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#textdomain wesnoth-Naia [unit_type] id=Rock Golem name= _ "Rock Golem" race=monster {TRAIT_ELEMENTAL} image="units/monsters/rock-golem.png" hitpoints=44 movement_type=rockafinity movement=4 experience=50 level=1 alignment=neutral advances_to=null {AMLA_DEFAULT} cost=19 usage=fighter description= _ "Rock Golems are giant, slow, and heavy creatures made out of solid, living rock. Their fists can crush any skeleton in matter of seconds." die_sound=drake-die.ogg [abilities] {ABILITY_STEADFAST} [/abilities] [attack] name=fist description={I18N:ATTACK_FIST} icon=attacks/fist-troll.png type=impact range=melee damage=8 number=3 [/attack] {DEFENSE_ANIM "units/monsters/rock-golem-defend.png" "units/monsters/rock-golem.png" {SOUND_LIST:DRAKE_HIT} } [attack_anim] [filter_attack] name=fist [/filter_attack] start_time=-200 [frame] duration=50 image=units/monsters/rock-golem.png [/frame] [if] hits=yes [frame] duration=150 image=units/monsters/rock-golem-attack.png sound=fist.ogg [/frame] [/if] [else] hits=no [frame] duration=150 image=units/monsters/rock-golem-attack.png sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=100 image=units/monsters/rock-golem.png [/frame] [/attack_anim] [death] start_time=0 [frame] duration=50 image=units/monsters/rock-golem.png [/frame] [frame] duration=100 image=units/monsters/rock-golem-die-1.png [/frame] [frame] duration=100 image=units/monsters/rock-golem-die-2.png [/frame] [frame] duration=100 image=units/monsters/rock-golem-die-3.png [/frame] [/death] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Water Spirit name= _ "female^Water Spirit" gender=female race=monster {TRAIT_ELEMENTAL} image="units/monsters/water.png" {DEFENSE_ANIM "units/monsters/water.png" "units/monsters/water.png" mermaid-hit.ogg } hitpoints=24 movement_type=waterdependency movement=7 experience=50 level=1 alignment=neutral advances_to=null {AMLA_DEFAULT} cost=23 usage=mixed fighter description= _ "Tidal waves of water have been known to acquire their own consciousness and mind and break free of their summoners’ influence. The result is a more corporeal water being, embodying the might and whim of the water and its denizens." die_sound=mermaid-die.ogg [attack] name=water punch description=_"water punch" icon=attacks/waterspray.png type=impact range=melee damage=8 number=3 [/attack] [attack] name=water spray description={I18N:ATTACK_WATER_SPRAY} icon=attacks/waterspray.png type=impact range=ranged damage=7 number=3 [/attack] [attack_anim] [filter_attack] name=water punch [/filter_attack] start_time=-100 [frame] duration=200 image="units/monsters/water.png" sound=water-blast.wav [/frame] [/attack_anim] [attack_anim] [filter_attack] name=water spray [/filter_attack] start_time=-150 missile_start_time=-165 [missile_frame] duration=165 image="projectiles/water-spray.png" image_diagonal="projectiles/water-spray.png" [/missile_frame] [frame] duration=90 iimage="units/monsters/water.png" [/frame] [frame] duration=160 image="units/monsters/water.png" sound=water-blast.wav [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Water Tidal name= _ "female^Water Tidal" gender=female race=monster {TRAIT_ELEMENTAL} image="units/monsters/water-tidal.png" {DEFENSE_ANIM "units/monsters/water-tidal.png" "units/monsters/water-tidal.png" mermaid-hit.ogg } hitpoints=10 movement_type=waterdependency movement=7 experience=26 level=0 alignment=neutral advances_to=Water Spirit cost=10 usage=mixed fighter description= _ "It is said that the world is mostly composed of water. It would be natural, then, to conjecture that water may have its own will and that its power can be summoned by expert magi for nefarious purposes." die_sound=mermaid-die.ogg [attack] name=water punch description=_"water punch" icon=attacks/waterspray.png type=impact range=melee damage=5 number=3 [/attack] [attack] name=water spray description={I18N:ATTACK_WATER_SPRAY} icon=attacks/waterspray.png type=impact range=ranged damage=4 number=3 [/attack] [attack_anim] [filter_attack] name=water punch [/filter_attack] [frame] begin=-100 end=100 image="units/monsters/water-tidal-attack.png" sound=water-blast.wav [/frame] [/attack_anim] [attack_anim] [filter_attack] name=water spray [/filter_attack] start_time=-150 missile_start_time=-165 [missile_frame] duration=165 image="projectiles/water-spray.png" image_diagonal="projectiles/water-spray.png" [/missile_frame] [frame] duration=90 image="units/monsters/water-tidal-ranged-1.png" [/frame] [frame] duration=10 image="units/monsters/water-tidal-ranged-1.png" sound=water-blast.wav [/frame] [frame] duration=150 image="units/monsters/water-tidal-ranged-2.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Shaxthal Assault Drone name= _ "Assault Drone" race=shaxthal image="units/shaxthal/drone-assault.png" hitpoints=47 movement_type=biomechanical_drone movement=7 level=2 alignment=neutral {SHAXTHAL_ATS_ADVANCEMENT ("Shaxthal War Drone") 100 100} cost=28 usage=mixed fighter description= _ "The Shaxthal Assault Drones are among the most effective members of the Chaos Empire’s offensive arsenal. While their more sedentary counterparts — the Sentry Drones — guard the Empire’s strongholds, the Assault Drones’ formidable brute strength and superior mobility make them excellent siege machines. As such, they are found in large numbers amongst the Chaos legions. Many a particularly stubborn foe has succumbed to these creatures’ assault; neither earth nor stone proves an obstacle as they carry out their missions with brutal efficiency." die_sound={SOUND_LIST:BIOMECHANICAL_DIE} {DEFENSE_ANIM "units/shaxthal/drone-assault.png" "units/shaxthal/drone-assault.png" {SOUND_LIST:BIOMECHANICAL_HIT} } [abilities] {ABILITY_SUBMERGE} [/abilities] [attack] name=fangs description={I18N:ATTACK_FANGS} type=pierce range=melee damage=8 number=2 [specials] {WEAPON_SPECIAL_POISON} [/specials] [/attack] [attack] name=claws description={I18N:ATTACK_CLAWS} icon=attacks/claws-drake.png type=blade range=melee damage=9 number=3 [/attack] [attack] name=energy shock description= _ "energy shock" icon=attacks/energy-shock.png type=impact range=ranged damage=11 number=4 [/attack] [attack_anim] [filter_attack] name=claws [/filter_attack] start_time=-300 [frame] duration=150 image="units/shaxthal/drone-assault.png" [/frame] [if] hits=no [frame] duration=100 image="units/shaxthal/drone-assault.png" sound={SOUND_LIST:MISS} [/frame] [/if] [else] hits=yes [frame] duration=100 image="units/shaxthal/drone-assault.png" sound=claws.ogg [/frame] [/else] [frame] duration=150 image="units/shaxthal/drone-assault.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=fangs [/filter_attack] start_time=-300 [frame] duration=150 image="units/shaxthal/drone-assault.png" [/frame] [if] hits=yes [frame] duration=100 image="units/shaxthal/drone-assault.png" sound=bite.ogg [/frame] [/if] [else] hits=no [frame] duration=100 image="units/shaxthal/drone-assault.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=150 image="units/shaxthal/drone-assault.png" [/frame] [frame] duration=100 image="units/shaxthal/drone-assault.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=energy shock [/filter_attack] start_time=-300 {MISSILE_FRAME_ENERGY_SHOCK} [frame] duration=100 image="units/shaxthal/drone-assault.png" sound=shaxthal-energy-prelude.ogg [/frame] [frame] duration=300 image="units/shaxthal/drone-assault.png" sound=shaxthal-energy-fire.ogg [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Shaxthal Drone name= _ "Drone" race=shaxthal {SHAXTHAL_ONRECRUIT_CHECK_SURFACE_FLAG "Shaxthal Drone"} image="units/shaxthal/drone.png" hitpoints=32 movement_type=biomechanical_drone movement=5 experience=60 level=1 alignment=neutral advances_to=Shaxthal Sentry Drone,Shaxthal Assault Drone cost=11 usage=mixed fighter # Weaker than their cousins to most physical damage types [resistance] blade=110 pierce=120 impact=100 cold=100 [/resistance] description= _ "Unnatural. Bloodcurdling. Abominations. Of the many words used to describe the mechanical creatures known as the Shaxthals, these are the most often heard. Amongst their many legions, the lowly Drone is by far the most common, yet even it can tear down an enemy in an instant. A menacing hiss echoing through the gloom is enough to herald approaching death, either by the powerful blasts of energy they unleash from their maws or the Chaos legions never far behind. But among the few accounts that remain of the Shaxthals’ conquests, the most terrifying detail floating creatures of metal, the light glinting off a demonic, unwavering grin as they dispense death from above." die_sound={SOUND_LIST:BIOMECHANICAL_DIE} {DEFENSE_ANIM "units/shaxthal/drone.png" "units/shaxthal/drone.png" {SOUND_LIST:BIOMECHANICAL_HIT} } [abilities] {ABILITY_SUBMERGE} [/abilities] [attack] name=fangs description={I18N:ATTACK_FANGS} type=pierce range=melee damage=7 number=2 [specials] {WEAPON_SPECIAL_POISON} [/specials] [/attack] [attack] name=claws description={I18N:ATTACK_CLAWS} icon=attacks/claws-drake.png type=blade range=melee damage=6 number=2 [/attack] [attack] name=energy shock description= _ "energy shock" icon=attacks/energy-shock.png type=impact range=ranged damage=7 number=2 [/attack] [attack_anim] [filter_attack] name=claws [/filter_attack] start_time=-300 [frame] duration=150 image="units/shaxthal/drone.png" [/frame] [if] hits=no [frame] duration=100 image="units/shaxthal/drone.png" sound={SOUND_LIST:MISS} [/frame] [/if] [else] hits=yes [frame] duration=100 image="units/shaxthal/drone.png" sound=claws.ogg [/frame] [/else] [frame] duration=150 image="units/shaxthal/drone.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=fangs [/filter_attack] start_time=-300 [frame] duration=150 image="units/shaxthal/drone.png" [/frame] [if] hits=yes [frame] duration=100 image="units/shaxthal/drone.png" sound=bite.ogg [/frame] [/if] [else] hits=no [frame] duration=100 image="units/shaxthal/drone.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=150 image="units/shaxthal/drone.png" [/frame] [frame] duration=100 image="units/shaxthal/drone.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=energy shock [/filter_attack] start_time=-300 {MISSILE_FRAME_ENERGY_SHOCK} [frame] duration=100 image="units/shaxthal/drone.png" sound=shaxthal-energy-prelude.ogg [/frame] [frame] duration=300 image="units/shaxthal/drone.png" sound=shaxthal-energy-fire.ogg [/frame] [/attack_anim] [variation] variation_id=surface inherit=yes hide_help=yes image="units/shaxthal/drone.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" {DEFENSE_ANIM "units/shaxthal/drone.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" "units/shaxthal/drone.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" {SOUND_LIST:BIOMECHANICAL_HIT} } [attack_anim] [filter_attack] name=claws [/filter_attack] [frame] image="units/shaxthal/drone.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" [/frame] [if] [frame] image="units/shaxthal/drone.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" [/frame] [/if] [else] [frame] image="units/shaxthal/drone.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" [/frame] [/else] [frame] image="units/shaxthal/drone.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=fangs [/filter_attack] [frame] image="units/shaxthal/drone.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" [/frame] [if] [frame] image="units/shaxthal/drone.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" [/frame] [/if] [else] [frame] image="units/shaxthal/drone.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" [/frame] [/else] [frame] image="units/shaxthal/drone.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" [/frame] [frame] image="units/shaxthal/drone.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=energy shock [/filter_attack] [frame] image="units/shaxthal/drone.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" [/frame] [frame] image="units/shaxthal/drone.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" [/frame] [/attack_anim] [/variation] [/unit_type]
#textdomain wesnoth-Naia #ifdef CAMPAIGN_AFTER_THE_STORM [unit_type] id=Shaxthal Enforcer Drone name= _ "Enforcer Drone" race=shaxthal {SHAXTHAL_ONRECRUIT_CHECK_SURFACE_FLAG "Shaxthal Enforcer Drone"} image="units/shaxthal/drone-enforcer.png" hitpoints=65 movement_type=biomechanical_drone movement=8 experience=150 level=3 alignment=neutral advances_to=null {AMLA_DEFAULT} cost=49 usage=mixed fighter # Weaker than their cousins to most physical damage types [resistance] blade=100 pierce=100 impact=100 fire=120 cold=100 [/resistance] description= _ "Bulkier and seemingly smarter versions of the Sentry drones are said to dwell in the deepest reaches of the Shaxthal hives protecting their offspring and territory." die_sound={SOUND_LIST:BIOMECHANICAL_DIE} {DEFENSE_ANIM "units/shaxthal/drone-enforcer.png" "units/shaxthal/drone-enforcer.png" {SOUND_LIST:BIOMECHANICAL_HIT} } [abilities] {ABILITY_SUBMERGE} [/abilities] [attack] name=fangs description={I18N:ATTACK_FANGS} type=pierce range=melee damage=11 number=2 [specials] {WEAPON_SPECIAL_POISON} [/specials] [/attack] [attack] name=claws description={I18N:ATTACK_CLAWS} icon=attacks/claws-drake.png type=blade range=melee damage=10 number=3 [/attack] [attack] name=energy shock description= _ "energy shock" icon=attacks/energy-shock.png type=impact range=ranged damage=10 number=4 [/attack] [attack_anim] [filter_attack] name=claws [/filter_attack] [frame] begin=-300 end=-150 image="units/shaxthal/drone-enforcer.png" [/frame] [if] hits=no [frame] begin=-150 end=-50 image="units/shaxthal/drone-enforcer.png" sound={SOUND_LIST:MISS} [/frame] [/if] [else] hits=yes [frame] begin=-150 end=-50 image="units/shaxthal/drone-enforcer.png" sound=claws.ogg [/frame] [/else] [frame] begin=-50 end=100 image="units/shaxthal/drone-enforcer.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=fangs [/filter_attack] [frame] begin=-300 end=-200 #image="units/shaxthal/drone-enforcer-move-attack-1.png" image="units/shaxthal/drone-enforcer.png" [/frame] [frame] begin=-200 end=-150 #image="units/shaxthal/drone-enforcer-attack-2.png" image="units/shaxthal/drone-enforcer.png" [/frame] [if] hits=yes [frame] begin=-150 end=-50 #image="units/shaxthal/drone-enforcer-attack-2.png" image="units/shaxthal/drone-enforcer.png" sound=bite.ogg [/frame] [/if] [else] hits=no [frame] begin=-150 end=-50 #image="units/shaxthal/drone-enforcer-attack-2.png" image="units/shaxthal/drone-enforcer.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=-50 end=100 #image="units/shaxthal/drone-enforcer-move-attack-1.png" image="units/shaxthal/drone-enforcer.png" [/frame] [frame] begin=100 end=200 image="units/shaxthal/drone-enforcer.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=energy shock [/filter_attack] {MISSILE_FRAME_ENERGY_SHOCK} [frame] begin=-300 end=-200 image="units/shaxthal/drone-enforcer.png" sound=shaxthal-energy-prelude.ogg [/frame] [frame] begin=-200 end=100 image="units/shaxthal/drone-enforcer.png" sound=shaxthal-energy-fire.ogg [/frame] [/attack_anim] [variation] variation_id=surface inherit=yes hide_help=yes image="units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" {DEFENSE_ANIM "units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" "units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" {SOUND_LIST:BIOMECHANICAL_HIT} } [attack_anim] [filter_attack] name=claws [/filter_attack] [frame] image="units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" [/frame] [if] [frame] image="units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" [/frame] [/if] [else] [frame] image="units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" [/frame] [/else] [frame] image="units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=fangs [/filter_attack] [frame] image="units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" [/frame] [frame] image="units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" [/frame] [if] [frame] image="units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" [/frame] [/if] [else] [frame] image="units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" [/frame] [/else] [frame] image="units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" [/frame] [frame] image="units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" [/frame] [frame] image="units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=energy shock [/filter_attack] [frame] image="units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" [/frame] [frame] image="units/shaxthal/drone-enforcer.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" [/frame] [/attack_anim] [/variation] [/unit_type] #endif
