything is in order on Irdya." [/message] [message] speaker=Merthiaal message= _ "It's okay. I don't mind. Just as long as you're not here to yell at me. Or hurt me-" [/message] [message] speaker=Xia'el message= _ "Oh, please, Merthiaal. I'm not going to do that. It would be very bad mannered of me to pick on you, especially when you've been so helpful. I'm sorry if I insulted in you in any way. I'm just trying to protect my world." [/message] [message] speaker=Merthiaal message= _ "I understand. Safe journey, Xia'el." [/message] [message] speaker=Xia'el message= _ "Goodbye for now." [/message] {WHITE_SCREEN} [kill] id=Xia'el [/kill] {UNWHITE_SCREEN} {COLOR_ADJUST -40 -30 -15} {DELAY 1000} [unit] id=Luna name= _ "Luna" type=Illusory Angel animate=yes side=2 x,y=29,4 random_traits=no generate_name=no gender=female facing=ne [/unit] {DELAY 750} {MODIFY_UNIT (id=Merthiaal) facing sw} {DELAY 750} [message] speaker=Merthiaal message= _ "Tch. She already left. Hurry it up, you won't have much time before she gets back." [/message] [message] speaker=Luna message= _ "<i>They are proving to be more difficult than I anticipated. The shadowy one is... strange.</i>" [/message] [message] speaker=Merthiaal message= _ "... I see. Do the best you can." [/message] [message] speaker=Luna message= _ "<i>Very well.</i>" [/message] {DELAY 250} [kill] id=Luna animate=yes [/kill] {DELAY 500} [message] speaker=Merthiaal message= _ "(<i>sighs</i>)" [/message] [message] speaker=Merthiaal message= _ "Xia'el is giving those faerie an annoying amount of attention. Of course she is. Those pretty, delicate, fragile, stupid looking things were made in her image after all. They're part of the reason why she's Yarae's favorite. That lecher." [/message] [message] speaker=Merthiaal message= _ "I might need a better way to distract her. Luna's not exactly weak, but I don't think she has what it takes to overcome those 'faerie'. At least I still have the Norsula matter I can use. Now the other thing I need to do is figure out a way to get that girl alone again..." [/message] {DELAY 500} {FADE_SCREEN} [endlevel] result=victory bonus=no replay_save=no carryover_report=no linger_mode=no next_scenario=20_Royal_Palace [/endlevel] [/event] [event] name=victory {CLEAR_VARIABLE puzzle1} {CLEAR_VARIABLE puzzle2} {CLEAR_VARIABLE puzzle3} [/event] [/scenario] #undef RESET_PUZZLE_ONE #undef RESET_PUZZLE_TWO #undef RESET_PUZZLE_THREE #undef ONE_ITEM_MESSAGE
#textdomain wesnoth-Genesis [scenario] id=20_Royal_Palace name= _ "Royal Palace" map_data="{~add-ons/Genesis/episode1/maps/20a_Royal_Palace.map}" next_scenario=21_Ashen_Hearts disallow_recall=yes victory_when_enemies_defeated=no turns=-1 {DEFAULT_SCHEDULE_24H} {SCENARIO_MUSIC knolls.ogg} {EXTRA_SCENARIO_MUSIC nunc_dimittis.ogg} {EXTRA_SCENARIO_MUSIC siege_of_laurelmor.ogg} {STORYTXT_ROYAL_PALACE} [side] {PLAYER_FAE} {NO_GOLD_SIDE} side=1 recruit= shroud=yes [/side] [side] {HUMAN_ENEMY} side=2 no_leader=yes [/side] [side] side=3 no_leader=yes team_name=humans color=white user_team_name= _ "team_name^Magi" [/side] [side] {YUURE_SIDE} side=4 hidden=yes [/side] [event] name=prestart {GUARDIAN_ID ("Swordsman") 2 21 27 ("guard1") ("male")} {GUARDIAN_ID ("Swordsman") 2 23 27 ("guard2") ("male")} {GUARDIAN_NOID ("Shock Trooper") 2 37 9} {GUARDIAN_ID ("Shock Trooper") 2 38 9 ("loreguard") ("male")} {GUARDIAN_NOID ("Shock Trooper") 2 16 10} {GUARDIAN_NOID ("Shock Trooper") 2 22 16} {GUARDIAN_NOID ("Swordsman") 2 23 11} {GUARDIAN_NOID ("Swordsman") 2 16 16} {GUARDIAN_ID ("Royal Guard") 2 12 11 ("gardenguard") ("male")} {GUARDIAN_NOID ("Swordsman") 2 17 8} {GUARDIAN_NOID ("Swordsman") 2 19 8} {GUARDIAN_NOID ("Royal Guard") 2 10 3} {GUARDIAN_NOID ("Royal Guard") 2 17 3} {GUARDIAN_NOID ("Royal Guard") 2 19 3} # magi spawn {GUARDIAN_NOID ("Red Mage") 3 15 5} {GUARDIAN_NOID ("Red Mage") 3 21 5} {GUARDIAN_ID ("Red Mage") 3 18 3 ("palacemage") ("male")} [set_recruit] side=1 recruit= [/set_recruit] [store_unit] [filter] id=Talya [/filter] variable=talya [/store_unit] [store_unit] [filter] id=Esther [/filter] variable=esther [/store_unit] [store_unit] [filter] id=Haart [/filter] variable=haart [/store_unit] [kill] id=Talya,Esther,Haart [/kill] [unstore_unit] variable=aryel x,y=25,33 [/unstore_unit] [unstore_unit] variable=yumi x,y=26,33 [/unstore_unit] {CLEAR_VARIABLE aryel} {CLEAR_VARIABLE yumi} [set_variable] name=part1 value=1 [/set_variable] [set_variable] name=part2 value=0 [/set_variable] [/event] [event] name=start [message] speaker=Aryel message= _ "Alright, Yumi. When we get up to the palace, let me do the talking. Like Esther said before, we should sort this out without fighting them if possible. If that doesn't work, we'll take them together." [/message] [message] speaker=Yumi message= _ "(<i>nods</i>)" [/message] [move_unit] id=Aryel to_x,to_y=24,29 [/move_unit] [move_unit] id=Yumi to_x,to_y=25,30 [/move_unit] [redraw] side=1 clear_shroud=yes [/redraw] [message] speaker=guard1 message= _ "Halt! Who goes th- faeries!" [/message] [message] speaker=Aryel message= _ "We're not here to fight-" [/message] [message] speaker=guard2 message= _ "The faeries have returned! To arms, to arms!" [/message] [message] speaker=Aryel message= _ "(<i>sighs</i>) So much for that. I blew it already. Looks like we've got to fight our way to the palace." [/message] {PLACE_IMAGE items/chest.png 37 27} {PLACE_IMAGE items/crystal-glyph-message.png 37 4} {PLACE_IMAGE items/crystal-glyph-message.png 41 4} {PLACE_IMAGE items/crystal-glyph-message.png 37 2} {PLACE_IMAGE items/crystal-glyph-message.png 41 2} [objectives] {OBJECTIVE_VICTORY ( _ "Reach the Royal Palace")} {OBJECTIVE_DEFEAT ( _ "Death of Aryel")} {OBJECTIVE_DEFEAT ( _ "Death of Yumi")} {OBJECTIVE_NOTE ( _ "There are a few small bonuses that can be obtained on this map.")} [/objectives] [/event] [event] name=moveto first_time_only=no [filter] side=1 id=Aryel [filter_location] x=37,37,41,41 y=2,4,2,4 [/filter_location] [/filter] [message] speaker=Aryel message= _ "I can't understand this. Maybe Yumi should take a look at these glyphs." [/message] [/event] [event] name=moveto first_time_only=no [filter] side=1 id=Yumi x,y=37,4 [/filter] [message] speaker=narrator message= _ "There are ten elements of creation. Ten Guardians govern each of these elements, with ten worlds imbued with their corresponding Seeds. These Guardians guide and protect creation, serving as the stewards of progress toward a perfect universe. This is their purpose, as dictated by the caretaker of the Tree of Life, Yarae." [/message] [/event] [event] name=moveto first_time_only=no [filter] side=1 id=Yumi x,y=41,4 [/filter] [message] speaker=narrator message= _ "The Tree of Life is a mythical entity that contains all aspects of creation. It provides the energy for nearly all life in the current universe, and imbues most living beings with their respective souls. Legends say that at the end of their civilization, the First Gods created the Tree of Life as a means to create a new universe after the destruction of their own." [/message] [/event] [event] name=moveto first_time_only=no [filter] side=1 id=Yumi x,y=41,2 [/filter] [message] speaker=narrator message= _ "The void refers to both the empty space between worlds, as well as that which lies outside of creation itself. Encompassed