#textdomain wesnoth-Naia [unit_type] id=Shaxthal Protector Drone name= _ "Protector Drone" race=shaxthal image="units/shaxthal/drone-protector.png" hitpoints=45 movement_type=biomechanical_smallfoot movement=6 experience=100 level=2 alignment=neutral advances_to=null {AMLA_DEFAULT} cost=36 usage=mixed fighter description= _ "Some drones develop their flexibility and deftness more than others. The Protectors have chosen the path of endurance and attack strength, becoming heavier and slower, yet lethal weapons of mass destruction. Their unusual attack accuracy makes them especially dangerous." die_sound={SOUND_LIST:BIOMECHANICAL_DIE} {DEFENSE_ANIM "units/shaxthal/drone-protector.png" "units/shaxthal/drone-protector.png" {SOUND_LIST:BIOMECHANICAL_HIT} } [abilities] {ABILITY_SUBMERGE} {ABILITY_STEADFAST} [/abilities] [attack] name=fangs description={I18N:ATTACK_FANGS} type=pierce range=melee damage=7 number=2 [/attack] [attack] name=claws description={I18N:ATTACK_CLAWS} icon=attacks/claws-drake.png type=blade range=melee damage=8 number=4 [/attack] [attack] name=energy shock description= _ "energy shock" icon=attacks/energy-shock.png type=impact range=ranged damage=9 number=3 [specials] {WEAPON_SPECIAL_MARKSMAN} [/specials] [/attack] [attack_anim] [filter_attack] name=claws [/filter_attack] [frame] begin=-300 end=-150 image="units/shaxthal/drone-protector.png" [/frame] [if] hits=yes [frame] begin=-150 end=-50 image="units/shaxthal/drone-protector.png" sound=claws.ogg [/frame] [/if] [else] hits=no [frame] begin=-150 end=-50 image="units/shaxthal/drone-protector.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=-50 end=100 image="units/shaxthal/drone-protector.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=fangs [/filter_attack] [frame] begin=-300 end=-50 image="units/shaxthal/drone-protector.png" [/frame] [if] hits=yes [frame] begin=-50 end=100 image="units/shaxthal/drone-protector.png" sound=bite.ogg [/frame] [/if] [else] hits=no [frame] begin=-50 end=100 image="units/shaxthal/drone-protector.png" sound={SOUND_LIST:MISS} [/frame] [/else] [/attack_anim] [attack_anim] [filter_attack] name=energy shock [/filter_attack] {MISSILE_FRAME_ENERGY_SHOCK} [frame] begin=-300 end=-200 image="units/shaxthal/drone-protector.png" sound=shaxthal-energy-prelude.ogg [/frame] [frame] begin=-200 end=100 image="units/shaxthal/drone-protector.png" sound=shaxthal-energy-fire.ogg [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Shaxthal Runner Drone name= _ "Runner Drone" race=shaxthal image="units/shaxthal/drone-runner.png" hitpoints=31 movement_type=biomechanical_smallfoot movement=6 experience=40 level=1 alignment=neutral advances_to=Shaxthal Protector Drone,Shaxthal Rayblade cost=15 usage=mixed fighter description= _ "These bipedal Shaxthal creatures are better adapted for speed, agility and accuracy at ground level. On their own they don’t pose a great threat, but swarms of these can be highly dangerous." die_sound={SOUND_LIST:BIOMECHANICAL_DIE} {DEFENSE_ANIM "units/shaxthal/drone-runner.png" "units/shaxthal/drone-runner.png" {SOUND_LIST:BIOMECHANICAL_HIT} } [abilities] {ABILITY_SUBMERGE} [/abilities] [attack] name=fangs description={I18N:ATTACK_FANGS} type=pierce range=melee damage=6 number=2 [/attack] [attack] name=claws description={I18N:ATTACK_CLAWS} icon=attacks/claws-drake.png type=blade range=melee damage=5 number=4 [/attack] [attack] name=energy shock description= _ "energy shock" icon=attacks/energy-shock.png type=impact range=ranged damage=7 number=3 [/attack] [attack_anim] [filter_attack] name=claws [/filter_attack] [frame] begin=-300 end=-150 image="units/shaxthal/drone-runner.png" [/frame] [if] hits=yes [frame] begin=-150 end=-50 image="units/shaxthal/drone-runner.png" sound=claws.ogg [/frame] [/if] [else] hits=no [frame] begin=-150 end=-50 image="units/shaxthal/drone-runner.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=-50 end=100 image="units/shaxthal/drone-runner.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=fangs [/filter_attack] [frame] begin=-300 end=-50 image="units/shaxthal/drone-runner.png" [/frame] [if] hits=yes [frame] begin=-50 end=100 image="units/shaxthal/drone-runner.png" sound=bite.ogg [/frame] [/if] [else] hits=no [frame] begin=-50 end=100 image="units/shaxthal/drone-runner.png" sound={SOUND_LIST:MISS} [/frame] [/else] [/attack_anim] [attack_anim] [filter_attack] name=energy shock [/filter_attack] {MISSILE_FRAME_ENERGY_SHOCK} [frame] begin=-300 end=-200 image="units/shaxthal/drone-runner.png" sound=shaxthal-energy-prelude.ogg [/frame] [frame] begin=-200 end=100 image="units/shaxthal/drone-runner.png" sound=shaxthal-energy-fire.ogg [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Shaxthal Sentry Drone name= _ "Sentry Drone" race=shaxthal {SHAXTHAL_ONRECRUIT_CHECK_SURFACE_FLAG "Shaxthal Sentry Drone"} image="units/shaxthal/drone-sentry.png" hitpoints=51 movement_type=biomechanical_drone movement=8 experience=92 level=2 alignment=neutral {SHAXTHAL_ATS_ADVANCEMENT ("Shaxthal Enforcer Drone") 92 100} cost=26 usage=mixed fighter # Weaker than their cousins to most physical damage types [resistance] blade=100 pierce=100 impact=100 cold=100 [/resistance] description= _ "From the dark, echoing labyrinths of the Shaxthal hives to the shadowy fortresses of the Chaos Empire await guardians who can neither be swayed by words or gold: the Sentry Drones. Silent and deadly, these sentinels were engineered to quickly and efficiently eliminate any trespassers into the Empire’s domain. Any unlucky enough to attract their attention have but one recourse: flight — that is, if they can outpace them. Should the fleeing intruder fall victim to the drones’ scalding blasts of energy, their vicious teeth and claws will make short work of what remains." die_sound={SOUND_LIST:BIOMECHANICAL_DIE} {DEFENSE_ANIM "units/shaxthal/drone-sentry.png" "units/shaxthal/drone-sentry.png" {SOUND_LIST:BIOMECHANICAL_HIT} } [abilities] {ABILITY_SUBMERGE} [/abilities] [attack] name=fangs description={I18N:ATTACK_FANGS} type=pierce range=melee damage=9 number=2 [specials] {WEAPON_SPECIAL_POISON} [/specials] [/attack] [attack] name=claws description={I18N:ATTACK_CLAWS} icon=attacks/claws-drake.png type=blade range=melee damage=9 number=3 [/attack] [attack] name=energy shock description= _ "energy shock" icon=attacks/energy-shock.png type=impact range=ranged damage=8 number=4 [/attack] [attack_anim] [filter_attack] name=claws [/filter_attack] [frame] begin=-300 end=-150 image="units/shaxthal/drone-sentry.png" [/frame] [if] hits=no [frame] begin=-150 end=-50 image="units/shaxthal/drone-sentry.png" sound={SOUND_LIST:MISS} [/frame] [/if] [else] hits=yes [frame] begin=-150 end=-50 image="units/shaxthal/drone-sentry.png" sound=claws.ogg [/frame] [/else] [frame] begin=-50 end=100 image="units/shaxthal/drone-sentry.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=fangs [/filter_attack] [frame] begin=-300 end=-200 #image="units/shaxthal/drone-sentry-move-attack-1.png" image="units/shaxthal/drone-sentry.png" [/frame] [frame] begin=-200 end=-150 #image="units/shaxthal/drone-sentry-attack-2.png" image="units/shaxthal/drone-sentry.png" [/frame] [if] hits=yes [frame] begin=-150 end=-50 #image="units/shaxthal/drone-sentry-attack-2.png" image="units/shaxthal/drone-sentry.png" sound=bite.ogg [/frame] [/if] [else] hits=no [frame] begin=-150 end=-50 #image="units/shaxthal/drone-sentry-attack-2.png" image="units/shaxthal/drone-sentry.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=-50 end=100 #image="units/shaxthal/drone-sentry-move-attack-1.png" image="units/shaxthal/drone-sentry.png" [/frame] [frame] begin=100 end=200 image="units/shaxthal/drone-sentry.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=energy shock [/filter_attack] {MISSILE_FRAME_ENERGY_SHOCK} [frame] begin=-300 end=-200 image="units/shaxthal/drone-sentry.png" sound=shaxthal-energy-prelude.ogg [/frame] [frame] begin=-200 end=100 image="units/shaxthal/drone-sentry.png" sound=shaxthal-energy-fire.ogg [/frame] [/attack_anim] [variation] variation_id=surface inherit=yes hide_help=yes image="units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" {DEFENSE_ANIM "units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" "units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" {SOUND_LIST:BIOMECHANICAL_HIT} } [attack_anim] [filter_attack] name=claws [/filter_attack] [frame] image="units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" [/frame] [if] [frame] image="units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" [/frame] [/if] [else] [frame] image="units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" [/frame] [/else] [frame] image="units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=fangs [/filter_attack] [frame] image="units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" [/frame] [frame] image="units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" [/frame] [if] [frame] image="units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" [/frame] [/if] [else] [frame] image="units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" [/frame] [/else] [frame] image="units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" [/frame] [frame] image="units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" [/frame] [frame] image="units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=energy shock [/filter_attack] [frame] image="units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" [/frame] [frame] image="units/shaxthal/drone-sentry.png~PAL(shaxthal_drone_base>shaxthal_drone_surface)" [/frame] [/attack_anim] [/variation] [/unit_type]
#textdomain wesnoth-Naia #ifdef CAMPAIGN_AFTER_THE_STORM [unit_type] id=Shaxthal War Drone name= _ "War Drone" race=shaxthal image="units/shaxthal/drone-war.png" hitpoints=62 movement_type=biomechanical_drone movement=7 experience=150 level=3 alignment=neutral advances_to=null {AMLA_DEFAULT} cost=50 usage=mixed fighter description= _ "Recent developments appear to have led to the creation of more advanced types of Shaxthal drones designed for swiftly obliterating front lines and base defenses using aerial strikes. With the frightening accuracy of the Protectors and the formidable strength of Assault drones combined, these notably rare War drones can quickly bring reinforced stone walls down and crush anyone foolish enough to confront them without the use of magic support." die_sound={SOUND_LIST:BIOMECHANICAL_DIE} {DEFENSE_ANIM "units/shaxthal/drone-war.png" "units/shaxthal/drone-war.png" {SOUND_LIST:BIOMECHANICAL_HIT} } [abilities] {ABILITY_SUBMERGE} [/abilities] [resistance] blade=80 cold=80 [/resistance] [attack] name=fangs description={I18N:ATTACK_FANGS} type=pierce range=melee damage=10 number=2 [specials] {WEAPON_SPECIAL_POISON} [/specials] [/attack] [attack] name=warblades description= _ "war-blades" icon=attacks/razor-feathers.png type=blade range=melee damage=9 number=4 [/attack] [attack] name=energy burst description= _ "energy burst" icon=attacks/energy-shock.png type=impact range=ranged damage=11 number=5 [specials] {WEAPON_SPECIAL_MARKSMAN} [/specials] [/attack] [attack_anim] [filter_attack] name=warblades [/filter_attack] start_time=-300 [frame] duration=150 image="units/shaxthal/drone-war.png" [/frame] [if] hits=no [frame] duration=100 image="units/shaxthal/drone-war.png" sound={SOUND_LIST:MISS} [/frame] [/if] [else] hits=yes [frame] duration=100 image="units/shaxthal/drone-war.png" sound=claws.ogg [/frame] [/else] [frame] duration=150 image="units/shaxthal/drone-war.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=fangs [/filter_attack] start_time=-300 [frame] duration=150 image="units/shaxthal/drone-war.png" [/frame] [if] hits=yes [frame] duration=100 image="units/shaxthal/drone-war.png" sound=bite.ogg [/frame] [/if] [else] hits=no [frame] duration=100 image="units/shaxthal/drone-war.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=150 image="units/shaxthal/drone-war.png" [/frame] [frame] duration=100 image="units/shaxthal/drone-war.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=energy burst [/filter_attack] start_time=-300 {MISSILE_FRAME_ENERGY_SHOCK} [frame] duration=100 image="units/shaxthal/drone-war.png" sound=shaxthal-energy-prelude.ogg [/frame] [frame] duration=300 image="units/shaxthal/drone-war.png" sound=shaxthal-energy-fire.ogg [/frame] [/attack_anim] [/unit_type] #endif
#textdomain wesnoth-Naia [unit_type] id=Shaxthal Razorbird name= _ "Razorbird" race=shaxthal image="units/shaxthal/razorbird.png" hitpoints=28 movement_type=biomechanical_drone movement=8 experience=35 level=1 alignment=neutral advances_to=Shaxthal Thunderbird cost=19 usage=scout description= _ "Since Shaxthal drones began to be regularly spotted in the battle-field, other new biomechanical lifeforms have appeared, seemingly as the result of the Shaxthalkind’s mere presence on Irdya. Amongst those, metallic birds with sharp knives for feathers are frequently seen near the surface entrances of the creatures’ hives. Being clad in metal makes them slower than normal birds, and also more dangerous." die_sound={SOUND_LIST:BIOMECHANICAL_DIE} # Weaker than their cousins to most physical damage types [resistance] pierce=90 impact=100 fire=120 cold=100 [/resistance] {FLYING_DEFENSE_ANIM "units/shaxthal/razorbird.png" "units/shaxthal/razorbird.png" {SOUND_LIST:BIOMECHANICAL_HIT} } [attack] name=beak description=_"beak" type=pierce range=melee damage=8 number=1 icon=attacks/beak-shaxthal.png [/attack] [attack] name=blade shower description=_"blade shower" type=blade range=ranged damage=5 number=3 icon=attacks/razor-feathers.png [/attack] # Thanks Espreon for the original code and idea # for a new beak animation. [attack_anim] [filter_attack] name=beak [/filter_attack] start_time=-500 [frame] duration=50 # end @ -450 image="units/shaxthal/razorbird.png" offset=0.0~-0.2 [/frame] [frame] duration=200 # end @ -250 image="units/shaxthal/razorbird-attack.png" offset=-0.2~-1.0 [/frame] [frame] duration=150 # -100 image="units/shaxthal/razorbird-attack.png" offset=-1.0~0.0 [/frame] [if] hits=yes [frame] duration=100 image="units/shaxthal/razorbird-attack.png" sound=spear.ogg offset=0.0~1.25 [/frame] [/if] [else] hits=no [frame] duration=100 image="units/shaxthal/razorbird-attack.png" sound={SOUND_LIST:MISS} offset=0.0~1.25 [/frame] [/else] [frame] duration=100 image="units/shaxthal/razorbird-attack.png" offset=1.25~0.75 [/frame] [frame] duration=100 image="units/shaxthal/razorbird.png" offset=0.75~0.0 [/frame] [/attack_anim] [attack_anim] [filter_attack] name=blade shower [/filter_attack] [frame] begin=-200 end=-150 image="units/shaxthal/razorbird.png" [/frame] [if] hits=yes [frame] begin=-150 end=50 image="units/shaxthal/razorbird-attack.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] begin=-150 end=50 image="units/shaxthal/razorbird-attack.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=50 end=150 image="units/shaxthal/razorbird-attack.png" [/frame] [frame] begin=150 end=200 image="units/shaxthal/razorbird.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Shaxthal Thunderbird name= _ "Thunderbird" race=shaxthal image="units/shaxthal/thunderbird.png" hitpoints=41 movement_type=biomechanical_drone movement=8 experience=100 level=2 alignment=neutral advances_to=null {AMLA_DEFAULT} cost=38 usage=scout description= _ "More advanced bird-like Shaxthal creatures can produce deadly lightning with their sharp feather-blades to attack enemies at a distance, as well as dive and charge into their heads using their powerful metallic beaks." die_sound={SOUND_LIST:BIOMECHANICAL_DIE} # Weaker than their cousins to most physical damage types [resistance] pierce=80 impact=100 fire=120 cold=100 [/resistance] {FLYING_DEFENSE_ANIM "units/shaxthal/thunderbird.png" "units/shaxthal/thunderbird.png" {SOUND_LIST:BIOMECHANICAL_HIT} } [attack] name=beak description=_"beak" type=pierce range=melee damage=10 number=1 icon=attacks/beak-shaxthal.png [specials] {WEAPON_SPECIAL_CHARGE} [/specials] [/attack] [attack] name=blade shower description=_"blade shower" type=blade range=ranged damage=8 number=3 icon=attacks/razor-feathers.png [/attack] [attack] name=thunderbolt description=_"thunderbolt" type=fire range=ranged damage=10 number=2 icon=attacks/lightning.png [/attack] # Thanks Espreon for the original code and idea # for a new beak animation. [attack_anim] [filter_attack] name=beak [/filter_attack] start_time=-500 [frame] duration=50 # end @ -450 image="units/shaxthal/thunderbird.png" offset=0.0~-0.2 [/frame] [frame] duration=200 # end @ -250 image="units/shaxthal/thunderbird-attack.png" offset=-0.2~-1.0 [/frame] [frame] duration=150 # -100 image="units/shaxthal/thunderbird-attack.png" offset=-1.0~0.0 [/frame] [if] hits=yes [frame] duration=100 image="units/shaxthal/thunderbird-attack.png" sound=spear.ogg offset=0.0~1.25 [/frame] [/if] [else] hits=no [frame] duration=100 image="units/shaxthal/thunderbird-attack.png" sound={SOUND_LIST:MISS} offset=0.0~1.25 [/frame] [/else] [frame] duration=100 image="units/shaxthal/thunderbird-attack.png" offset=1.25~0.75 [/frame] [frame] duration=100 image="units/shaxthal/thunderbird.png" offset=0.75~0.0 [/frame] [/attack_anim] [attack_anim] [filter_attack] name=blade shower [/filter_attack] [frame] begin=-200 end=-150 image="units/shaxthal/thunderbird.png" [/frame] [if] hits=yes [frame] begin=-150 end=50 image="units/shaxthal/thunderbird-attack.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] begin=-150 end=50 image="units/shaxthal/thunderbird-attack.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=50 end=150 image="units/shaxthal/thunderbird-attack.png" [/frame] [frame] begin=150 end=200 image="units/shaxthal/thunderbird.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=thunderbolt [/filter_attack] [missile_frame] begin=-100 end=0 image="projectiles/lightning-n.png" image_diagonal="projectiles/lightning-ne.png" [/missile_frame] [if] hits=yes [frame] begin=-200 end=-50 image="units/shaxthal/thunderbird.png" sound=lightning.ogg [/frame] [/if] [else] hits=no [frame] begin=-200 end=-50 image="units/shaxthal/thunderbird.png" sound=lightning-miss.ogg [/frame] [/else] [frame] begin=-50 end=100 image="units/shaxthal/thunderbird-attack.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Shaxthal Worm name= _ "Worm" race=shaxthal image="units/shaxthal/worm+a.png" hitpoints=23 # A mixture of the Drone and Naga movetypes movement_type=biomechanical_drone [movement_costs] flat=2 forest=4 hills=5 mountains={UNREACHABLE} village=1 castle=2 cave=2 frozen=3 unwalkable={UNREACHABLE} fungus=2 [/movement_costs] [defense] shallow_water=40 swamp_water=40 reef=40 flat=90 sand=80 forest=90 hills=90 mountains=90 village=50 castle=50 frozen=80 unwalkable=80 impassable=50 fungus=60 [/defense] [resistance] blade=90 pierce=90 impact=90 fire=110 cold=110 [/resistance] movement=7 experience=25 level=0 alignment=neutral advances_to=null {AMLA_DEFAULT} cost=9 usage=fighter description= _ "Despite being creatures of artificial origins, Shaxthal lifeforms have been reported to vary wildly in shape, size and behavior. Since very little is known about their life cycles, it’s not clear whether certain forms — such as these biomechanical worms — are in reality just different growth stages of the same creature. The Shaxthal worms dwell inside the great dark hives and they are almost never seen elsewhere. Some evidence gathered and analyzed by scholars would indicate these creatures are extremely vulnerable in the open." die_sound=hiss-die.wav {DEFENSE_ANIM "units/shaxthal/worm+a.png" "units/shaxthal/worm+a.png" hiss-hit.wav } [abilities] {ABILITY_BORE} {ABILITY_SUBMERGE} [/abilities] [attack] name=fangs description={I18N:ATTACK_FANGS} icon=attacks/fangs-animal.png type=pierce range=melee damage=8 number=2 [/attack] [attack] name=tail description={I18N:ATTACK_TAIL} icon=attacks/tail-shaxthal.png type=impact range=melee damage=13 number=1 [/attack] [attack_anim] [filter_attack] name=tail [/filter_attack] start_time=-300 [frame] duration=50 image="units/shaxthal/worm+a.png" [/frame] [if] hits=no [frame] duration=450 image="units/shaxthal/worm+a.png" sound={SOUND_LIST:MISS} [/frame] [/if] [else] hits=yes [frame] duration=450 image="units/shaxthal/worm+a.png" sound=tail.ogg [/frame] [/else] [/attack_anim] [attack_anim] [filter_attack] name=fangs [/filter_attack] start_time=-100 [if] hits=yes [frame] duration=200 image="units/shaxthal/worm+a.png" sound=bite-small.ogg [/frame] [/if] [else] hits=no [frame] duration=200 image="units/shaxthal/worm+a.png" sound={SOUND_LIST:MISS} [/frame] [/else] [/attack_anim] #define SHAXTHAL_WORM_VARIATION _VARIATION_SUFFIX [variation] variation_id={_VARIATION_SUFFIX} inherit=yes hide_help=yes image="units/shaxthal/worm+{_VARIATION_SUFFIX}.png" {DEFENSE_ANIM ("units/shaxthal/worm+{_VARIATION_SUFFIX}.png") ("units/shaxthal/worm+{_VARIATION_SUFFIX}.png") hiss-hit.wav} [attack_anim] [filter_attack] name=tail [/filter_attack] [frame] image="units/shaxthal/worm+{_VARIATION_SUFFIX}.png" [/frame] [if] [frame] image="units/shaxthal/worm+{_VARIATION_SUFFIX}.png" [/frame] [/if] [else] [frame] image="units/shaxthal/worm+{_VARIATION_SUFFIX}.png" [/frame] [/else] [/attack_anim] [attack_anim] [filter_attack] name=fangs [/filter_attack] [if] [frame] image="units/shaxthal/worm+{_VARIATION_SUFFIX}.png" [/frame] [/if] [else] [frame] image="units/shaxthal/worm+{_VARIATION_SUFFIX}.png" [/frame] [/else] [/attack_anim] [/variation] #enddef {SHAXTHAL_WORM_VARIATION a} {SHAXTHAL_WORM_VARIATION b} {SHAXTHAL_WORM_VARIATION c} #undef SHAXTHAL_WORM_VARIATION [/unit_type] # kate: indent-mode normal; encoding utf-8; space-indent on;
#textdomain wesnoth-Naia [unit_type] id=Shaxthal Rayblade name= _ "Rayblade" race=shaxthal image="units/shaxthal/rayblade.png" hitpoints=39 movement_type=biomechanical_elusivefoot movement=5 level=2 alignment=neutral {SHAXTHAL_ATS_ADVANCEMENT ("Shaxthal Stormblade") 110 100} cost=32 usage=fighter description= _ "The majority of Shaxthal drones are at best mediocre in close combat, their bodies lacking the precision required for countering blows effectively. As one would expect, the Chaos Lorekeepers realized this and devised a solution: the Shaxthal Rayblades. Not only have they forgone claws and energy blasts in exchange for their namesake arm blades, but they also possess the fearsome ability to spin their torsos rapidly and slice through enemy lines like butter." die_sound={SOUND_LIST:BIOMECHANICAL_DIE} {DEFENSE_ANIM "units/shaxthal/rayblade.png" "units/shaxthal/rayblade.png" {SOUND_LIST:BIOMECHANICAL_HIT} } [abilities] {ABILITY_SUBMERGE} [/abilities] [attack] name=rayblade description= _ "weapon^rayblade" type=blade range=melee damage=6 number=6 [/attack] [attack_anim] [filter_attack] name=rayblade [/filter_attack] start_time=-200 [frame] duration=50 image="units/shaxthal/rayblade.png" [/frame] [if] hits=yes [frame] duration=200 image="units/shaxthal/rayblade.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] duration=200 image="units/shaxthal/rayblade.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=50 image="units/shaxthal/rayblade.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia #ifdef CAMPAIGN_AFTER_THE_STORM [unit_type] id=Shaxthal Stormblade name= _ "Stormblade" race=shaxthal image="units/shaxthal/stormblade.png" hitpoints=54 movement_type=biomechanical_elusivefoot movement=5 experience=150 level=3 alignment=neutral advances_to=null {AMLA_DEFAULT} cost=58 usage=mixed fighter [resistance] fire=90 [/resistance] description= _ "Because of their comparatively expensive design, Stormblade drones are a rarer sight on the battlefield than other Shaxthal creatures. Their deadly long arm-blades combined with the recovered ability to retaliate against ranged attacks makes them extremely dangerous opponents." die_sound={SOUND_LIST:BIOMECHANICAL_DIE} {DEFENSE_ANIM "units/shaxthal/stormblade.png" "units/shaxthal/stormblade.png" {SOUND_LIST:BIOMECHANICAL_HIT} } [abilities] {ABILITY_SUBMERGE} [/abilities] [attack] name=rayblade description= _ "weapon^rayblade" type=blade range=melee damage=7 number=6 [specials] {WEAPON_SPECIAL_FIRSTSTRIKE} [/specials] [/attack] [attack] name=energy shock description= _ "energy shock" icon=attacks/energy-shock.png type=impact range=ranged damage=8 number=2 [/attack] [attack_anim] [filter_attack] name=rayblade [/filter_attack] start_time=-200 [frame] duration=50 image="units/shaxthal/stormblade.png" [/frame] [if] hits=yes [frame] duration=200 image="units/shaxthal/stormblade.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] duration=200 image="units/shaxthal/stormblade.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=50 image="units/shaxthal/stormblade.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=energy shock [/filter_attack] {MISSILE_FRAME_ENERGY_SHOCK} [frame] begin=-300 end=-200 image="units/shaxthal/stormblade.png" sound=shaxthal-energy-prelude.ogg [/frame] [frame] begin=-200 end=100 image="units/shaxthal/stormblade.png" sound=shaxthal-energy-fire.ogg [/frame] [/attack_anim] [/unit_type] #endif
#textdomain wesnoth-Naia [unit_type] id=Chaos Cardinal name= _ "Chaos Cardinal" race=undead image="units/undead-necromancers/chaos-cardinal.png" profile="portraits/mal-hekuba.png" hitpoints=89 movement_type=undeadfoot movement=6 experience=200 level=4 alignment=chaotic advances_to=null {AMLA_DEFAULT} cost=120 usage=mixed fighter description= _ "Two centuries before the birth of the Chaos Empire, its forefathers and their revered Dark Lady found themselves challenged by a barbaric people hailing from the Great Southern Desert: the Quenoth Elves. In spite of the superior weaponry and magic skill at the Iron Council’s disposal, the invaders’ cunning tactics and unrelenting ferocity proved decisive in turning the tide of battle in their favor. And although the Iron Council ultimately repelled their assault, the elves did not abandon the Council’s sanctuary without first taking the life of the most revered priest of Yechnagoth, the de facto leader of the Iron Triad in the absence of their true master. Over three centuries later, Mal Hekuba continues to roam Irdya carrying out the orders of the living goddess who promises a new era of restoration and unity, in the hope that some day, the Dark Lady will too rise once more and purge all non-believers from this tainted earth." die_sound=lich-die.ogg {DEFENSE_ANIM "units/undead-necromancers/chaos-cardinal.png" "units/undead-necromancers/chaos-cardinal.png" {SOUND_LIST:LICH_HIT} } [movement_costs] shallow_water=3 [/movement_costs] [abilities] {ABILITY_ZEAL} {ABILITY_SUBMERGE} [/abilities] [attack] name=necrotic shard description=_"necrotic shard" icon=attacks/staff-hekuba.png type=arcane range=melee damage=9 number=3 [specials] {WEAPON_SPECIAL_NECROSIS} {WEAPON_SPECIAL_DRAIN} [/specials] [/attack] [attack] name=chill tempest description={I18N:CHILL_TEMPEST} type=cold [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] range=ranged damage=13 number=5 icon=attacks/iceball.png [/attack] [attack] name=breath of nyx description=_"breath of nyx" type=arcane [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] range=ranged damage=9 number=5 icon=attacks/dark-missile.png [/attack] [idle_anim] {STANDARD_IDLE_FILTER} start_time=0 [frame] duration=2310 image="units/undead-necromancers/chaos-cardinal.png" halo=halo/undead/idle-flash-[1~21].png halo_x=6~0,0 halo_y=-6~0,0 [/frame] [/idle_anim] [recruiting_anim] [filter_second] race=undead [/filter_second] start_time=-300 [frame] image="units/undead-necromancers/chaos-cardinal.png:150" [/frame] [frame] image="units/undead-necromancers/chaos-cardinal.png" halo=halo/undead/black-magic-[1~5].png:[75*4,50] [/frame] sound_start_time=-75 [sound_frame] sound=magic-dark-big.ogg [/sound_frame] [frame] image="units/undead-necromancers/chaos-cardinal.png:100" [/frame] [frame] image="units/undead-necromancers/chaos-cardinal.png:1" [/frame] [/recruiting_anim] [attack_anim] [filter_attack] name=chill tempest [/filter_attack] offset=0 {MISSILE_FRAME_CHILL_TEMPEST 0 -15} start_time=-355 [frame] image="units/undead-necromancers/chaos-cardinal.png:150" [/frame] [frame] image="units/undead-necromancers/chaos-cardinal.png" halo=halo/undead/black-magic-[1~5].png:[75*4,50] [/frame] {SOUND:HIT_AND_MISS magic-dark-big.ogg magic-dark-big-miss.ogg -150} [frame] image="units/undead-necromancers/chaos-cardinal.png:100" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=breath of nyx [/filter_attack] {MISSILE_FRAME_SHADOW_WAVE} start_time=-675 [frame] image="units/undead-necromancers/chaos-cardinal.png:150" [/frame] [frame] image="units/undead-necromancers/chaos-cardinal.png" halo=halo/undead/black-magic-[1~5].png:[75*4,50] [/frame] [frame] image="units/undead-necromancers/chaos-cardinal.png:200" [/frame] {SOUND:HIT_AND_MISS magic-dark-big.ogg magic-dark-big-miss.ogg -50} [frame] image="units/undead-necromancers/chaos-cardinal.png:100" [/frame] [frame] image="units/undead-necromancers/chaos-cardinal.png:50" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=necrotic shard [/filter_attack] start_time=-250 [frame] duration=125 [/frame] [if] hits=yes [frame] duration=25 sound=magic-dark.ogg [/frame] [frame] duration=200 sound=spear.ogg [/frame] [/if] [else] hits=no [frame] duration=25 [/frame] [frame] duration=200 sound=spear-miss.ogg [/frame] [/else] [frame] duration=75 [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Errant Soul name= _ "Errant Soul" [base_unit] id=Ghost [/base_unit] hitpoints=12 movement=6 experience=25 level=0 advances_to=null {AMLA_DEFAULT} cost=9 description= _ "These lost souls have wandered the barren wastelands of Irdya ever since the Fall, trapped in ethereal bodies that only vaguely resemble their former living appearances." [movement_costs] village={UNREACHABLE} [/movement_costs] [attack] name=touch description={I18N:ATTACK_TOUCH} damage,number=3,3 [/attack] [attack] name=wail description={I18N:ATTACK_WAIL} damage,number=2,2 [/attack] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Verlissh Matrix Core name= _ "Matrix Core" race=verlissh ignore_race_traits=yes image="units/alien-verlissh/matrix-core.png" # the unit box in sidebar and help screen is really limited to 72x72... image_icon="units/alien-verlissh/matrix-core.png~SCALE(72,72)" hitpoints=64 movement_type=none movement=1 experience=150 {AMLA_DEFAULT} level=3 alignment=chaotic advances_to=null cost=80 usage=archer undead_variation=null [abilities] {ABILITY_ENERGIZE_1030} {ABILITY_REGENERATES} [/abilities] {VERLISSH_MACHINE_NAMES} description= _ "These unfathomable, purportedly living constructs are usually found underground near Shaxthal hives. Fully immobile by nature, they have very limited means of self-defense. Given their disproportionate size, they may be a hindrance when found in narrow underground passages." die_sound={SOUND_LIST:MATRIX_DIE} [attack] name=energy ray description= _ "energy ray" icon=attacks/dark-missile.png type=cold range=ranged damage=15 number=3 [/attack] [attack] name=hot goo description= _ "hot goo" icon=attacks/slime-thrown.png type=fire range=ranged [specials] {WEAPON_SPECIAL_SLOW} [/specials] damage=11 number=2 [/attack] {VERLISSH_MACHINE_STANDING_ANIMATION "units/alien-verlissh/matrix-core.png"} {VERLISSH_MACHINE_DEFENSE_ANIMATION "units/alien-verlissh/matrix-core.png"} [attack_anim] [filter_attack] name=energy ray [/filter_attack] {VERLISSH_MACHINE_ENERGY_ANIMATION "units/alien-verlissh/matrix-core.png"} [/attack_anim] [attack_anim] [filter_attack] name=hot goo [/filter_attack] {VERLISSH_MACHINE_GOO_ANIMATION "units/alien-verlissh/matrix-core.png"} [/attack_anim] [death] start_time=0 die_sound_start_time=0 auto_hflip=no auto_vflip=no [die_sound_frame] duration=600 sound=explosion.ogg [/die_sound_frame] [die_sound_frame] duration=800 sound=lich-hit-1.ogg [/die_sound_frame] [die_sound_frame] duration=400 sound=explosion.ogg [/die_sound_frame] [die_sound_frame] duration=800 sound=lich-hit-2.ogg [/die_sound_frame] [die_sound_frame] duration=900 sound=explosion.ogg [/die_sound_frame] [die_sound_frame] duration=600 sound=lich-die.ogg [/die_sound_frame] [die_sound_frame] duration=800 sound=explosion.ogg [/die_sound_frame] {BOSS_BURST_FRAME 1 0 -9 17} {BOSS_BURST_FRAME 2 600 18 0} {BOSS_BURST_FRAME 3 1200 -9 -18} {BOSS_BURST_FRAME 4 1800 9 17} {BOSS_BURST_FRAME 5 2400 8 -18} {BOSS_BURST_FRAME 6 3000 -18 0} {BOSS_EXPLOSION_FRAME 1 1800 -9 17} {BOSS_EXPLOSION_FRAME 2 2300 18 0} {BOSS_EXPLOSION_FRAME 3 2800 -9 -18} {BOSS_EXPLOSION_FRAME 4 3300 9 17} {BOSS_EXPLOSION_FRAME 5 3800 8 -18} {BOSS_EXPLOSION_FRAME 6 4300 -18 0} [frame] duration=2500 image="units/alien-verlissh/matrix-core.png" blend_color=255,255,255 blend_ratio=0.0~1.0 [/frame] [frame] duration=2600 image="units/alien-verlissh/matrix-core.png" blend_color=255,255,255 blend_ratio=1.0 alpha=1.0~0.0 [/frame] [frame] duration=1 image="misc/blank-hex.png" [/frame] [/death] [/unit_type] # kate: indent-mode normal; encoding utf-8; space-indent on;
#textdomain wesnoth-Naia [unit_type] id=Verlissh Matrix Flow System name= _ "Matrix Structural" race=verlissh ignore_race_traits=yes image="units/alien-verlissh/matrix-flowsystem.png" bar_offset_x,bar_offset_y=0,0 # the unit box in sidebar and help screen is really limited to 72x72... image_icon="units/alien-verlissh/matrix-flowsystem.png~SCALE(72,72)" hitpoints=35 movement_type=none movement=1 experience=25 {AMLA_DEFAULT} level=0 alignment=chaotic advances_to=null cost=20 usage=archer undead_variation=null [abilities] {ABILITY_ENERGIZE_515} {ABILITY_REGENERATES} [/abilities] {VERLISSH_MACHINE_NAMES} description= _ "These unfathomable, purportedly living constructs are usually found underground near Shaxthal hives. Fully immobile by nature, they have very limited means of self-defense. Given their disproportionate size, they may be a hindrance when found in narrow underground passages." die_sound={SOUND_LIST:MATRIX_DIE} [attack] name=energy ray description= _ "energy ray" icon=attacks/dark-missile.png type=cold range=ranged damage=6 number=1 [/attack] [attack] name=goo description= _ "goo" icon=attacks/slime-thrown.png type=pierce range=ranged [specials] {WEAPON_SPECIAL_SLOW} [/specials] damage=5 number=2 [/attack] {VERLISSH_MACHINE_STANDING_ANIMATION "units/alien-verlissh/matrix-flowsystem.png"} {VERLISSH_MACHINE_DEATH_ANIMATION "units/alien-verlissh/matrix-flowsystem.png"} {VERLISSH_MACHINE_DEFENSE_ANIMATION "units/alien-verlissh/matrix-flowsystem.png"} [attack_anim] [filter_attack] name=energy ray [/filter_attack] {VERLISSH_MACHINE_ENERGY_ANIMATION "units/alien-verlissh/matrix-flowsystem.png"} [/attack_anim] [attack_anim] [filter_attack] name=goo [/filter_attack] {VERLISSH_MACHINE_GOO_ANIMATION "units/alien-verlissh/matrix-flowsystem.png"} [/attack_anim] [/unit_type] # kate: indent-mode normal; encoding utf-8; space-indent on;