within it is an eponymous force that is the antithesis of creation. Where there is creation, there is destruction. As all can be made, all can be lost. It is a force that, when released completely, can utterly annihilate anything." [/message] [/event] [event] name=moveto first_time_only=no [filter] side=1 id=Yumi x,y=37,2 [/filter] [message] speaker=narrator message= _ "When the first few Guardians were created, Yarae shared the story of creation with them. He spoke of how his civilization was destroyed by a cataclysmic force, how he and a few others used the entirety of their culture's knowledge to create the Tree of Life. They used its energies to bring forth a new universe, which Yarae personally guided in its infancy." [/message] [message] speaker=narrator message= _ "He told them this story in hopes that they would aid him in a quest to stop the new universe from falling to the same fate as the old one. This is the story of creation as told by Yarae, the grand architect of the new universe." [/message] [/event] [event] name=moveto [filter] side=1 id=Aryel [filter_location] x,y=5,27 radius=1 [/filter_location] [/filter] [filter_condition] [variable] name=part1 numerical_equals=1 [/variable] [/filter_condition] [message] speaker=Aryel message= _ "(<i>washes hair</i>)" [/message] [/event] [event] name=moveto [filter] side=1 id=Yumi [filter_location] x,y=5,27 radius=1 [/filter_location] [/filter] [filter_condition] [variable] name=part1 numerical_equals=1 [/variable] [/filter_condition] [message] speaker=Yumi message= _ "(<i>stares at reflection</i>)" [/message] [/event] [event] name=moveto [filter] side=1 x,y=37,27 [/filter] [filter_condition] [variable] name=part1 numerical_equals=1 [/variable] [/filter_condition] [message] speaker=Aryel message= _ "Shiny. I guess this could be useful." [/message] [message] speaker=narrator message= _ "You received some gold!" [/message] [store_gold] [filter_side] side=1 [/filter_side] variable=side1gold [/store_gold] {VARIABLE_OP side1gold add 100} [modify_side] side=1 gold=$side1gold [/modify_side] {CLEAR_VARIABLE side1gold} {REMOVE_IMAGE 37 27} [/event] [event] name=moveto [filter] side=1 id=Aryel x,y=6,10 [/filter] [filter_condition] [variable] name=part1 numerical_equals=1 [/variable] [/filter_condition] [message] speaker=Aryel message= _ "It's so warm! This tree is filled with energy." [/message] [store_unit] [filter] id=Aryel [/filter] variable=aryel [/store_unit] {VARIABLE_OP aryel.max_hitpoints add 3} [unstore_unit] variable=aryel find_vacant=no [/unstore_unit] {CLEAR_VARIABLE aryel} [message] speaker=Aryel message= _ "I feel different." [/message] [/event] [event] name=moveto first_time_only=no [filter] side=1 [/filter] [if] [have_unit] side=2,3,4,5,6 [filter_vision] side=1 [/filter_vision] [/have_unit] [then][/then] [else] {MODIFY_UNIT (x,y=$x1,$y1) moves 6} {MODIFY_UNIT (x,y=$x1,$y1) attacks_left 1} [/else] [/if] [/event] [event] name=moveto [filter] x,y=18,1 side=1 [/filter] [filter_condition] [variable] name=part1 numerical_equals=1 [/variable] [/filter_condition] [set_variable] name=part1 value=0 [/set_variable] [message] speaker=Aryel message= _ "You ready?" [/message] [message] speaker=Yumi message= _ "(<i>nods</i>)" [/message] {DELAY 500} [store_unit] [filter] id=Aryel [/filter] variable=aryel [/store_unit] [store_unit] [filter] id=Yumi [/filter] variable=yumi [/store_unit] [kill] id=Aryel,Yumi [/kill] [kill] side=2,3,4,5,6 [/kill] {FADE_SCREEN} {DELAY 550} {PLAY_SOUND "dragonstick.ogg"} {DELAY 750} {REMOVE_IMAGE 37 27} {REMOVE_IMAGE 37 4} {REMOVE_IMAGE 41 4} {REMOVE_IMAGE 37 2} {REMOVE_IMAGE 41 