#textdomain wesnoth-Naia [unit_type] id=Psy Crawler name= _ "Psy Crawler" race=verlissh image="units/alien-psy/crawler.png" hitpoints=33 movement_type=largefoot movement=4 experience=50 level=1 alignment=chaotic advances_to=null {AMLA_DEFAULT} cost=15 usage=archer undead_variation=null description= _ "These tentacled creatures are often found underground within Shaxthal hives, wandering aimlessly and preying upon smaller lifeforms when not magically commanded by the dreaded Lorekeepers. Being rather slow and weak, it is very unusual for them to be seen on the surface, and even more unusual for them to be sent away from their habitat." die_sound={SOUND_LIST:PSY_DIE} [attack] name=fangs description={I18N:ATTACK_FANGS} icon=attacks/fangs-animal.png type=blade range=melee damage=8 number=2 [/attack] [attack] name=energy ray description= _"energy ray" icon=attacks/dark-missile.png type=cold range=ranged damage=7 number=3 [/attack] {DEFENSE_ANIM "units/alien-psy/crawler-defend.png" units/alien-psy/crawler.png {SOUND_LIST:PSY_HIT} } [death] start_time=0 [frame] duration=200 image="units/alien-psy/crawler-melee2.png" [/frame] [frame] duration=200 image="units/alien-psy/crawler-die-1.png" [/frame] [frame] duration=200 image="units/alien-psy/crawler-die-2.png" [/frame] [frame] duration=200 image="units/alien-psy/crawler-die-3.png" [/frame] [frame] duration=200 image="units/alien-psy/crawler-die-4.png" [/frame] [frame] duration=200 image="units/alien-psy/crawler-die-5.png" [/frame] [/death] [attack_anim] [filter_attack] name=fangs [/filter_attack] start_time=-200 [frame] duration=150 image=units/alien-psy/crawler-melee1.png [/frame] [if] hits=yes [frame] sound=bite-small.ogg duration=200 image=units/alien-psy/crawler-melee2.png [/frame] [/if] [else] hits=no [frame] sound={SOUND_LIST:MISS} duration=200 image=units/alien-psy/crawler-melee2.png [/frame] [/else] [/attack_anim] [attack_anim] [filter_attack] name=energy ray [/filter_attack] start_time=-300 missile_start_time=-200 [missile_frame] duration=200 image="projectiles/darkmissile-n.png" image_diagonal="projectiles/darkmissile-ne.png" [/missile_frame] [frame] duration=100 image=units/alien-psy/crawler-ranged1.png [/frame] [if] hits=no [frame] sound=magic-dark-miss.ogg duration=250 image=units/alien-psy/crawler-ranged2.png [/frame] [/if] [else] hits=yes [frame] sound=magic-dark.ogg duration=250 image=units/alien-psy/crawler-ranged2.png [/frame] [/else] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Psy Mindraider name= _ "Psy Mindraider" race=verlissh image="units/alien-psy/mindraider.png" hitpoints=59 movement_type=largefoot movement=5 experience=150 {AMLA_DEFAULT} level=3 alignment=chaotic advances_to=null cost=64 usage=mixed fighter undead_variation=null description= _ "Assumed to be related to the wandering crawlers at the Lorekeepers’ service, these fearsome creatures are said to have the ability to pierce into the very minds of any living opponents, replenishing their vital energy and accelerating their growth in the process. Needless to say, this makes them especially dangerous to approach." die_sound={SOUND_LIST:PSY_DIE} [abilities] {ABILITY_FEEDING} [/abilities] [attack] name=tentacle description={I18N:ATTACK_TENTACLE} type=impact range=melee [specials] {WEAPON_SPECIAL_SWARM} [/specials] damage=3 number=10 [/attack] [attack] name=mind probe description= _ "mind probe" icon=attacks/curse.png type=arcane range=ranged damage=8 number=4 [specials] {WEAPON_SPECIAL_DRAIN} [/specials] [/attack] {DEFENSE_ANIM "units/alien-psy/mindraider.png" "units/alien-psy/mindraider.png" {SOUND_LIST:PSY_HIT} } [attack_anim] [filter_attack] name=tentacle [/filter_attack] start_time=-200 [frame] duration=50 image=units/alien-psy/mindraider.png [/frame] [if] hits=yes [frame] sound=squishy-strike.wav duration=200 image=units/alien-psy/mindraider.png [/frame] [/if] [else] hits=no [frame] sound=squishy-miss.wav duration=200 image=units/alien-psy/mindraider.png [/frame] [/else] [frame] duration=50 image=units/alien-psy/mindraider.png [/frame] [/attack_anim] [attack_anim] [filter_attack] name=mind probe [/filter_attack] start_time=-300 missile_start_time=0 [missile_frame] duration=300 halo="halo/elven/ice-halo1.png:50,halo/elven/ice-halo2.png:50,halo/elven/ice-halo3.png:50,halo/elven/ice-halo4.png:50,halo/elven/ice-halo5.png:50,halo/elven/ice-halo6.png:50" offset=1.0~0.0:300 [/missile_frame] [frame] duration=100 image=units/alien-psy/mindraider.png [/frame] [if] hits=no [frame] sound=magic-dark-miss.ogg duration=250 image=units/alien-psy/mindraider.png [/frame] [/if] [else] hits=yes [frame] sound=magic-dark.ogg duration=250 image=units/alien-psy/mindraider.png [/frame] [/else] [/attack_anim] [/unit_type] # kate: indent-mode normal; encoding utf-8; space-indent on;
#textdomain wesnoth-Naia [unit_type] id=Chaos Hound name= _ "Hound of Chaos" race=wolf image="units/wolves/hound.png" hitpoints=22 movement_type=houndfoot movement=7 experience=40 level=1 alignment=chaotic advances_to=Demonic Hound cost=18 usage=fighter undead_variation=wolf description= _ "Exceedingly few communities have continued to breed domesticated dogs after the Fall, not only because of the harsher climate and scarce resources with which to feed captive animals, but also on account of an overabundance of larger and more dangerous predators. The Chaos Empire, on the other hand, not content with using slaves and barbarian mercenaries in warfare, has turned dog breeding into more than a mere pastime. To their quadrupedal companions anything unfamiliar constitutes prey, and these vicious canines never yield in a fight until either their target or themselves has been reduced to bloody bits." die_sound={SOUND_LIST:WOLF_DIE} {DEFENSE_ANIM "units/wolves/hound-defend.png" "units/wolves/hound.png" {SOUND_LIST:WOLF_HIT} } [attack] name=fangs description={I18N:ATTACK_FANGS} icon=attacks/fangs-animal.png type=blade range=melee [specials] {WEAPON_SPECIAL_BERSERK} [/specials] damage=5 number=2 [/attack] [attack_anim] [filter_attack] name=fangs [/filter_attack] offset=0.0~-0.1:100,-0.1~0.0:50,0.0~0.3:50,0.3~0.5:100,0.5~0.6:50,0.6~0.4:100,0.4~0.2:50,0.2~0.0:100 [frame] begin=-350 end=-100 image="units/wolves/hound-attack1.png" sound={SOUND_LIST:WOLF_GROWL} [/frame] [if] hits=no [frame] begin=-100 end=0 image="units/wolves/hound-attack2.png" [/frame] [/if] [else] hits=yes [frame] begin=-100 end=0 image="units/wolves/hound-attack2.png" sound=bite.ogg [/frame] [/else] [frame] begin=0 end=250 image="units/wolves/hound-attack1.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Demonic Hound name= _ "Demonic Hound" race=wolf image="units/wolves/rabid-hound.png" [movement_anim] [frame] begin=0 end=150 image="units/wolves/rabid-hound-attack2.png" [/frame] [/movement_anim] hitpoints=35 movement_type=houndfoot movement=7 experience=70 level=2 alignment=chaotic advances_to=Hellhound cost=40 usage=fighter undead_variation=wolf description= _ "It is relatively rare for a Chaos Hound to survive even a year in service on account of their relatively frail build, which makes them prime targets for arrows and sling bullets; and their temperament, which more often than not leads to in-fighting. Those that do, however, quickly earn the Chaos Magi’s attentions — which tend to entail subjecting the beasts to all manner of reprehensible experiments, turning them into sturdier and deadlier killing machines. It is rumored some Chaos Overlords delight in keeping these hellish hounds as pets. If so, this an even greater deterrent to anyone who would dare enter an Overlord’s stronghold uninvited." die_sound={SOUND_LIST:WOLF_DIE} {DEFENSE_ANIM "units/wolves/rabid-hound-defend.png" "units/wolves/rabid-hound.png" {SOUND_LIST:WOLF_HIT} } [attack] name=fangs description={I18N:ATTACK_FANGS} icon=attacks/fangs-animal.png type=blade range=melee [specials] {WEAPON_SPECIAL_BERSERK} [/specials] damage=6 number=3 [/attack] [attack_anim] [filter_attack] name=fangs [/filter_attack] offset=0.0~-0.1:100,-0.1~0.0:50,0.0~0.3:50,0.3~0.5:100,0.5~0.6:50,0.6~0.4:100,0.4~0.2:50,0.2~0.0:100 [frame] begin=-350 end=-100 image="units/wolves/rabid-hound-attack1.png" sound={SOUND_LIST:WOLF_GROWL} [/frame] [if] hits=no [frame] begin=-100 end=0 image="units/wolves/rabid-hound-attack2.png" [/frame] [/if] [else] hits=yes [frame] begin=-100 end=0 image="units/wolves/rabid-hound-attack2.png" sound=bite.ogg [/frame] [/else] [frame] begin=0 end=250 image="units/wolves/rabid-hound-attack1.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Hellhound name= _ "Hellhound" race=wolf image="units/wolves/hellhound.png" [movement_anim] [frame] begin=0 end=150 image="units/wolves/hellhound.png" [/frame] [/movement_anim] hitpoints=47 movement_type=houndfoot movement=7 experience=150 level=3 alignment=chaotic advances_to=null {AMLA_DEFAULT} cost=74 usage=fighter undead_variation=wolf description= _ "It should come as no surprise to anyone that the followers of Uria have perfected techniques for extracting and transplanting souls. Very little information about it has reached any outsider, but the little extant evidence indicates that it is a common disciplinary action against those who have failed in their missions or otherwise displeased their superiors. They are then given a last chance to clear their names and prove their worth, usually with new bodies seldom fit for the task. It is suspected that most of the Chaos Hounds who manage to survive their masters’ research have had their souls replaced with those of these fallen demons, either because their original souls break down from the horrors, or simply because it is much easier to strip a tortured soul from its vessel. The denizens of Inferno have found that there could hardly be anything more humiliating than being forced to carry on their lives confined to the bodies of beasts that even their Irdyan allies despise: walking on all fours, sleeping next to their own excrement, and eventually succumbing to their low instincts. Having long since realized that regaining their honor is a lost cause, these miserable creatures determine that there are only two remaining options: either to embrace death at the hands of their enemies, or turn against their masters and pray that they do not decide to prolong the torment." die_sound={SOUND_LIST:WOLF_DIE} {DEFENSE_ANIM "units/wolves/hellhound.png" "units/wolves/hellhound.png" {SOUND_LIST:WOLF_HIT} } [attack] name=fangs description={I18N:ATTACK_FANGS} icon=attacks/fangs-animal.png type=blade range=melee [specials] {WEAPON_SPECIAL_BERSERK} [/specials] damage=8 number=4 [/attack] [attack_anim] [filter_attack] name=fangs [/filter_attack] offset=0.0~-0.1:100,-0.1~0.0:50,0.0~0.3:50,0.3~0.5:100,0.5~0.6:50,0.6~0.4:100,0.4~0.2:50,0.2~0.0:100 [frame] begin=-350 end=-100 image="units/wolves/hellhound.png" sound={SOUND_LIST:WOLF_GROWL} [/frame] [if] hits=no [frame] begin=-100 end=0 image="units/wolves/hellhound.png" [/frame] [/if] [else] hits=yes [frame] begin=-100 end=0 image="units/wolves/hellhound.png" sound=bite.ogg [/frame] [/else] [frame] begin=0 end=250 image="units/wolves/hellhound.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-utbs # by Asa Swain [textdomain] name="wesnoth-utbs" [/textdomain] # wmlscope: set export=no [campaign] id=Under_the_Burning_Suns name= _ "Under the Burning Suns" icon="data/campaigns/Under_the_Burning_Suns/images/units/quenoth/kaleh.png~RC(magenta>red)" image="data/campaigns/Under_the_Burning_Suns/images/campaign_image.png" abbrev= _ "UtBS" rank=205 year="300 AF" define=CAMPAIGN_UNDER_THE_BURNING_SUNS first_scenario=01_The_Morning_After description= _ "In the distant future a small band of elves struggles to survive amidst the ruins of fallen empires. Lead your people out of the desert on an epic journey to find a new home. " + _"(Expert level, 10 scenarios.)" # Old difficulty levels are not selectable anymore, but for now loading saves using them should still work. {CAMPAIGN_DIFFICULTY EASY "data/campaigns/Under_the_Burning_Suns/images/units/quenoth/fighter.png~RC(magenta>red)" ( _ "Fighter") ( _ "Challenging")} {CAMPAIGN_DIFFICULTY NORMAL "data/campaigns/Under_the_Burning_Suns/images/units/quenoth/warrior.png~RC(magenta>red)" ( _ "Warrior") ( _ "Difficult")} {DEFAULT_DIFFICULTY} {CAMPAIGN_DIFFICULTY HARD "data/campaigns/Under_the_Burning_Suns/images/units/quenoth/champion.png~RC(magenta>red)" ( _ "Champion") ( _ "Nightmare")} # UTBS credits [about] title= _ "Campaign Design" [entry] name= "Asa Swain" [/entry] [entry] name= "Piotr Cychowski (Mist/cycholka)" [/entry] [/about] [about] title= _ "Campaign Maintenance" [entry] name= "Iris Morelle (Irydacea/shadowm)" [/entry] [entry] name= "Jan Rietema (Rhuvaen)" [/entry] [entry] name = "Lari Nieminen (zookeeper)" [/entry] [entry] name= "Piotr Cychowski (Mist/cycholka)" [/entry] [entry] name= "Simon Forsyth (Alarantalara)" [/entry] [entry] name= "Steven Panek (Espreon)" [/entry] [/about] [about] title= _ "Artwork and Graphics Design" [entry] name= "Dan Gerhards (beetlenaut)" comment= "new Flesh Golem sprites" [/entry] [entry] name = "Kwandulin" comment = "New Kaleh and Nym sprites" [/entry] [entry] name= "doofus-01" comment = "Monster Crab sprite" [/entry] [entry] name= "Hogne Haskjold (Frame)" [/entry] [entry] name= "Iris Morelle (Irydacea/shadowm)" [/entry] [entry] name= "J.W. Bjerk (Eleazar)" [/entry] [entry] name= "James Woo (Pickslide)" [/entry] [entry] name= "Javier Hoyos (Vendanna)" [/entry] [entry] name = "Marcus Rosén (sleepwalker)" comment = "Dark Assassin sprite and animations" [/entry] [entry] name= "Mark Goodenough (Ranger M)" [/entry] [entry] name= "Mikolaj Machowski (Emdot)" [/entry] [entry] name= "Murray Cook (Zhukov)" [/entry] [entry] name= "Peter Geinitz (Shadow)" [/entry] [entry] name= "Richard Kettering (Jetrel)" [/entry] [entry] name= "Sangel" [/entry] [entry] name= "Samuel Wilson (megane)" [/entry] [entry] name= "Scott Klempner" [/entry] [entry] name = "Vincent Langner (Vyncyn)" comment = "Spider Lich and Human Commander sprites" [/entry] [entry] name= "Zerovirus" comment = "Naga Hunter sprite" [/entry] [/about] [about] title= _ "Miscellaneous" [entry] name= "Fabian Müller (Fabi/Fendrin)" [/entry] [entry] name= "Mark Polo" [/entry] [entry] name="Matthias Schoeck (mattsc)" comment="Messenger AI" [/entry] [entry] name= "Isaac" [/entry] [entry] name= "Ringcaat (Thorin N. Tatge)" [/entry] [entry] name=_"And special thanks to everyone else who I forgot to mention." [/entry] [/about] [/campaign] #ifdef CAMPAIGN_UNDER_THE_BURNING_SUNS [binary_path] path=data/campaigns/Under_the_Burning_Suns [/binary_path] # Define macro that expands into include paths for this campaign #define UTBS_INCLUDE TARGET_VALUE {campaigns/Under_the_Burning_Suns/{TARGET_VALUE}} #enddef # Define macro that expands into map_data keys that include this campaign's path #define UTBS_MAP TARGET_VALUE map_file=campaigns/Under_the_Burning_Suns/maps/{TARGET_VALUE} #enddef #Append utils folder {UTBS_INCLUDE utils} # Add global events # wmllint: validate-off [+campaign] {WEAPON_SPECIAL_DAZE_EVENTS} {ABILITY_DISENGAGE_EVENTS} {ABILITY_SUPPORT_EVENTS} # On recruit, this switches the higher-recruit-cost units to the normal # types, so that the different cost variations don't need to be taken into # account for example in unit filters. #define DISCARD_RECRUIT_COST_HELPER_UNITS TYPE [event] name=recruit first_time_only=no [filter] race=quenoth,elf [/filter] [filter_condition] [variable] name=unit.type contains={TYPE} [/variable] [variable] name=unit.type not_equals={TYPE} [/variable] [/filter_condition] {VARIABLE unit.type {TYPE}} [unstore_unit] variable=unit find_vacant=no [/unstore_unit] [/event] #enddef {DISCARD_RECRUIT_COST_HELPER_UNITS "Quenoth Fighter"} {DISCARD_RECRUIT_COST_HELPER_UNITS "Quenoth Scout"} {DISCARD_RECRUIT_COST_HELPER_UNITS "Quenoth Mystic"} {DISCARD_RECRUIT_COST_HELPER_UNITS "Tauroch Rider"} [/campaign] # wmllint: validate-on #Append Units, including the movetypes and race definition [units] {UTBS_INCLUDE units/units.cfg} {UTBS_INCLUDE units/quenoth} {UTBS_INCLUDE units/humans} {UTBS_INCLUDE units/monsters} {UTBS_INCLUDE units/nagas} {UTBS_INCLUDE units/other} {UTBS_INCLUDE units/undead} [/units] {UTBS_INCLUDE scenarios} [lua] code="wesnoth.require 'campaigns/Under_the_Burning_Suns/lua/theme.lua'" [/lua] #endif #ifdef EDITOR [binary_path] path=data/campaigns/Under_the_Burning_Suns [/binary_path] [editor_group] id=utbs name= _ "Under the Burning Suns" icon="group_mainline" [/editor_group] {campaigns/Under_the_Burning_Suns/utils/terrain.cfg} {campaigns/Under_the_Burning_Suns/utils/terrain_graphics.cfg} #endif # wmllint: directory spellings Kaleh Nym Zhul Garak Quenoth Eloh Uria Tanuil # wmllint: directory spellings Melusand Esanoo Zurg Grimnir Tanstafaal # wmllint: directory spellings Yechnagoth Zocthanol Zhangor Sela Naia Keratur # wmllint: directory spellings Jarl Rogrimir
#textdomain wesnoth-utbs [scenario] id=01_The_Morning_After name= _ "The Morning After" {UTBS_MAP 01_The_Morning_After.map} next_scenario=02_Across_the_Harsh_Sands {TURNS 36 34 32} # Since the scenario can't end until all the elves are rescued we # can't allow it to end with the death of the necromancer victory_when_enemies_defeated=no {TWO_SUNS_DEFAULT_SCHEDULE} {INTRO_AND_SCENARIO_MUSIC "elf-land.ogg" "revelation.ogg"} {EXTRA_SCENARIO_MUSIC "nunc_dimittis.ogg"} {EXTRA_SCENARIO_MUSIC "elvish-theme.ogg"} {STORY_THE_MORNING_AFTER} [terrain_graphics] map=" ., *, . , *, *, *, 1, * , *, *, ., *, ." [tile] pos=1 [/tile] x,y=23,27 [image] name=great-tree-smashed.png layer=0 base=108,108 center=144,108 [/image] [/terrain_graphics] # Set sides - elves, monsters and necromancer # wmllint: validate-off [side] side=1 controller=human # Kaleh's start villages will support his initial recruits. gold=0 income=-2 village_gold=0 user_team_name= _ "team_name^Quenoth Elves" {FLAG_VARIANT long} # wmllint: recognize Kaleh {KALEH} shroud=yes # Start with Nym [unit] # wmllint: who NYM is Nym {NYM} x,y=17,21 [/unit] [village] x,y=14,20 [/village] [/side] # wmllint: validate-on # Monster side : mudcrawlers and cuttlefish [side] side=2 controller=ai team_name=monsters user_team_name= _ "Monsters" no_leader=yes [ai] {AI_SIMPLE_ALWAYS_ASPECT aggression 1.0} {AI_SIMPLE_ALWAYS_ASPECT caution 0.0} [/ai] [/side] # Undead side, doesn't start with a leader [side] side=3 controller=ai # Gold and income set when Necromancer appears #ifndef HARD recruit=Skeleton, Skeleton Archer, Vampire Bat, Ghoul, Dark Adept #endif #ifdef HARD recruit=Revenant, Bone Shooter, Blood Bat, Necrophage, Dark Adept, Deathblade #endif team_name=evil user_team_name= _ "Evil" {FLAG_VARIANT undead} no_leader=yes [ai] {AI_SIMPLE_ALWAYS_ASPECT aggression 0.80} {AI_SIMPLE_ALWAYS_ASPECT caution 0.10} #ifdef HARD {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern scout,fighter,fighter,fighter,archer} #else {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern scout,fighter,archer,fighter} #endif [/ai] [/side] [event] name=prestart # Can't end scenario until all elves have been rescued (5 events) [objectives] [objective] description= _ "Rescue surviving elves" condition=win [/objective] [objective] description= _ "Defeat Xanthos" condition=win [show_if] [have_unit] # wmllint: recognize Xanthos id=Xanthos [/have_unit] [/show_if] [/objective] [objective] description= _ "Death of Kaleh" condition=lose [/objective] [objective] description= _ "Death of Nym" condition=lose [/objective] [objective] description= _ "Death of Garak" condition=lose [show_if] # We could just use [have_unit], but if Garak or Zhul dies and the player # checks the objectives, the respective objective won't be displayed, # and disappearing objectives for no good reason would look buggy. [variable] name=found_garak boolean_equals=yes [/variable] [/show_if] [/objective] [objective] description= _ "Death of Zhul" condition=lose [show_if] [variable] name=found_zhul boolean_equals=yes [/variable] [/show_if] [/objective] {TURNS_RUN_OUT} [gold_carryover] bonus=no carryover_percentage=0 [/gold_carryover] [/objectives] # (as of 1.14.0+) There are no female fighter, etc. versions, maybe this will change some day. # Commented out rather than removed the gender stuff so it is a reminder # Setting up the village occupants # 2 fighters, 2 archers, 2 hunters (if not HARD), 2 scouts [set_variables] name=elf_pool [value] type="Quenoth Fighter" name= _ "Lreu" gender=male # name= _ "Lrea" # gender=female [/value] [value] type="Quenoth Fighter" name= _ "Piyru" gender=male [/value] [value] type="Quenoth Fighter" name= _ "Feru" gender=male # name= _ "Frea" # gender=female [/value] [value] type="Quenoth Scout" name= _ "Danu" gender=male [/value] [value] type="Quenoth Scout" name= _ "Hamuil" gender=male [/value] [value] type="Quenoth Scout" name= _ "Anioh" gender=male [/value] [value] type="Tauroch Rider" name= _ "Vemuil" gender=male [/value] [value] type="Tauroch Rider" name= _ "Taliu" gender=male [/value] [/set_variables] [/event] # Dialog at start of scenario [event] name=start [message] speaker=Nym message= _ "Hey Kaleh, are you in there?" [/message] [message] speaker=Kaleh message= _ "Nym, is that you?" [/message] [message] speaker=Nym message= _ "Yes, come on out already. The storm has passed. With the morning light Naia has ended the terrible night." [/message] [message] speaker=Kaleh message= _ "Has the sky really stopped falling?" [/message] [message] speaker=Nym message= _ "I already told you, the sky is clear and empty. Now come quickly, silly, others may need our help." [/message] [message] speaker=Kaleh message= _ "What’s happened? Oh Eloh, the craters are everywhere, everything is gone, ruined. I can hardly recognize our village. I didn’t think it could be this bad." [/message] [message] speaker=Nym message= _ "Come on, Kaleh, we have to go see if anyone is hurt or needs help. I think I hear people calling from the south. Now is not a time for fear, we must be strong. After all you are the nephew of Tanuil, our leader, and you must answer the call of duty. Perhaps in the light of day things won’t be as bad as you think. Let’s explore the village and see who else has survived the night." [/message] [message] speaker=Kaleh message= _ "Wait, our keep is just to the east. Our leader Tanuil must surely be recruiting others to help deal with the devastation. Perhaps we should go to the keep, before we explore the rest of the village." [/message] [/event] # Dialog when Nym and Kaleh see the ruined keep [event] name=moveto [filter] x=27-34 y=19-26 side=1 [/filter] [allow_undo][/allow_undo] [message] speaker=Kaleh message= _ "Tanuil’s keep, our beautiful fortress, it is destroyed. How will we summon our people to battle?" [/message] [message] speaker=Nym message= _ "We must rally those survivors we can find amidst the rubble. It doesn’t look like anyone survived, but at least we can thank Eloh it was a quick death. But come on, we can’t dwell on the dead, we must help the living." [/message] [message] speaker=Kaleh message= _ "But if Tanuil is dead, who will lead us?" [/message] [message] speaker=Nym message= _ "That’s a question for another time. Let’s keep exploring the wreckage." [/message] [/event] # There are 3 mudcrawler encounter spots, in the NW and SW corner # and in the barracks. Depending on which way you circle around # the village, you will encounter the NW or barracks first. # Survivors - two mudcrawler events, Garak event, Zhul event, scout events # Handle all events within the oasis boundary. # This includes finding all the elves that we have to rescue, dealing with # mudcrawlers and lake monster. # ! -- Depends on # $rescued_elves, $seen_mudcrawler # North-West mudcrawler/villager encounter # Easy: 1 giant mudcrawler, 3 small mudcrawlers # Medium: 2 giant mudcrawlers, 2 small mudcrawlers # Hard: 3 giant mudcrawlers, 1 small mudcrawler # wmllint: local spelling Yasi # First mudcrawler encounter event trigger [event] name=moveto [filter] x=9-18 y=23-28 side=1 [/filter] # Activate the event [fire_event] name=first_mudcrawler_encounter [/fire_event] [/event] [event] name=first_mudcrawler_encounter [set_variable] name=rescued_elves add=1 [/set_variable] {NAMED_GENERIC_UNIT 1 "Quenoth Fighter" 15 26 "Vecnu" ( _ "Vecnu")} {NAMED_GENERIC_UNIT 1 "Quenoth Fighter" 15 28 "Eranor" ( _ "Eranor")} {NAMED_GENERIC_UNIT 1 "Tauroch Rider" 12 26 "Seil" ( _ "Seil")} # {NAMED_GENERIC_UNIT 1 "Tauroch Rider" 12 26 "Seela" ( _ "Seela")} # [+unit] # gender=female # [/unit] # Again core macro, monsters shouldn’t have traits {NOTRAIT_UNIT 2 "Giant Mudcrawler" 11 25} #ifdef HARD {NOTRAIT_UNIT 2 "Giant Mudcrawler" 11 26} #else {NOTRAIT_UNIT 2 "Small Mudcrawler" 11 26} #endif #ifdef EASY {NOTRAIT_UNIT 2 "Small Mudcrawler" 14 28} {NOTRAIT_UNIT 2 "Small Mudcrawler" 16 29} #else {NOTRAIT_UNIT 2 "Giant Mudcrawler" 14 28} {NOTRAIT_UNIT 2 "Small Mudcrawler" 15 29} #endif [if] [variable] name=seen_mudcrawler boolean_equals=no [/variable] [then] # Haven't seen a mudcrawler yet, set the flag and perform # what-the-hell-is-that routine. {VARIABLE seen_mudcrawler yes} [message] speaker=Vecnu message= _ "Kaleh, Nym, help us!" [/message] [message] speaker=Nym message= _ "What in Uria’s name is that?" image=portraits/nym_moody.png [/message] [message] speaker=Vecnu message= _ "They came with the stones that fell from the sky. I know not what they are, but more seem to be emerging from the craters. If we don’t stop them there will be nothing left of our village or our people." [/message] [message] speaker=Kaleh message= _ "To battle, my friends! There are still those left who can fight." [/message] [/then] [else] # Seen a mudcrawler, do let's-kick-their-ass routine [message] speaker=Kaleh message= _ "There are more of our people fighting the mud monsters!" [/message] [message] speaker=Nym message= _ "Then let’s join the battle!" [/message] [/else] [/if] [/event] # South-West mudcrawler/villager encounter # Easy: 2 giant mudcrawler, 2 small mudcrawlers # Medium: 3 giant mudcrawlers, 1 small mudcrawlers # Hard: 4 giant mudcrawlers # Second mudcrawler encounter event trigger [event] name=moveto [filter] x=12-22 y=32-37 side=1 [/filter] [fire_event] name=second_mudcrawler_encounter [/fire_event] [/event] [event] name=second_mudcrawler_encounter [set_variable] name=rescued_elves add=1 [/set_variable] {NAMED_GENERIC_UNIT 1 "Tauroch Rider" 18 34 "Eloshi" ( _ "Eloshi")} {NAMED_GENERIC_UNIT 1 "Quenoth Scout" 13 33 "Illuvin" ( _ "Illuvin")} # {NAMED_GENERIC_UNIT 1 "Quenoth Scout" 13 33 "Illuvia" ( _ "Illuvia")} # [+unit] # gender=female # [/unit] #ifdef HARD {NAMED_GENERIC_UNIT 1 "Quenoth Fighter" 15 35 "Raynor" ( _ "Raynor")} #else {NAMED_GENERIC_UNIT 1 "Tauroch Rider" 15 35 "Raynor" ( _ "Raynor")} #endif {NOTRAIT_UNIT 2 "Giant Mudcrawler" 19 34} {NOTRAIT_UNIT 2 "Giant Mudcrawler" 15 36} #ifdef HARD {NOTRAIT_UNIT 2 "Giant Mudcrawler" 18 35} #else {NOTRAIT_UNIT 2 "Small Mudcrawler" 18 35} #endif #ifdef EASY {NOTRAIT_UNIT 2 "Small Mudcrawler" 14 34} #else {NOTRAIT_UNIT 2 "Giant Mudcrawler" 14 34} #endif [message] speaker=Kaleh message=_ "More of these muddy crawlies, let’s get rid of them with haste." [/message] [/event] # Training ground encounter # Easy: 3 giant mudcrawler, 2 small mudcrawlers # Medium: 4 giant mudcrawlers, 1 small mudcrawlers # Hard: 5 giant mudcrawlers # Third mudcrawler encounter event trigger [event] name=moveto [filter] x=26-33 y=32-36 side=1 [/filter] [fire_event] name=third_mudcrawler_encounter [primary_unit] id=$unit.id [/primary_unit] [/fire_event] [/event] [event] name=third_mudcrawler_encounter # We want this village captured to allow player move through it # without losing the turn [capture_village] side=1 x,y=30,34 [/capture_village] [set_variable] name=rescued_elves add=1 [/set_variable] # wmllint: recognize Rocky Horror {UNIT 2 "Giant Mudcrawler" 28 33 ( role="Rocky Horror" generate_name,random_traits,random_gender=yes,no,yes )} {UNIT 2 "Giant Mudcrawler" 28 34 ( role="Rocky Horror" generate_name,random_traits,random_gender=yes,no,yes )} {UNIT 2 "Giant Mudcrawler" 28 35 ( role="Rocky Horror" generate_name,random_traits,random_gender=yes,no,yes )} #ifdef HARD {UNIT 2 "Giant Mudcrawler" 29 33 ( role="Rocky Horror" generate_name,random_traits,random_gender=yes,no,yes )} #else {UNIT 2 "Small Mudcrawler" 29 33 ( role="Rocky Horror" generate_name,random_traits,random_gender=yes,no,yes )} #endif #ifdef EASY {UNIT 2 "Small Mudcrawler" 30 32 ( role="Rocky Horror" generate_name,random_traits,random_gender=yes,no,yes )} #else {UNIT 2 "Giant Mudcrawler" 30 32 ( role="Rocky Horror" generate_name,random_traits,random_gender=yes,no,yes )} #endif [unit] # wmllint: who GARAK is Garak {GARAK} side=1 x,y=29,34 {ABILITY_TEACHING_EVENT} [/unit] {NAMED_GENERIC_UNIT 1 "Quenoth Fighter" 30 33 "Jorazan" ( _ "Jorazan")} {NAMED_GENERIC_UNIT 1 "Quenoth Fighter" 29 34 "Zyar" ( _ "Zyar")} # {NAMED_GENERIC_UNIT 1 "Quenoth Fighter" 29 34 "Zyara" ( _ "Zyara")} # [+unit] # gender=female # [/unit] [message] speaker=unit message= _ "This is our training ground. And look, there is Garak, the captain of the guard. He and his fighters have survived the night!" [/message] [if] [variable] name=seen_mudcrawler boolean_equals=no [/variable] [then] # Again, haven't seen a mudcrawler yet, set the flag and perform what-the-hell-is-that routine. {VARIABLE seen_mudcrawler yes} [message] speaker=Garak message= _ "Kaleh, Nym, help us!" [/message] [message] speaker=Nym message= _ "What in Uria’s name is that?" image=portraits/nym_moody.png [/message] [message] speaker=Garak message= _ "They came with the stones that fell from the sky. I know not what they are, but more seem to be emerging from the craters. If we don’t stop them there will be nothing left of our village or our people." [/message] [message] speaker=Kaleh message= _ "To battle, my friends! There are still those left who can fight." [/message] [/then] [else] [message] speaker=Kaleh message= _ "But they are fighting many mud creatures. Quick, we must help them!" [/message] [/else] [/if] {VARIABLE found_garak yes} [show_objectives][/show_objectives] [/event] # Garak's speech when they kill the last of training grounds # mudcrawlers. For this we use die event that on each # occurrence checks if there are any more training ground # mudcrawlers alive. [event] name=die [filter] role="Rocky Horror" [/filter] [filter_condition] [have_unit] role="Rocky Horror" count=0 [/have_unit] [/filter_condition] [message] speaker=second_unit message= _ "Ha! They’re destroyed at last." [/message] [message] speaker=Garak message= _ "Thanks for the help. I am glad to see that so many have survived the night. But there’s no time to talk, we must save the rest of our people and crush these earthen abominations." [/message] [/event] # The following three events are nested, because they are supposed to # occur in that particular sequence with none of them bypassed. # Thanks to this only one of them is loaded in memory at any given # time before resolution. # Approaching bridge dialog [event] name=moveto [filter] x=24-26 y=29-35 side=1 [/filter] # Allow to undo the move before the event is triggered [allow_undo][/allow_undo] [message] speaker=Kaleh message= _ "This bridge leads to the holy island at the center of our lake." [/message] [message] speaker=Nym message= _ "Hmmmm. Some of the druids that worship on the island may still be alive. We should go check." [/message] [message] speaker=Kaleh message= _ "Be careful. The bridge is broken, so we’ll have to wade through the shallow water." [/message] # Finding druids [event] name=moveto [filter] x=24-26 y=27-29 side=1 [/filter] [set_variable] name=rescued_elves add=1 [/set_variable] [message] speaker=Kaleh message= _ "The great tree! It has been buried under the rocks. Our most holy sanctuary, defiled. Oh, Eloh, what shall we do?" [/message] [message] speaker=Nym message= _ "Is anyone still alive?" [/message] [unit] # wmllint: who ZHUL is Zhul {ZHUL} side=1 x,y=25,27 [/unit] #ifndef HARD {NAMED_GENERIC_UNIT 1 "Quenoth Mystic" 26 27 "Ryoko" ( _ "Ryoko")} #endif {NAMED_GENERIC_UNIT 1 "Quenoth Mystic" 24 27 "Yuni" ( _ "Yuni")} [message] speaker=Zhul message= _ "Finally! We were worried that no one else had survived." [/message] [message] speaker=Nym message= _ "Mother priestess, are you all right?" [/message] [message] speaker=Zhul message= _ "There’s no time to stand on ceremony. I’m fine. I’m afraid only a few of us survived, but we will lend you what skills we have. Show me to those who need healing." [/message] [message] speaker=Kaleh message= _ "But the great tree, it has been destroyed!" [/message] [message] speaker=Zhul message= _ "All things of this world come to an end, but the power of Eloh endures. A new one shall grow in its place. Come now, let us see to the needs of our people." [/message] {VARIABLE found_zhul yes} [show_objectives][/show_objectives] # Lake monster event [event] name=moveto [filter] x=24-26 y=29-32 side=1 [/filter] [unit] x,y=26,30 side=2 type=Cuttle Fish name= _ "Deep One" description= _ "The Deep Ones are gigantic aquatic monsters that lurk in the dark places of the world. Rarely do they come to the surface, and when they do the best way to survive an encounter with these monsters is to remain ashore. They can grab their opponents with strong tentacles, or spit a poisonous black ink from a distance." # Deep one is basically a weakened Cuttlefish, it # would be pretty much unbeatable if left without change [modifications] [trait] id=Deep_one [effect] apply_to=attack range=melee increase_attacks={ON_DIFFICULTY -4 -3 -2} [/effect] [effect] apply_to=hitpoints increase_total={ON_DIFFICULTY -30 -24 -18} [/effect] #ifndef HARD [effect] apply_to=defense replace=yes [defense] shallow_water=50 [/defense] [/effect] #endif [/trait] [/modifications] [/unit] [message] speaker=narrator message= _ "The water of the lake suddenly goes dark and unsettled, only to erupt in a swarm of tentacles the moment the first elf set foot off the island." image=wesnoth-icon.png [/message] [message] speaker=Nym message= _ "What in Uria’s name is that?" image=portraits/nym_moody.png [/message] [message] speaker=Zhul message= _ "I felt a great darkness in this lake, but I knew not what it was. The falling rocks must have woken it from its