2} [replace_map] map="{~add-ons/Genesis/episode1/maps/20b_Royal_Palace.map}" expand=yes shrink=yes [/replace_map] [place_shroud] side=1 x=1-24 y=1-26 [/place_shroud] {GUARDIAN_ID "Shock Trooper" 2 12 22 "spawn_12_22" "male"} {GUARDIAN_NOID "Swordsman" 2 7 20} {GUARDIAN_NOID "Swordsman" 2 17 20} {GUARDIAN_NOID "Shock Trooper" 2 12 17} {GUARDIAN_NOID "Swordsman" 2 11 17} {GUARDIAN_NOID "Swordsman" 2 13 17} {GUARDIAN_NOID "Longbowman" 2 7 15} {GUARDIAN_NOID "Longbowman" 2 17 15} {GUARDIAN_NOID "Longbowman" 2 16 9} {GUARDIAN_NOID "Longbowman" 2 8 9} {GUARDIAN_NOID "Shock Trooper" 2 12 9} {GUARDIAN_NOID "Swordsman" 2 11 9} {GUARDIAN_NOID "Swordsman" 2 13 9} {GUARDIAN_NOID "Royal Guard" 2 9 4} {GUARDIAN_ID "Royal Guard" 2 12 5 "spawn_12_5" "male"} {GUARDIAN_NOID "Royal Guard" 2 15 4} [unit] side=3 id=mageoflight20 generate_name=yes type=Mage of Light random_traits=no animate=yes [modifications] {TRAIT_LOYAL} {TRAIT_RESILIENT} {TRAIT_QUICK} [/modifications] random_gender=yes ai_special=guardian x,y=10,2 [/unit] [unit] side=3 id=archmage20 generate_name=yes type=Arch Mage random_traits=no animate=yes [modifications] {TRAIT_LOYAL} {TRAIT_RESILIENT} {TRAIT_QUICK} [/modifications] random_gender=yes ai_special=guardian x,y=14,2 [/unit] [unstore_unit] variable=aryel x,y=14,24 find_vacant=no advance=no [/unstore_unit] {SCROLL_TO 14 24} [redraw] side=1 clear_shroud=yes [/redraw] [kill] id=Aryel [/kill] {UNFADE_SCREEN} [unstore_unit] variable=aryel x,y=14,24 find_vacant=no advance=no [/unstore_unit] [unstore_unit] variable=yumi x,y=15,25 find_vacant=no advance=no [/unstore_unit] [unhide_unit] [filter][/filter] [/unhide_unit] {MODIFY_UNIT (id=Aryel) moves 6} {MODIFY_UNIT (id=Aryel) attacks_left 1} {MODIFY_UNIT (id=Yumi) moves 6} {MODIFY_UNIT (id=Yumi) attacks_left 1} {CLEAR_VARIABLE aryel} {CLEAR_VARIABLE yumi} [redraw] side=1 clear_shroud=yes [/redraw] {DELAY 500} [message] speaker=spawn_12_22 message= _ "Intruders! To arms!" [/message] [message] speaker=Aryel message= _ "Whoa there. This doesn't have to turn into a bloodbath if you don't resist-" [/message] [message] speaker=spawn_12_22 message= _ "I need backup! The faeries are planning to assassinate the king! Help!" [/message] [message] speaker=Aryel message= _ "... of course, if you have a death wish, that's a different story. I'll be glad to help you on your way to the afterlife." [/message] [objectives] {OBJECTIVE_VICTORY ( _ "Find the King of Caerleon")} {OBJECTIVE_DEFEAT ( _ "Death of Aryel")} {OBJECTIVE_DEFEAT ( _ "Death of Yumi")} [/objectives] [set_variable] name=part2 value=1 [/set_variable] [/event] [event] name=sighted first_time_only=yes [filter] type=Longbowman [/filter] [filter_second] side=1 [/filter_second] [filter_condition] [variable] name=part2 numerical_equals=1 [/variable] [/filter_condition] [message] speaker=unit message= _ "Faeries! Get them! Alert the king! Protect him at all costs!" [/message] [message] speaker=Aryel message= _ "You're not protecting anyone from us with those pathetic skills of yours, buddy." [/message] [/event] [event] name=sighted first_time_only=yes [filter] id=spawn_12_5 [/filter] [filter_second] side=1 [/filter_second] [filter_condition] [variable] name=part2 numerical_equals=1 [/variable] [/filter_condition] {DELAY 500} [remove_shroud] side=1 x,y=12,3 radius=5 [/remove_shroud] [message] speaker=unit message= _ "My liege! The faeries draw closer! What shall we do?" [/message] {SCROLL_TO 12 2} [unit] side=2 id=Grahm name= _ "Lord Grahm" type=Grand Marshal random_traits=no animate=yes x,y=12,2 [/unit] [message] speaker=Grahm message= _ "Stand your ground, men! We must show no fear!" [/message] [message] speaker=Aryel message= _ "Yeah, like you can