sleep." [/message] [message] speaker=Kaleh message= _ "Protect the priestesses, we shall send this monstrosity back to the depths it came from!" [/message] [/event] [/event] [/event] # Grasslands dialog, when Kaleh and Nym approach the eastern fields, # this will show only the first time player enters the stables area [event] name=moveto [filter] x=31-38 y=26-33 side=1 [/filter] [message] speaker=Kaleh message= _ "These fields seem strangely vacant. Where are the dustboks?" [/message] [message] speaker=Nym message= _ "Maybe they’re hiding in the stables. Let’s go check." [/message] [/event] # These two events actually do the same thing on two different # villages. #define STABLE X Y [event] name=moveto [filter] [filter_location] x={X} y={Y} radius=1 [/filter_location] side=1 [/filter] [fire_event] name=stable found [primary_unit] x=$x1 y=$y1 [/primary_unit] [/fire_event] [/event] #enddef {STABLE 37 29} {STABLE 37 32} #undef STABLE # Moved to stables and found a scout. We have none, spawn Naru [event] name=stable found {NAMED_GENERIC_UNIT 1 "Quenoth Scout" $x1 $y1 "Naru" (_"Naru")} [message] speaker=Naru message= _ "Is it safe to come out? I was so scared." [/message] [message] speaker=Kaleh message= _ "Where are all the other dustboks?" [/message] [message] speaker=Naru message= _ "A hunting party left just yesterday, so unless the rocks fell all over the land, many of the dustboks have probably survived. The few that remained here were scared by the falling rocks and fled into the night. It took all my skill to calm Yasi and keep him from running." [/message] [message] speaker=Kaleh message= _ "We’ll need your help in checking to see if the outer settlements survived. Who knows what kinds of damage they suffered in the night? And perhaps some of the people out in the desert have been able to round up some of the loose dusties." [/message] [message] speaker=Nym message= _ "We can only hope that hunting party returns soon." [/message] # We have Naru, spawn Nisa # This event replaces containing event to ensure units are found in order [event] name=stable found [message] speaker=unit message= _ "Hey, Nisen, the rocks have stopped falling. You can come out now!" # message= _ "Hey, Nisa, the rocks have stopped falling. You can come out now!" [/message] {NAMED_UNIT 1 "Quenoth Scout" $x1 $y1 "Nisen" (_"Nisen") (gender=male)} # {NAMED_UNIT 1 "Quenoth Scout" $x1 $y1 "Nisa" (_"Nisa") (gender=female)} [set_variable] name=rescued_elves add=1 [/set_variable] [message] speaker=Nisen # speaker=Nisa message= _ "Oh, thank Eloh, I thought they would never stop." [/message] [/event] [/event] # The following start and two capture events handle the discovery of # random elves in the outer villages. If the player captures a village # before an undead unit does, he has a chance of finding a random elf # (picked from the $elf_pool array set up in prestart) to join him. However, # if an undead unit had captured the village first, there's nothing left. # # The information about who captured a village first and whether the player # has visited the village already is stored in a container unique to each # village location, set when someone steps on the village for the first # time. For example if the undead capture the village at 30,8 first, the # following container would be set: # # [village_at_30_8] # captured_by=undead # [/village_at_30_8] [event] name=start # There is a number of houses inside the oasis and even more tents # by the necromancer's fort, we need to make sure that these are # ignored. To do this we store coordinates ([store_locations]) of # all desert villages (Dd^Vt) that are not ([not]) within # rectangle defined by points 34,1 50,12 (x=34-50, y=1-12) or # ([or]) rectangle defined by 13,37 20,34 . First rectangle # includes all villages near necromancer, the second covers whole # oasis. These coordinates are stored to array called # outer_villages (variable=outer_villages). [store_locations] variable=outer_villages terrain=*^Vdt,*^Vda,*^ [not] x,y=32-50,1-12 [or] x,y=13-37,20-34 [/or] [/not] [/store_locations] [/event] [event] name=capture first_time_only=no [filter] side=1 [filter_location] find_in=outer_villages [/filter_location] [/filter] [filter_condition] [variable] name=village_at_$x1|_$y1|.visited_by_player not_equals=yes [/variable] [/filter_condition] {VARIABLE village_at_$x1|_$y1|.visited_by_player yes} [if] [variable] name=village_at_$x1|_$y1|.captured_by not_equals=undead [/variable] # if this village wasn't captured by undead first, the # player has a chance of finding a random elf [then] {VARIABLE_OP fate rand "1..100"} # And check if it's lower than a threshold of # finding an unit that's dependent on difficulty # level: 60% on easy, 50% on normal, 40% on # hard. We use preprocesor to choose appropriate # chance [if] [variable] name=fate less_than_equal_to={ON_DIFFICULTY 60 50 40} [/variable] [then] # So the RNG smiled upon the player, time to pick a # random elf from pool we defined in prestart {VARIABLE_OP random_elf_pool_index rand "1..$elf_pool.length"} {VARIABLE_OP random_elf_pool_index sub 1} [unit] side=1 type=$elf_pool[$random_elf_pool_index].type x,y=$x1,$y1 name=$elf_pool[$random_elf_pool_index].name gender=$elf_pool[$random_elf_pool_index].gender random_traits=yes #ifdef EASY [modifications] {TRAIT_LOYAL} [/modifications] #endif [/unit] # When done remove unit from the pool {CLEAR_VARIABLE elf_pool[$random_elf_pool_index]} {CLEAR_VARIABLE random_elf_pool_index} # And write joyful message [message] speaker=unit message= _ "Oh good, some elves have survived in this outer settlement. They’ve agreed to help us search for other survivors." [/message] [/then] # And when RNG plays hardball we need to # inform the player he's out of luck [else] [message] speaker=unit message= _ "The encampment is empty. I wonder what happened to the inhabitants?" [/message] [/else] [/if] {CLEAR_VARIABLE fate} [/then] # If this village was captured by undead first, the player # can't find any elves there anymore [else] [message] speaker=unit message= _ "This encampment has been abandoned. There are signs of a struggle and a few bloodstains but nothing else. I fear for those elves who lived out here." [/message] [/else] [/if] [/event] [event] name=capture first_time_only=no [filter] side=3 [filter_location] find_in=outer_villages [/filter_location] [/filter] {VARIABLE village_at_$x1|_$y1|.captured_by undead} [/event] # Necromancer - spawning the bad guy both on time and prematurely # and victory event. # Normal necromancer placement, happens around turn 10 depending on # difficulty level [event] name="turn {ON_DIFFICULTY 11 10 9}" # If Xanthos does not exist, create him # No need for test as event will do nothing if it already ran [fire_event] name=xanthos_appearance [/fire_event] [/event] # Xanthos appearance event [event] name=xanthos_appearance # Place the bad guy, give him proper gold and income [unit] #ifdef HARD type=Necromancer #else type=Dark Sorcerer #endif id=Xanthos name= _ "Xanthos" canrecruit=yes x,y=37,5 side=3 [/unit] [modify_side] side=3 {GOLD 180 240 300} {INCOME 12 18 24} [/modify_side] [remove_shroud] side=1 x=35-39 y=3-7 [/remove_shroud] [message] speaker=Xanthos message= _ "This place reeks of death, I could smell it from miles away. Oh, how I love it, it is the smell of power, the inevitable triumph of death over life. Puny elves, I shall use the corpses of your families to create an army of undead! All shall bow down before Xanthos the Necromancer!" [/message] [message] speaker=Nym message= _ "His timing couldn’t be worse. I know that undead cultists often prey on small targets, but they haven’t had the guts to attack us for years. Why has Eloh heaped so much misfortune upon us?" image=portraits/nym_moody.png [/message] [message] speaker=Zhul message= _ "Have some more faith, girl, the goddess does not send us more than we can handle. With Eloh’s grace we shall yet triumph over this pretender." [/message] [message] speaker=Garak message= _ "Bah, I’ve fought these dark cultists before. They can be killed just like anyone else, and our riders can easily defeat their skeleton armies." [/message] [message] speaker=Kaleh message= _ "I have heard of your kind, foul necromancer. You travel the sands, daring to bring back and enslave those who have passed on. But we will prove to you that death is not all-powerful. You shall not desecrate the bodies of my kith and kin! You shall learn to fear the wrath of Eloh and the Quenoth Elves!" [/message] [place_shroud] side=1 x=35-39 y=3-7 [/place_shroud] [show_objectives] [/show_objectives] [/event] # This event prevents player from running to the dark sorcerer's base # before he shows up on turn 11. If the player approaches his base # before turn 11 he appears and attacks. Either way the unit moving # into the area also comments on the plight of those elves who lived # out in the open sands. [event] name=moveto [filter] x=30-50 y=1-12 side=1 [/filter] [fire_event] name=xanthos_appearance [/fire_event] [message] speaker=unit message= _ "Some of our people felt crowded in the village, and wanted to live out on the open sands. They thought they could flee to the safety of our walls if danger came. I shudder to imagine what may have become of them." [/message] [/event] # When the dark sorcerer dies, check to make sure elves have been rescued # before ending the scenario. If no set an event that checks if that # changed on each move. It's ugly but there is no better way of doing # that at the moment [event] name=die [filter] id=Xanthos [/filter] [sound] name=wail-long.wav [/sound] [kill] side=3 animate=yes [not] id=Xanthos [/not] [/kill] [message] speaker=Kaleh message= _ "The necromancer is finally vanquished." [/message] [message] speaker=Zhul message= _ "And at last the dead shall have their rest." [/message] [if] [variable] name=rescued_elves not_equals=5 [/variable] [then] [message] speaker=Kaleh message= _ "The necromancer is dead, but I don’t think we’ve explored the entire village. There may still be elves that need rescuing. We should go back and check." [/message] [event] name=moveto [filter] side=1 [/filter] [filter_condition] [variable] name=rescued_elves equals=5 [/variable] [/filter_condition] [message] speaker=Kaleh message= _ "We’ve explored the village, and I think we’ve rescued the last of the survivors." [/message] [endlevel] result=victory bonus=yes {NEW_GOLD_CARRYOVER 40} [/endlevel] [/event] [/then] [else] [endlevel] result=victory bonus=yes {NEW_GOLD_CARRYOVER 40} [/endlevel] [/else] [/if] [/event] # Elvish hunting party shows up on turn 16 [event] name=turn 16 [fire_event] name=hunting party [/fire_event] [/event] [event] name=hunting party [remove_shroud] side=1 x=14-22 y=1-6 [/remove_shroud] {NAMED_GENERIC_UNIT 1 "Quenoth Scout" 19 4 "Pythos" ( _ "Pythos")} #ifndef HARD {NAMED_GENERIC_UNIT 1 "Quenoth Fighter" 18 4 "Shea" ( _ "Shea")} #endif {NAMED_GENERIC_UNIT 1 "Quenoth Fighter" 19 3 "Narn" ( _ "Narn")} #ifdef EASY {NAMED_GENERIC_UNIT 1 "Quenoth Scout" 17 4 "Jokli" ( _ "Jokli")} #endif {NAMED_GENERIC_UNIT 1 "Quenoth Scout" 18 3 "Lyer" ( _ "Lyer")} # {NAMED_GENERIC_UNIT 1 "Quenoth Scout" 18 3 "Lyia" ( _ "Lyia")} # [+unit] # gender=female # [/unit] [message] speaker=Pythos message= _ "Hail, is anyone still alive?" [/message] [message] speaker=Kaleh message= _ "Yes, and we could certainly use your help. A necromancer has been attacking us, he intends to use our fallen comrades as fodder for his evil magics. Where have you been?" [/message] [message] speaker=Pythos message= _ "We were out far in the sands, searching for prey and roaming orcs. As soon as we saw the rock storm we raced back as fast as we could. I only wish we could have come sooner." [/message] [message] speaker=Nym message= _ "No use crying over spilt water. But we’re sure glad you’re here now." [/message] [/event] [event] name=victory # Elvish hunting party arrives if the necromancer died before turn 16. [fire_event] name=hunting party [/fire_event] [message] speaker=Nym message= _ "It seems that we finally have some peace. But what do we do now?" [/message] [message] speaker=Garak message= _ "Where is Tanuil and his family?" [/message] [message] speaker=Kaleh message= _ "The keep has been crushed by the rocks. We could find no survivors." [/message] [message] speaker=Zhul message= _ "Too many have died this night." [/message] [message] speaker=Nym message= _ "Our village is in ruins. The walls that were built by our ancestors over generations have been demolished in a space of hours. Most of our dwellings are destroyed. And the great tree itself is no more. One thing is obvious, we cannot stay here." image=portraits/nym_moody.png [/message] [message] speaker=Garak message= _ "You are a fool to despair. This has always been our home. The water here is good, we know this land. We can rebuild; Eloh willing, we can thrive again." [/message] [message] speaker=Nym message= _ "Think for a moment. Who else has seen the rock storm? What other foes are coming to pick over the remains of our people? There is no mercy in the desert, and we have many enemies who would seek to gain in our time of weakness." image=portraits/nym_moody.png [/message] [message] speaker=Garak message= _ "Impudent girl, you should not speak so to your elders, or to your betters." [/message] [message] speaker=Nym message= _ "I have a right to speak my mind!" image=portraits/nym_moody.png [/message] [message] speaker=Zhul message= _ "Peace, please calm yourselves. In chaos there is nothing but death and destruction. Even in this time of trial we must show our fortitude, and follow our laws. Without laws we are like beasts in the desert, fighting over scraps of meat. Among the survivors Kaleh is by heritage the closest relative to Tanuil and thus our leader. What say you Kaleh?" [/message] [message] speaker=Kaleh message= _ "Last night, before the rock storm, I heard a voice in my sleep. It sounded like sweet music, and somehow I knew it was Eloh. I still remember her exact words: <i>“You must be strong, young elf, for you enter a time of peril. The home you know will be destroyed, and you must lead your people to a new land. To the north you will find salvation and peace. Cross the desert and head to the mountains. Fear not, for I will guide you and protect you.”</i> I’m not sure why I’m the one she chose to appeal to, but if this is her will, I will see it done. Our home is gone and the desert is a harsh place. If Eloh has prepared a new home for us, then I will lead us there." [/message] [message] speaker=Garak message= _ "I fear what dangers lurk in the harsh sands and beyond to the north, but because you are our leader, I will follow where you go." [/message] [message] speaker=Zhul message= _ "Then let us collect what supplies we can from the wreckage and head north with great haste. Our home is protection no longer, we must find a new haven for our people." [/message] [message] speaker=Nym message= _ "What about the bodies of the dead? We can’t leave them to be torn by crows or desecrated by other dark mages." image=portraits/nym_moody.png [/message] [message] speaker=Kaleh message= _ "I agree, we should not forget our dead. We should build a huge pyre and burn them with proper ceremony, so that the smoke may carry them on to the next realm." [/message] [message] speaker=Zhul message= _ "Kaleh, I don’t want to tarry longer than necessary, but I agree that we must see to the dead before we leave. Garak, you and your men start collecting our dead. Nym, help me find oil and wood so that we may build a pyre." [/message] [message] speaker=narrator message= _ "And so it was done. The dead were laid reverently on top of what little wood we could find. But the fire was big enough to burn the bodies to ashes and speed their souls to the hereafter. I remember at the time that the death of so many of our people was not the best omen for the start of such a large journey. They were the first of our people to die in this great endeavor, but they were to be far from the last." image=wesnoth-icon.png [/message] # Unstore all unspawned units from the pool into the recall list. # Provides extra loyal units on easy, and eventually discounted units on all difficulties. # Reduces luck issues based on which units were found. [foreach] array=elf_pool [do] [unit] side=1 type=$this_item.type name=$this_item.name gender=$this_item.gender x=recall y=recall random_traits=yes #ifdef EASY [modifications] {TRAIT_LOYAL} [/modifications] #endif [/unit] [/do] [/foreach] # Clear variables {CLEAR_VARIABLE seen_mudcrawler} {CLEAR_VARIABLE rescued_elves} {CLEAR_VARIABLE found_garak} {CLEAR_VARIABLE found_zhul} # This clears all those village-specific containers that were holding # information about who had visited the village [foreach] array=outer_villages [do] {CLEAR_VARIABLE village_at_$this_item.x|_$this_item.y|} [/do] [/foreach] {CLEAR_VARIABLE elf_pool} {CLEAR_VARIABLE outer_villages} [/event] [event] name=time over [message] speaker=Kaleh message= _ "What’s that to the north? It looks like even more undead! The rock storm must have attracted other necromancers. There’s no way we can defeat them all. We’ve run out of time. There’s no escape. Eloh save us!" [/message] [/event] # Common death events for heroes #define UTBS_GARAK_MUST_LIVE #enddef {UTBS_INCLUDE utils/deaths.cfg} #undef UTBS_GARAK_MUST_LIVE [/scenario]