stop us." [/message] [move_unit] id=Aryel to_x,to_y=12,4 [/move_unit] [move_unit] id=Yumi to_x,to_y=13,5 [/move_unit] [message] speaker=Grahm message= _ "Do not falter before these vile adversaries!" [/message] [message] speaker=Aryel message= _ "(<i>sighs</i>) For the last time, we don't have to be your enemies!" [/message] [message] speaker=Grahm message= _ "What kind of fool do you take me for? You claim to not be our foes, yet you attack our troops, break into our city, kill my guards-" [/message] [message] speaker=Aryel message= _ "Yeah, and you attacked us first. You practically hunted us the whole way across these northlands-" [/message] [message] speaker=Grahm message= _ "You liar!" [/message] [message] speaker=Aryel message= _ "What's wrong with all of you? You can't honestly believe that we'd just attack you for no reason! Come on, you mages, you won't let him use you like this, right?" [/message] [message] speaker=archmage20 message= _ "I don't know... we have heard countless reports of your brutality against our people, and Lord Grahm has ruled us wisely and justly for a great many years..." [/message] [message] speaker=mageoflight20 message= _ "And you are here, breaking into the palace threatening our lives with your profane sorceries. You cannot possibly pretend to be diplomatic while terrorizing us like this..." [/message] [message] speaker=Aryel message= _ "And you can't attack us and expect that we'd do nothing about it! Like seriously, you even kidnapped my friend here, and- Yumi?" [/message] [message] speaker=Yumi message= _ "(<i>eyes glow</i>)" [/message] {FADE_SCREEN} {DELAY 350} {PLAY_SOUND "magic-faeriefire.ogg"} {DELAY 550} {PLAY_SOUND "magic-faeriefire.ogg"} {DELAY 350} [message] speaker=Grahm message= _ "No! What are you doing! You evil monsters! You-!" [/message] {PLAY_SOUND "human-die-1.ogg"} {DELAY 350} {PLAY_SOUND "human-die-2.ogg"} {DELAY 350} {PLAY_SOUND "human-die-3.ogg"} {DELAY 350} [kill] side=2 [/kill] [message] speaker=Aryel message= _ "Yumi- wait! What are you doing? You can't just kill all of them!" [/message] {DELAY 350} {PLAY_SOUND "magic-faeriefire.ogg"} {DELAY 350} {PLAY_SOUND "human-die-2.ogg"} {DELAY 350} {PLAY_SOUND "human-die-1.ogg"} {DELAY 350} [fade_out_music][/fade_out_music] {REPLACE_SCENARIO_MUSIC silence.ogg} {DELAY 750} [message] speaker=Aryel message= _ "Yumi?" [/message] {DELAY 500} [fade_out_music][/fade_out_music] [replace_schedule] {DARK_INDOORS} [/replace_schedule] {UNFADE_SCREEN} {REPLACE_SCENARIO_MUSIC silence.ogg} {APPEND_MUSIC into_the_shadows.ogg} [unit] id=Luna type=Illusory Angel animate=no side=4 x,y=12,2 random_traits=no generate_name=no gender=female [/unit] {SPAWN ("Demon Nightmare") 4 12 5} {SPAWN ("Demon Dreamweaver") 4 15 4} {SPAWN ("Demon Dreamweaver") 4 9 4} [redraw][/redraw] [message] speaker=archmage20 message= _ "No way. T-this is some kind of joke, right?" [/message] [message] speaker=mageoflight20 message= _ "M-my liege... this can't be real..." [/message] [message] speaker=Aryel message= _ "(<i>eyes narrow</i>) So this was the game all along. The humans weren't insane. They were replaced right from the start." [/message] [message] speaker=Luna message= _ "<i>Your reality is but an illusion.</i>" [/message] [message] speaker=Aryel message= _ "What do you want? Why are you invading our world? Why are you after us?" [/message] [message] speaker=Luna message= _ "<i>Why don't you ask your friend over there? She knows.</i>" [/message] [message] speaker=Aryel message= _ "(<i>turns</i>) She does?" [/message] [message] speaker=Luna message= _ "<i>Of course she does. She knows things that even I do not know.</i>" [/message] [message] speaker=Aryel message= _ "(<i>shakes head</i>) Somehow, I'm not surprised." [/message] [message] speaker=Aryel message= _ "This is getting out of hand." [/message] [message] speaker=Luna message= _ "<i>So it seems.</i>" [/message] [message] speaker=Aryel message= _ "(<i>annoyed</i>) Ugh. Yumi, we're seriously going to have a good long talk after we've finished our business here-" [/message] [message] speaker=Yumi message= _ "(<i>eyes glow brighter</i>)" [/message] {DELAY 350} {PLAY_SOUND "magic-faeriefire.ogg"} {DELAY 350} [harm_unit] [filter] id=Luna [/filter] amount=10 animate=yes kill=no fire_event=no [/harm_unit] {DELAY 350} {PLAY_SOUND "magic-faeriefire.ogg"} {DELAY 350} [harm_unit] [filter] id=Luna [/filter] amount=15 animate=yes kill=no fire_event=no [/harm_unit] {DELAY 350} [message] speaker=Aryel message= _ "You're not even listening to me! (<i>grabs</i>)" [/message] [message] speaker=Yumi message= _ "(<i>gasps</i>)" [/message] {DELAY 350} {PLAY_SOUND "magic-dark-miss.ogg"} {DELAY 600} {PLAY_SOUND "magic-dark-miss.ogg"} {DELAY 350} {COLOR_ADJUST -255 -255 -255} [hide_unit] side=1,2,3,4 [not] id=Aryel,Yumi,Luna [/not] [/hide_unit] {DELAY 350} [message] speaker=Luna message= _ "<i>You won't catch me like that.</i>" [/message] [message] speaker=Aryel message= _ "You get back here! Stop running!" [/message] [kill] id=Luna [/kill] {UNFADE_SCREEN} [message] speaker=Aryel message= _ "Aaand she's gone. I swear... I'm actually about to lose my mind here." [/message] [unit] side=4 id=boss1 type=Demon Incubus gender=male generate_name=yes random_traits=no animate=yes x,y=12,2 [/unit] [message] speaker=boss1 message= _ "<i>I shall be happy to aid your descent into madness.</i>" [/message] [message] speaker=Aryel message= _ "(<i>snaps</i>) And I'll be happy to send you to the wastes of oblivion, whelp." [/message] [message] speaker=boss1 message= _ "<i>Such confidence does not befit one with your abilities.</i>" [/message] [message] speaker=Aryel message= _ "You'll find that it's well-founded." [/message] [message] speaker=boss1 message= _ "<i>Are you sure?</i>" [/message] [unit] side=4 type=Demon Nightmare random_gender=yes generate_name=no random_traits=yes animate=yes x,y=8,9 [/unit] [unit] side=4 type=Demon Nightmare random_gender=yes generate_name=no random_traits=yes animate=yes x,y=16,9 [/unit] [unit] side=4 type=Demon Dreamweaver random_gender=yes generate_name=no random_traits=yes animate=yes x,y=12,9 [/unit] [message] speaker=Aryel message= _ "... oh. (<i>sighs</i>)" [/message] [message] speaker=Aryel message= _ "Life <i>always</i> has to be so complicated." [/message] [message] speaker=Aryel message= _ "You there, humans. If you don't want to get shredded to pieces by these demons, help us out a little." [/message] [message] speaker=mageoflight20 message= _ "But-" [/message] [message] speaker=Aryel message= _ "Do you want to live or not?" [/message] [message] speaker=mageoflight20 message= _ "Yes, but-" [/message] [message] speaker=archmage20 message= _ "Shush! Yes, we'll help you. Let's fight off those demons!" [/message] [message] speaker=Aryel message= _ "Good. Let's get this little charade over with." [/message] [modify_unit] [filter] id=archmage20,mageoflight20 [/filter] side=1 [/modify_unit] # recruiting code for this scenario [set_menu_item] id=recruit_manifestation description= _ "Recruit Manifestation" image="attacks/wail.png~SCALE(18,18)" [show_if] [variable] name=side_number numerical_equals=1 [/variable] [/show_if] [filter_location] [not] [filter][/filter] [/not] [filter_adjacent_location] [filter] side=1 id=Yumi [/filter] [/filter_adjacent_location] [/filter_location] [command] [store_gold] [filter_side] side=1 [/filter_side] variable=side1gold [/store_gold] [if] [variable] name=side1gold less_than=5 [/variable] [then] {MESSAGE_NOT_ENOUGH_GOLD} [/then] [else] [unit] side=1 type=Manifestation x,y=$x1,$y1 moves,attacks_left=0,0 animate=yes upkeep=free [modifications] {TRAIT_LOYAL} [/modifications] [/unit] [redraw] side=1 clear_shroud=yes [/redraw] {VARIABLE_OP side1gold sub 5} [modify_side] side=1 gold=$side1gold [/modify_side] [store_unit] [filter] id=Yumi [/filter] variable=yumi_tmp [/store_unit] {VARIABLE_OP yumi_tmp.moves sub 1} [unstore_unit] variable=yumi_tmp [/unstore_unit] {CLEAR_VARIABLE yumi_tmp} {CLEAR_VARIABLE side1gold} [/else] [/if] [/command] [/set_menu_item] [objectives] {OBJECTIVE_VICTORY ( _ "Defeat all of the demons")} {OBJECTIVE_DEFEAT ( _ "Death of Aryel")} {OBJECTIVE_DEFEAT ( _ "Death of Yumi")} {OBJECTIVE_NOTE ( _ "You may recruit by right clicking on a hex next to Yumi.")} [/objectives] [/event] [event] name=last breath [filter] id=boss1 [/filter] [filter_condition] [variable] name=part2 numerical_equals=1 [/variable] [/filter_condition] [message] speaker=Aryel message= _ "Back to the abyss with you!" [/message] {DELAY 250} [/event] #define DRAW_DARKNESS [store_locations] variable=blood_hex terrain=* [not] terrain=Gd^Fetd,Btym,Btym^Sy| [/not] [filter_adjacent_location] terrain=Woby count=1-3 [/filter_adjacent_location] [/store_locations] [for] array=blood_hex [do] [set_variable] name=change_terrain rand=1..8 [/set_variable] [if] [variable] name=change_terrain less_than=6 [/variable] [then] [terrain] x,y=$blood_hex[$i].x,$blood_hex[$i].y terrain=Woby [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE blood_hex} [store_locations] variable=blood_hex terrain=* [not] terrain=Gd^Fetd,Btym,Btym^Sy| [/not] [filter_adjacent_location] terrain=Woby count=4-6 [/filter_adjacent_location] [/store_locations] [for] array=blood_hex [do] [set_variable] name=change_terrain rand=1..14 [/set_variable] [if] [variable] name=change_terrain less_than=6 [/variable] [then] [terrain] x,y=$blood_hex[$i].x,$blood_hex[$i].y terrain=Woby [/terrain] [/then] [/if] {CLEAR_VARIABLE change_terrain} [/do] [/for] {CLEAR_VARIABLE blood_hex} [redraw][/redraw] #enddef [event] name=last breath first_time_only=yes [filter] side=2 [/filter] [filter_second] id=Aryel [/filter_second] [filter_condition] [variable] name=part2 numerical_equals=1 [/variable] [/filter_condition] [message] speaker=unit message= _ "N-no! Please, mercy!" [/message] [message] speaker=Aryel message= _ "Consider it mercy that I'm granting you a quick death." [/message] [/event] [event] name=die [filter] side=4 [/filter] [filter_condition] [not] [have_unit] side=4 [/have_unit] [/not] [and] [variable] name=part2 numerical_equals=1 [/variable] [/and] [/filter_condition] [kill] x,y=$x1,$y1 [/kill] [redraw][/redraw] [message] speaker=Aryel message= _ "Glad that's over with-" [/message] {DELAY 250} {REPEAT 2 ({QUAKE_FIXED "rumble.ogg"})} [kill] side=1 type=Manifestation [/kill] {DELAY 1000} [message] speaker=Aryel message= _ "Oh, what is it now?" [/message] {DELAY 350} {REPEAT 1 ({QUAKE_FIXED "rumble.ogg"})} {DELAY 350} {PLAY_SOUND "magic-dark.ogg"} {DELAY 350} {SCROLL_TO 12 12} [terrain] x,y=12,12 radius=1 terrain=Woby [/terrain] [terrain] x,y=12,12 terrain=Gd^Fyok [/terrain] [redraw][/redraw] [unit] id=Luna type=Illusory Angel animate=no side=4 x,y=12,12 random_traits=no generate_name=no gender=female [/unit] [message] speaker=Luna message= _ "<i>Hello.</i>" [/message] [message] speaker=Aryel message= _ "You..! How many times are you going to come back before you realize you can't fight us?" [/message] [message] speaker=Luna message= _ "<i>As many as it takes.</i>" [/message] [terrain] x,y=12,12 radius=2 terrain=Woby [/terrain] [terrain] x,y=12,12 terrain=Gd^Fyok [/terrain] [redraw][/redraw] [message] speaker=Aryel message= _ "Why do you keep bothering us? Who put you up to this?" [/message] [message] speaker=Luna message= _ "<i>I am only a messenger. My goal is to take you to see my master.</i>" [/message] {SCROLL_TO 12 12} {DRAW_DARKNESS} [message] speaker=Aryel message= _ "Right, like that's happening." [/message] [message] speaker=Luna message= _ "<i>It will, sooner or later.</i>" [/message] {SCROLL_TO 12 12} {DRAW_DARKNESS} [message] speaker=Yumi message= _ "(<i>breathes</i>)" [/message] {PLAY_SOUND "magic-faeriefire.ogg"} {DELAY 350} {SCROLL_TO 12 12} {DRAW_DARKNESS} [message] speaker=Aryel message= _ "Maybe I'm not a threat to you. But you had best not underestimate Yumi." [/message] {DELAY 350} {PLAY_SOUND "magic-faeriefire.ogg"} {DELAY 350} {SCROLL_TO 12 12} {DRAW_DARKNESS} [message] speaker=Luna message= _ "<i>She is powerful, yes. But that will be her undoing.</i>" [/message] [message] speaker=Aryel message= _ "And yours too." [/message] {SCROLL_TO 12 12} {DELAY 350} {PLAY_SOUND "magic-dark.ogg"} {DELAY 350} [terrain] x,y=12,12 terrain=Qxu [/terrain] [kill] id=Luna animate=yes [/kill] [redraw][/redraw] {DELAY 500} [terrain] x,y=12,12 radius=1 terrain=Qxu [/terrain] [redraw][/redraw] {DELAY 650} [terrain] x,y=12,12 radius=2 terrain=Qxu [/terrain] [redraw][/redraw] {DELAY 500} [message] speaker=Aryel message= _ "She got away again, didn't she?" [/message] [message] speaker=Yumi message= _ "(<i>nods</i>) She went down into the tunnels below us." [/message] [message] speaker=Aryel message= _ "Then we'll have to chase her. But before that, we have to talk." [/message] [message] speaker=Yumi message= _ "But-" [/message] [message] speaker=Aryel message= _ "Yumi. You can't possibly think that keeping everything to yourself is going to help anyone." [/message] [message] speaker=Yumi message= _ "Aryel..." [/message] [message] speaker=Aryel message= _ "No. I'm not putting up with this. I'm sick of being kept in the dark about everything. I'm tired of your secrets. And it's not just me, even Esther gets frustrated with you sometimes! Look, Yumi. I <i>need</i> to know what's going on." [/message] [message] speaker=narrator message= _ "(<i>silence</i>)" [/message] [message] speaker=Aryel message= _ "Yumi... please." [/message] [message] speaker=Yumi message= _ "(<i>breathes</i>) Maybe. Just... just not here." [/message] [message] speaker=Aryel message= _ "(<i>looks around</i>) Fine. Let's find somewhere where we'll be alone, then you promise me you'll be truthful with me." [/message] [message] speaker=Yumi message= _ "(<i>chews lip</i>)" [/message] [clear_menu_item] id=recruit_manifestation [/clear_menu_item] {CLEAR_VARIABLE part1} {CLEAR_VARIABLE part2} [endlevel] result=victory bonus=no {NEW_GOLD_CARRYOVER 100} next_scenario=21_Ashen_Hearts [/endlevel] [/event] [event] name=last breath [filter] id=mageoflight20 [/filter] [message] speaker=mageoflight20 message= _ "Augh! Noooooo!" [/message] [/event] [event] name=last breath [filter] id=archmage20 [/filter] [message] speaker=archmage20 message= _ "How could this happen..." [/message] [/event] [event] name=last breath [filter] id=Yumi [/filter] [message] speaker=Yumi message= _ "(<i>gasp</i>)" [/message] [endlevel] result=defeat [/endlevel] [/event] [event] name=last breath [filter] id=Aryel [/filter] [message] speaker=Aryel message= _ "Ah..." [/message] [endlevel] result=defeat [/endlevel] [/event] [/scenario] #undef DRAW_DARKNESS