#textdomain wesnoth-utbs [scenario] id=02_Across_the_Harsh_Sands name= _ "Across the Harsh Sands" {UTBS_MAP 02_Across_the_Harsh_Sands.map} next_scenario=03_Stirring_in_the_Night {TURNS 62 58 54} victory_when_enemies_defeated=no {TWO_SUNS_DEFAULT_SCHEDULE} {INTRO_AND_SCENARIO_MUSIC "knolls.ogg" "wanderer.ogg"} {EXTRA_SCENARIO_MUSIC "battle.ogg"} {STORY_ACROSS_THE_HARSH_SANDS} # Load dehydration stuff {DEHYDRATION_EVENTS} #elves [side] side=1 id=Kaleh type=Quenoth Youth canrecruit=yes {GOLD 250 200 150} {INCOME 19 15 11} controller=human recruit=Quenoth Fighter,Tauroch Rider,Quenoth Scout,Quenoth Mystic shroud=yes fog=yes {FLAG_VARIANT long} user_team_name= _ "team_name^Quenoth Elves" [/side] #Outlaw side [side] side=2 no_leader=yes income=-2 gold=0 controller=ai shroud=yes fog=yes team_name=bandits user_team_name=_"Bandits" #ifdef EASY recruit=Thug,Bandit,Poacher,Trapper,Footpad #endif #ifdef NORMAL recruit=Bandit,Thug,Poacher,Footpad,Outlaw #endif #ifdef HARD recruit=Bandit,Thug,Trapper,Poacher,Footpad,Outlaw #endif [ai] {AI_SIMPLE_ALWAYS_ASPECT aggression 0.8} {AI_SIMPLE_ALWAYS_ASPECT caution 0.2} {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern {ON_DIFFICULTY (scout,fighter,archer,fighter) (fighter,mixed fighter,archer,scout,fighter) (fighter,mixed fighter,archer,scout,fighter)}} [goal] value=3 [criteria] side=1 [/criteria] [/goal] [goal] name=protect_location value=10 [criteria] x,y=21,9 [/criteria] [/goal] [/ai] # limit recruitment to one bandit and trapper [ai] [aspect] id=recruitment_instructions [facet] [value] [limit] type=Bandit max=1 [/limit] [limit] type=Trapper max=1 [/limit] [/value] [/facet] [/aspect] [/ai] {FLAG_VARIANT6 ragged} [/side] #Random monster side: ogres, scorpions # they target side 1 much more than side 2 [side] no_leader=yes side=3 controller=ai shroud=no fog=no team_name=monsters user_team_name=_"Monsters" [ai] {AI_SIMPLE_ALWAYS_ASPECT aggression 1.0} {AI_SIMPLE_ALWAYS_ASPECT caution 0.00} #ifdef EASY # monsters are extra dumb {AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes} # TODO: do research about simple_targeting and the new AI {AI_SIMPLE_ALWAYS_ASPECT grouping no} #endif #ifdef NORMAL {AI_SIMPLE_ALWAYS_ASPECT grouping no} #endif [goal] value=40 [criteria] side=1 [/criteria] [/goal] [goal] value=2 [criteria] side=2 [/criteria] [/goal] [/ai] [/side] #undead side, used to control wandering ghosts and walking dead [side] no_leader=yes side=4 gold=0 income=0 controller=ai shroud=no fog=no team_name=undead user_team_name=_"Undead" recruit=Skeleton,Skeleton Archer,Ghost,Walking Corpse,Ghoul [ai] {AI_SIMPLE_ALWAYS_ASPECT aggression 1.0} {AI_SIMPLE_ALWAYS_ASPECT caution 0.0} {AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern scout,fighter,fighter,archer} {AI_SIMPLE_ALWAYS_ASPECT grouping no} [goal] value=3 [criteria] side=1 [/criteria] [/goal] [goal] value=1 [criteria] side=2 [/criteria] [/goal] [goal] value=1 [criteria] side=3 [/criteria] [/goal] [goal] name=protect_location [criteria] x,y=34,27 [/criteria] [/goal] [/ai] {FLAG_VARIANT undead} [/side] # prestart events: # Set starting scenario objectives # Recall Nym, Zhul and Garak # Prestart variable initiation [event] name=prestart # Set starting scenario objectives [objectives] [objective] description= _ "Kaleh must reach the northern edge of the desert" condition=win [/objective] [objective] description= _ "Defeat outlaw leader" condition=win [show_if] [have_unit] # wmllint: recognize Thorn id=Thorn [/have_unit] [/show_if] [/objective] [objective] description= _ "Death of Kaleh" condition=lose [/objective] [objective] description= _ "Death of Nym" condition=lose [/objective] [objective] description= _ "Death of Garak" condition=lose [/objective] [objective] description= _ "Death of Zhul" condition=lose [/objective] {TURNS_RUN_OUT} [note] description= _ "Your units become dehydrated during the day, losing hitpoints and damage when they are not on a water hex" [/note] [note] description= _ "Units are refreshed at the start of your turn when they are on a water or oasis hex" [/note] [note] description= _ "Healers can prevent dehydration from getting worse, but cannot heal it" [/note] [note] description= _ "Healers are unable to heal adjacent units during the day" [/note] [gold_carryover] bonus=yes carryover_percentage=40 [/gold_carryover] [/objectives] # Recall Nym, Zhul and Garak [recall] id=Nym [/recall] [recall] id=Garak [/recall] [recall] id=Zhul [/recall] [label] x,y=22,9 text= _ "Pinnacle Rock" [/label] # shroud MUST be removed in prestart for the label # info to get updated correctly before the player’s turn [remove_shroud] side=1 x=19-23,20-22,21 y= 9-10, 8,11 [/remove_shroud] [remove_shroud] side=1 x=0-8 y=66-74 [/remove_shroud] [/event] [event] name=start [message] speaker=Garak message= _ "I have crossed these sands long ago, when I was a youth, and we went on a great raid against a foul necromancer who was hiding out in one of the ruins, creating an army of undead. It was a nasty battle, especially after nightfall, but all his magics couldn’t save him when we cut off his head. Ah, those were the days..." [/message] [message] speaker=Kaleh message= _ "Do you remember anything about these sands?" [/message] [scroll_to] x,y=22,9 [/scroll_to] [message] speaker=narrator caption=_ "Garak" image=portraits/garak.png message= _ "Do you see that brown spot sticking up on the northern horizon? That’s Pinnacle Rock. It’s the highest land for miles around, and has a spring at its base, or did the last time I camped there. If we make it to Pinnacle Rock we will be just a few miles from the edge of the mountains." [/message] [message] speaker=Garak message= _ "But between here and there is a particularly barren stretch of the sands, with only a few oases and watering holes. Luckily I think there used to be an old caravan route leading north, which went from oasis to oasis. The oases aren’t easy to find but occasionally the sands blow away, revealing old stone roads that lead from oasis to oasis. Once the path must have formed a great thoroughfare for commerce." [/message] [place_shroud] side=1 x=19-23,20-22,21 y= 9-10, 8,11 [/place_shroud] [redraw] side=1 [/redraw] [message] speaker=Zhul message= _ "I believe that there was once a great empire in these lands, long ago, before the sands came." [/message] #!***Extended message -> Hints about new ambush logic and the need of scouting*** [message] speaker=Garak message= _ "I’ve seen the ancient remains of stone castles and markers in the sands. The paths of the ancients may serve us yet again. If we follow the paths from oasis to oasis, we may be able to survive the thirst and heat of the desert. But there are worse dangers in these sands than thirst, we must be wary and scout our way carefully." [/message] [message] speaker=Nym message= _ "Unfortunately, because of our hasty flight from our village, we are short on water-skins and rations. We’ll have enough if we move quickly and eat as little as possible, but we won’t last long in the wastes if we can’t find more sources of water. As it is, between the heat of the day and the cold of the night, this journey will be hard on our people." [/message] # Rewritten message -> explains new dehydration rules [message] speaker=narrator message= _ "During the daytime (Dawn, Morning, Midday, Afternoon, and Dusk) at the beginning of each your turns, every unit in a sand, road, rubble or sand dune hex will suffer from thirst. Each turn of thirst reduces a unit’s attack damage and causes $dehydration_loss hitpoints of damage. Healers can prevent dehydration from becoming worse, but cannot heal it. Only by refreshing at an oasis (any water hex) at the start of your turn will your units regain full attack strength." image=wesnoth-icon.png [/message] [message] speaker=Nym message= _ "Kaleh, be careful you don’t recruit too many guards to go with us. I doubt we’re going to find any other villages out in the sands, so the income that we have right now is all we’re going to get. Remember that as our people get more experienced they often require more support, so we don’t want to run out of supplies halfway across the desert." [/message] [message] speaker=Kaleh message= _ "Well, the sooner we reach Pinnacle Rock, the better. Onwards!" [/message] # setup ghost difficulty {VARIABLE max_ghosts {ON_DIFFICULTY 6 7 8} } {VARIABLE ghosts_to_kill "$(ceil($($max_ghosts / 3.0)))"} [/event] # Special Encounter events # Encounter 1: Scorpions attack #define SCORPION_PLACEMENT {SCATTER_UNITS {ON_DIFFICULTY 6 7 8} "Giant Scorpion" 0 x,y,radius=29,62,2 ( side=3 name= _ "Scuttler" variation=scuttler ai_special=guardian animate=yes )} #enddef [event] name=moveto id=scorpions_spotted [filter] side=1 [filter_location] x,y=29,62 radius=8 [/filter_location] [filter_wml] usage=scout [/filter_wml] [/filter] [message] speaker=unit message=_"Wait. I think I spotted something ahead of us..." [/message] [message] speaker=Kaleh message=_"What? I don’t see a thing." [/message] [message] speaker=unit message=_"See those shining speckles ahead? Scorpions. Large. Whole nest of them." [/message] {SCORPION_PLACEMENT} [message] speaker=Garak message=_"Do you want us to fight? We can still avoid them, but they are between us and the next oasis." [/message] [remove_event] id=scorpion_ambush [/remove_event] [/event] [event] name=moveto id=scorpion_ambush [filter] side=1 [filter_location] x,y=29,62 radius=3 [/filter_location] [not] [filter_wml] usage=scout [/filter_wml] [/not] [/filter] [message] speaker=unit message= _ "Scorpions! We must have stumbled across a nest of them." [/message] {SCORPION_PLACEMENT} [remove_event] id=scorpions_spotted [/remove_event] [/event] [event] name=die [filter] type=Giant Scorpion [/filter] [filter_condition] [not] [have_unit] type=Giant Scorpion [/have_unit] [/not] [/filter_condition] [item] x=$x1 y=$y1 image=items/ring-white.png [/item] [message] speaker=Kaleh message= _ "The scorpions were devouring some poor person’s body. There doesn’t seem to be much of him left, but wait— What’s this? It looks like a tiny gold ring. I think I see elvish runes on the inside, but I can barely make them out. This seems to be a ring of travel! Those who wear it will not suffer from thirst or hunger, nor cold, nor heat. I’ve heard tales of such magical items, and we can certainly use it now." [/message] [message] speaker=narrator message= _ "One unit wearing this ring is immune to any damage caused during the day by the heat of the desert." image=wesnoth-icon.png [/message] [store_locations] x,y=$x1,$y1 variable=ring_loc [/store_locations] [event] name=moveto id=take_traveler_ring delayed_variable_substitution=yes first_time_only=no [filter] side=1 [not] type=Dust Devil [/not] [filter_location] find_in=ring_loc [/filter_location] [/filter] [message] # wmllint: deathcheck off speaker=unit # wmllint: deathcheck on message= _ "Should I take this ring?" [option] label= _ "Yes, I’ll take it." [command] [object] id=Travelring name= _ "Traveler’s Ring" image=items/ring-white.png description= _ "The unit wearing this ring will not become dehydrated by the desert." [filter] x=$x1 y=$y1 side=1 [/filter] [effect] apply_to=overlay add="misc/silver-ring-icon.png" [/effect] [/object] {APPLY_HYDRATION_EFFECT (x,y=$x1,$y1)} [remove_item] x=$x1 y=$y1 [/remove_item] [role] role=immune x=$x1 y=$y1 [/role] [remove_event] id=take_traveler_ring [/remove_event] {CLEAR_VARIABLE ring_loc} [/command] [/option] [option] label= _ "No, I think someone else should wear it." [command] [allow_undo] [/allow_undo] [/command] [/option] [/message] [/event] [/event] #undef SCORPION_PLACEMENT #Encounter 1.5: Second Oasis, remind player of healing properties [event] name=moveto [filter] x=27-38 y=55-65 side=1 [/filter] [message] speaker=unit message= _ "Look, an oasis! Its refreshing water will allow our people to regain strength and rest safely on the grass during the heat of the day." [/message] [/event] #Encounter 2 Ogre Ambush #define OGRE_PLACEMENT {SCATTER_UNITS 5 "Ogre,Ogre,Young Ogre,Young Ogre,Young Ogre" 0 x,y,radius=17,49,3 ( side=3 name= _ "Hunting Ogre" role=Hunting Ogre random_traits=no ai_special=guardian animate=yes )} {VARIABLE ogres_killed 0} #enddef [event] name=moveto id=ogres_spotted [filter] side=1 [filter_location] x,y=17,49 radius=8 [/filter_location] [filter_wml] usage=scout [/filter_wml] [/filter] [remove_event] id=ogre_ambush [/remove_event] {OGRE_PLACEMENT} [message] speaker=unit message=_ "Shh... ogres ahead. Behind that dune there, we have to pass them if we want to reach the next oasis." [/message] [message] speaker=Kaleh message=_ "No chance to sneak around?" [/message] [message] speaker=unit message=_ "We would have to cover extra distance in difficult terrain. If you want to bypass them I suggest going straight north in the hopes of finding an oasis there." [/message] # move into the inner area to alert ogres [event] name=moveto [filter] side=1 [filter_location] [filter] role=Hunting Ogre [/filter] [and] x,y=17,49 radius=3 [/and] [/filter_location] [/filter] [message] type=Ogre role=Hunting Ogre message= _ "Fresh meat!" [/message] [/event] [/event] [event] name=moveto id=ogre_ambush [filter] side=1 [filter_location] x,y=17,49 radius=3 [/filter_location] [not] [filter_wml] usage=scout [/filter_wml] [/not] [/filter] [remove_event] id=ogres_spotted [/remove_event] {OGRE_PLACEMENT} [message] speaker=Kaleh message= _ "Ogre ambush!" [/message] [message] type=Ogre message= _ "Fresh meat!" [/message] [message] speaker=unit message= _ "Ugh, they smell as bad as they look. And they’re huge! Well, the bigger they are, the harder they fall." [/message] [/event] [event] name=die [filter] role="Hunting Ogre" [/filter] [filter_condition] [have_unit] role="Hunting Ogre" count=0 [/have_unit] [/filter_condition] [kill] role="Hunting Ogre" [/kill] [redraw] [/redraw] [item] x=$x1 y=$y1 image=items/potion-grey.png [/item] [message] speaker=Kaleh message= _ "That’s the last of them. This looks like a hunting party, they must have a camp around here somewhere." [/message] [message] speaker=Nym message=_"Hey! Look there, they dropped something... A stone bottle, sealed. I wonder what’s inside..." [/message] # Move Nym to the bottle, but don't move her if she's already adjacent to it # if she landed the killing blow, moving her now means that she doesn't get the XP. [if] [not] [have_unit] id=Nym [filter_location] x,y=$x1,$y1 radius=1 [/filter_location] [/have_unit] [/not] [then] {MOVE_UNIT id=Nym $x1 $y1} [/then] [/if] [message] speaker=Zhul message=_"Nym! No! Don’t open—" [/message] [remove_item] x=$x1 y=$y1 [/remove_item] [message] speaker=Nym message=_"Too late. And it’s just sand inside. Not worth... Whoa! What’s happening?!" [/message] [unit] type=Dust Devil id=Dust Devil name=_"Dust Devil" side=1 [modifications] {TRAIT_LOYAL} [/modifications] x=$x1 y=$y1 [/unit] [redraw] [/redraw] [message] speaker=Garak message=_"It’s a dust devil, but I have never seen one so small before." [/message] [store_locations] [not] [filter] [/filter] [/not] [and] x,y=$x1,$y1 radius=1 [/and] variable=locs_around_nym [/store_locations] [hide_unit] id=Dust Devil [/hide_unit] {VARIABLE dust_devil_path.x $stored_dust_devil.x} {VARIABLE dust_devil_path.y $stored_dust_devil.y} {VARIABLE dust_devil_retpath.x $stored_dust_devil.x} {VARIABLE dust_devil_retpath.y $stored_dust_devil.y} [foreach] array=locs_around_nym [do] {VARIABLE dust_devil_path.x "$dust_devil_path.x|,$this_item.x"} {VARIABLE dust_devil_path.y "$dust_devil_path.y|,$this_item.y"} {VARIABLE dust_devil_retpath.x "$this_item.x|,$dust_devil_retpath.x|"} {VARIABLE dust_devil_retpath.y "$this_item.y|,$dust_devil_retpath.y|"} [/do] [/foreach] [move_unit_fake] type=Dust Devil side=1 x=$dust_devil_path.x|,$dust_devil_retpath.x y=$dust_devil_path.y|,$dust_devil_retpath.y [/move_unit_fake] [unhide_unit] id=Dust Devil [/unhide_unit] {CLEAR_VARIABLE locs_around_nym,dust_devil_path,dust_devil_retpath} [message] speaker=Kaleh message=_"It seems to like you, looks like you just got yourself a pet." [/message] [message] speaker=Zhul message=_"Girl, I told you not to open it. Let’s go, I’d really like to get to an oasis soon." [/message] {CLEAR_VARIABLE ogres_killed} [/event] #undef OGRE_PLACEMENT # These are related to the ogre ambush. A player unit being killed by an ogre, # or an ogre being killed by a player unit, changes the behavior of the bandits # whenever they are encountered. [event] name=mobilize_black_hand_bandits [filter_condition] [variable] name=bandits_mobilized boolean_equals=no [/variable] [have_unit] role="Black Lieutenant" [or] role="Black Hand Bandit" [/or] [/have_unit] [/filter_condition] [store_unit] variable=bandits kill=yes [filter] role="Black Lieutenant" [or] role="Black Hand Bandit" [/or] [/filter] [/store_unit] [foreach] array=bandits [do] {CLEAR_VARIABLE this_item.ai_special,this_item.status.guardian} [unstore_unit] variable=this_item [/unstore_unit] [/do] [/foreach] {CLEAR_VARIABLE bandits} {VARIABLE bandits_mobilized yes} [/event] [event] name=die [filter] side=1 [/filter] [filter_second] side=3 race=ogre [/filter_second] [fire_event] name=mobilize_black_hand_bandits [/fire_event] [/event] [event] name=die first_time_only=no [filter] side=3 race=ogre [/filter] [if] [variable] name=ogres_killed equals=3 [/variable] [then] [fire_event] name=mobilize_black_hand_bandits [/fire_event] [/then] [else] {VARIABLE_OP ogres_killed add 1} [/else] [/if] [/event] #Encounter 3: Black Hand Ambush [event] name=moveto [filter] side=1 x=1-20 y=40-54 [/filter] {RANDOM_PLACEMENT_AREA 6 43 3} {VARIABLE trappers {ON_DIFFICULTY 1 1 2} } {VARIABLE thugs {ON_DIFFICULTY 3 3 3} } {VARIABLE poachers {ON_DIFFICULTY 3 3 3} } {VARIABLE bandits {ON_DIFFICULTY 0 1 2} } {PLACE_UNITS_RANDOMLY $trappers 2 "Trapper" "Black Lieutenant" ( _ "Black Lieutenant") (ai_special="guardian")} {PLACE_UNITS_RANDOMLY $thugs 2 "Thug" "Black Hand Bandit" ( _ "Black Hand Bandit") (ai_special="guardian")} {PLACE_UNITS_RANDOMLY $poachers 2 "Trapper" "Black Hand Bandit" ( _ "Black Hand Bandit") (ai_special="guardian")} {PLACE_UNITS_RANDOMLY $bandits 2 "Bandit" "Black Hand Bandit" ( _ "Black Hand Bandit") (ai_special="guardian")} {CLEAR_VARIABLE trappers} {CLEAR_VARIABLE thugs} {CLEAR_VARIABLE poachers} {CLEAR_VARIABLE bandits} {CLEAR_PLACEMENT_AREA} [if] [have_unit] side=1 x=1-17 y=37-51 [/have_unit] [then] [scroll_to_unit] type=Thug [/scroll_to_unit] {CLEAR_FOG 1 8 44 2} [message] type=Thug message= _ "And I thought it was going to be another boring patrol. You there! Elf! This is our oasis, and we will water it with your blood!" [/message] [message] speaker=Kaleh message= _ "We need that water, and if we have to go through you to get it, so be it." [/message] {UNCLEAR_FOG} [fire_event] name=mobilize_black_hand_bandits [/fire_event] [/then] [else] [event] name=sighted [filter] side=2 [/filter] [filter_second] side=1 [/filter_second] [scroll_to_unit] role=Black Lieutenant [/scroll_to_unit] {CLEAR_FOG 1 8 44 2} [message] role=Black Lieutenant message= _ "We don’t know who you are, and we don’t much care. Tremble before the might of the Black Hand!" [/message] [message] speaker=Kaleh message= _ "We need that water, and if we have to go through you to get it, so be it." [/message] {UNCLEAR_FOG} [fire_event] name=mobilize_black_hand_bandits [/fire_event] [/event] [/else] [/if] [/event] #Encounter 4 Undead Fire Mage combat #y coor: 1 to (35-39) #Encounter happens right after player moves to the location [event] name=moveto [filter] x=1-28,29-39 y=23-36,14-21 side=1 [/filter] [unit] type=Red Mage id=Elyssa name= _ "Elyssa" unrenamable=yes profile=portraits/elyssa.png gender=female experience=15 [modifications] {TRAIT_LOYAL} {TRAIT_QUICK} # boost Elyssa's movement on sand # - she'll be dragging her feet, anyway # drop her quick trait instead [object] [effect] apply_to=movement_costs replace=yes [movement_costs] sand=1 [/movement_costs] [/effect] [/object] [/modifications] x="$($x1 - 2)" y="$($y1 - 4)" side=1 [/unit] {RANDOM_PLACEMENT_AREA "$($x1 + 7)" "$($y1 - 1)" 3} {VARIABLE skeletons {ON_DIFFICULTY 2 2 2} } {VARIABLE archers {ON_DIFFICULTY 2 2 1} } {VARIABLE shooters {ON_DIFFICULTY 1 1 2} } {VARIABLE revenants {ON_DIFFICULTY 0 1 2} } {PLACE_UNITS_RANDOMLY 1 4 "Revenant" "ElyssaUndead" ( _ "Go’hag") ( id="Go'hag" )} {PLACE_UNITS_RANDOMLY $skeletons 4 "Skeleton" "ElyssaUndead" ( _ "Undead Raider") ()} {PLACE_UNITS_RANDOMLY $archers 4 "Bone Shooter" "ElyssaUndead" ( _ "Undead Raider") ()} {PLACE_UNITS_RANDOMLY $revenants 4 "Revenant" "ElyssaUndead" ( _ "Undead Raider") ()} {PLACE_UNITS_RANDOMLY $shooters 4 "Bone Shooter" "ElyssaUndead" ( _ "Undead Raider") ()} # wmllint: recognize Go'hag {CLEAR_VARIABLE skeletons} {CLEAR_VARIABLE archers} {CLEAR_VARIABLE shooters} {CLEAR_VARIABLE revenants} {CLEAR_PLACEMENT_AREA} [message] speaker=Elyssa message= _ "Back, you fiends! Or I’ll kill you a second time!" [/message] #ifdef HARD [message] speaker="Go'hag" message= _ "You have defied our master for the last time. Now you shall die! And I shall personally make it slow and painful, to thank you for that scorching you gave me." [/message] #else [message] speaker="Go'hag" message= _ "You have defied our master for the last time. Now you shall die!" [/message] #endif [message] speaker=Elyssa message= _ "Stupid undead, they never listen. Then have a taste of my flame!" [/message] [message] speaker=Kaleh message= _ "She looks like she’s in trouble. We should help her." [/message] [event] name=die [filter] role="ElyssaUndead" [/filter] [filter_condition] [have_unit] role="ElyssaUndead" count=0 [/have_unit] [/filter_condition] [if] [have_unit] id=Elyssa [/have_unit] [then] [message] speaker=Nym message= _ "Whew! Looks like that’s the last of them." [/message] [message] speaker=Elyssa message= _ "Thanks for the help! That was a little too close for comfort." [/message] [message] speaker=Kaleh message= _ "That was a lot of undead. Why were they coming after you?" [/message] [message] speaker=Elyssa message= _ "I accidentally managed to anger a powerful necromancer a while ago... It’s a long story. But who are you? You almost look like elves." [/message] [message] speaker=Kaleh message= _ "We are, we’re the Quenoth Elves and we are traveling north. You look like you’re a mage, but I thought your kind were all gone." [/message] [message] speaker=Elyssa message= _ "I am, I’m a fire mage. I’ve been traveling for quite a while now, exploring and learning. But these sands seem particularly inhospitable! I’ve been meaning to check out the northern mountains; mind if I join you for a while in your travels?" [/message] [message] speaker=Zhul message= _ "We’d be glad to have the help of someone with the mastery of fire." [/message] [/then] [else] {CHECK_SPEAKER} [message] speaker=$speaking_unit.id message= _ "The undead are defeated, but we lost her in the fight as well. Darn, if only we could have saved her." [/message] {CLEAR_VARIABLE speaking_unit} [/else] [/if] [/event] [/event] #Encounter 5 Castle/Ogre Camp #Encounter happens right after player moves near castle [event] name=moveto [filter] side=1 x=25-40 y=22-33 [/filter] [if] [have_unit] side=1 x=28-39 y=22-33 [filter_location] [not] time_of_day=lawful [/not] [/filter_location] [/have_unit] #!***Do wraith event*** [then] [modify_side] {INCOME 16 23 30} {GOLD 55 70 80} side=4 [/modify_side] [unit] type=Wraith id=Vengeful Lord name= _ "Vengeful Lord" side=4 x=34 y=25 canrecruit=yes [/unit] {CLEAR_FOG 1 34 26 3} {NAMED_UNIT 4 "Ghost" 33 25 () ( _ "Honor Guard") (animate=yes)} {NAMED_UNIT 4 "Ghost" 35 25 () ( _ "Honor Guard") (animate=yes)} #ifndef EASY {NAMED_UNIT 4 "Ghost" 33 26 () ( _ "Honor Guard") (animate=yes)} {NAMED_UNIT 4 "Ghost" 35 26 () ( _ "Honor Guard") (animate=yes)} #endif [message] speaker=Vengeful Lord message= _ "The most hated living in my castle! To me! To me stray souls of the deserts! Let’s cleanse this pollution!" [/message] [message] speaker=Vengeful Lord message=_"Elf of the sands, I remember you. You thought me defeated, but I am back even more powerful than before. Death reigns eternal, your scorched bones and lifeless body will join my host." [/message] [message] speaker=Garak message= _ "Still singing the same tune. We defeated you once before, we can do so again!" [/message] {UNCLEAR_FOG} [event] name=last breath [filter] id=Vengeful Lord [/filter] [message] speaker=Vengeful Lord message= _ "Noo... (<i>Fades</i>)" [/message] [sound] name=gold.ogg [/sound] {CHECK_SPEAKER} [message] speaker=$speaking_unit.id message= _ "Searching his castle, we found a chest filled with gold." [/message] {CLEAR_VARIABLE speaking_unit} [gold] amount={ON_DIFFICULTY 100 75 50} side=1 [/gold] [/event] [/then] #!***Do ogre event*** [else] #ifdef EASY {VARIABLE ogres "Ogre,Young Ogre,Young Ogre,Ogre"} #endif #ifdef NORMAL {VARIABLE ogres "Ogre,Ogre,Young Ogre,Ogre"} #endif #ifdef HARD {VARIABLE ogres "Ogre,Ogre,Ogre,Ogre"} #endif {SCATTER_UNITS 4 $ogres 1 x,y,radius=34,27,3 ( side=3 name= _ "Ogre Nomad" role=Ogre Nomad random_traits=no animate=yes )} {CLEAR_VARIABLE ogres} {CLEAR_FOG 1 34 27 3} [message] type=Ogre message= _ "Elves! Kill them all!" [/message] [message] speaker=Garak message= _ "This ruined castle must be where the ogres make their home. Well, if it’s a fight they want, it’s a fight they’ll get." [/message] {UNCLEAR_FOG} [event] name=die [filter] role=Ogre Nomad [/filter] [filter_condition] [have_unit] role=Ogre Nomad count=0 [/have_unit] [/filter_condition] [message] speaker=Kaleh message= _ "That’s the last of those stinking beasts. They should trouble us no more." [/message] [message] speaker=Garak message= _ "This ruin looks oddly familiar." [/message] [message] speaker=Nym message= _ "Yuck, there’s still dried blood on the stones. It’s kind of spooky." image=portraits/nym_moody.png [/message] [/event] [/else] [/if] [/event] #Encounter #6 Outlaw Sign #y coor: 1 to (20-21) #Sign appears as soon as player moves to the location #Outlaw leader is given money and units [event] name=moveto [filter] y=1-20 side=1 [/filter] [item] x=$x1 y=$y1 image=items/orcish-flag2.png [/item] [message] speaker=narrator message= _ "This land belongs to the Black Hand. Trespass and you will die." image=scenery/signpost.png [/message] {CHECK_EXPLORER} [message] speaker=$explorer.id message= _ "Bandits. If they get in our way, they’re going to be sorry." [/message] [message] speaker=Kaleh message= _ "There’s no way we can get all our people safely across the desert with outlaws harassing us. We must defeat them before we can continue." [/message] [message] speaker=$explorer.id message= _ "Did you see that? I think I just saw someone disappear behind that dune over there. I think we’re being watched. I suspect there are more of these bandits lurking in these dunes than we originally thought." [/message] {CLEAR_VARIABLE explorer} [unit] side=2 id=Thorn name= _ "Thorn" type=Outlaw gender=female [modifications] {TRAIT_INTELLIGENT} {TRAIT_STRONG} [/modifications] canrecruit=yes x=22 y=6 [/unit] [modify_side] side=2 {INCOME 12 16 20} {GOLD 150 200 250} [/modify_side] [show_objectives] [/show_objectives] [/event] #Encounter 7 Mirage #Oasis disappears as soon as player moves to the location [event] name=moveto [filter] side=1 x=9-13 y=13-19 [/filter] [terrain] terrain=Dd x=10,10,11,11,11,12,12 y=14,15,15,16,17,15,16 [/terrain] {CHECK_EXPLORER} [message] speaker=$explorer.id message= _ "Dang. I was sure I saw an oasis here. Must have been a mirage. I’ve been out in the sand for too long." [/message] {CLEAR_VARIABLE explorer} [/event] # Encounter 7.5 Pinnacle Rock # first unit to see the rock comments on the outlaws there [event] name=moveto [filter] x=14-29 y=1-14 side=1 [/filter] [allow_undo] [/allow_undo] {CLEAR_FOG 1 21 8 3} {CHECK_EXPLORER} [message] speaker=$explorer.id message= _ "So, the outlaws have made a base around Pinnacle Rock. It’s a good location, but we will drive them from it all the same." [/message] {CLEAR_VARIABLE explorer} {UNCLEAR_FOG} [/event] #Encounter 8: Death of outlaw leader [event] name=last breath [filter] id=Thorn [/filter] [message] speaker=unit message= _ "I surrender! I mean we surrender. Just please don’t kill me." [/message] [message] speaker=unit message= _ "Please, have mercy on us. We’re just trying to survive in this horrible land." [/message] #ifdef HARD [message] speaker=Kaleh message= _ "I will not kill you in cold blood. But leave these lands, and never darken our path again. Or I will show you no mercy." [/message] #else [item] x=$x1 y=$y1 image=items/holy-water.png [/item] [message] speaker=unit message= _ "Here, take this vial of holy water. You’ll need it with all the undead around." [/message] [message] speaker=Kaleh message= _ "I will take this vial, in exchange for your life. But leave these lands, and never darken our path again. Or I will show you no mercy." [/message] [message] speaker=Zhul message= _ "It’s Holy Water. When anointed on a weapon it makes it deadly to magical creatures. Vials such as these are rare and valuable. We should choose carefully who will use it." [/message] # Holy Water item event # If unit moves to hex after outlaw leader dies, it gets the holy water [event] name=moveto id=take_holy_water delayed_variable_substitution=no first_time_only=no [filter] x=$x1 y=$y1 side=1 [not] type=Dust Devil [/not] [/filter] [message] speaker=unit message= _ "Should I take the holy water?" [option] label= _ "Yes, I’ll take it." [command] [object] id=PureWater name= _ "Holy Water" image=items/holy-water.png description= _ "This water will make your melee weapons <i>arcane</i>, and thus especially powerful against the undead." [effect] apply_to=attack range=melee set_type=arcane [/effect] [/object] [remove_item] x=$x1 y=$y1 [/remove_item] [remove_event] id=take_holy_water [/remove_event] [/command] [/option] [option] label= _ "No, I think someone else should take it." [command] [allow_undo] [/allow_undo] [/command] [/option] [/message] [/event] #endif #all surviving outlaws flee, so kill all units [kill] side=2 animate=no fire_event=no [/kill] [show_objectives] [/show_objectives] [/event] #if Kaleh moves to north edge of map but outlaw leader isn't defeated #then this warns the player that he must go back and kill outlaw leader #first to complete the scenario [event] name=moveto first_time_only=no [filter] y=1 side=1 id=Kaleh [/filter] [if] [have_unit] id=Thorn [/have_unit] [then] [message] speaker=Kaleh message= _ "The Black Hand outlaws still threaten the others. While their leader still fights we won’t be able to get all our people across the sands safely. We must deal with the Black Hand before we can progress further." [/message] [allow_undo][/allow_undo] [/then] [else] [message] speaker=Kaleh message= _ "The outlaws are defeated and we’ve made it across these blasted sands. The hills are just a few miles to the north. We should be able to find water and rest there." [/message] [endlevel] result=victory bonus=yes {NEW_GOLD_CARRYOVER 40} [/endlevel] [/else] [/if] [/event] [event] name=victory [if] [have_unit] id=Elyssa [/have_unit] [then] [message] speaker=Kaleh message= _ "Now that we have a moment of peace, I have to ask you, Elyssa, what were you really doing out in the middle of the desert? It’s a rather barren place to be traveling." [/message] [message] speaker=Elyssa message= _ "I’ve been searching for secrets from the past. Did you know that this entire land used to be a huge empire? Apparently all this used to be great plains and farmland, before the sands came." [/message] [message] speaker=Nym message= _ "It’s hard to imagine. There’s barely enough rain here now to support these tiny cacti, let alone crops." [/message] [message] speaker=Garak message= _ "And yet the great ruins that I have seen scattered across these sands are a testament that something was here before us. Perhaps in a time long ago when the land was more forgiving." [/message] [message] speaker=Elyssa message= _ "Before the Great Fall, there were huge cities, with great schools of magery, libraries of books, vast repositories of knowledge. Most of it was destroyed in the ensuing chaos and years of decay, but I’m searching for the little fragments that are left. For example, have you ever heard of the Sceptre of Fire?" [/message] [message] speaker=Kaleh message= _ "No, I haven’t. What is it?" [/message] [message] speaker=Elyssa message= _ "I’m not sure. I’ve read various references to it, but nothing specific. I’ve been searching for it for a long time. All I know is that it was a very powerful magical wand and that it was some sort of symbol of royalty in the old empire, but I have no idea where it might be. So I scour the land, learning all I can about the olden days. I’m sure it must be somewhere." [/message] [message] speaker=Kaleh message= _ "Perhaps. But it has been so long, and so much has been lost. Who can say?" [/message] [/then] [/if] # clearing variables {CLEAR_VARIABLE bandits_mobilized} {CLEAR_VARIABLE ghosts} {CLEAR_VARIABLE ghosts_already_spawned} {CLEAR_VARIABLE ghosts_killed} {CLEAR_VARIABLE max_ghosts} {CLEAR_VARIABLE ghosts_to_kill} [/event] #time over defeat event [event] name=time over [message] speaker=Kaleh message= _ "We’ve run out of provisions and our people are exhausted. We’ve taken too long crossing the desert, I fear we shall never reach the other side." [/message] [/event] # These events happen continually throughout the scenario # LOST SOULS: # changed spawning of lost soul to happen in the vicinity of player units # spawn a number of ghosts each turn depending on how "exposed" # the player units are. Only units in the middle of the desert attract # ghosts. # LOST SOUL DISAPPEARANCE at first daylight [event] name=new turn first_time_only=no [filter_condition] [have_location] time_of_day_id=dawn1,dawn2 [/have_location] [/filter_condition] # reset the ghosts' counters {VARIABLE ghosts_already_spawned 0} {VARIABLE ghosts_killed 0} [kill] role=LostSoul animate=no fire_event=no [/kill] [/event] [event] name=new turn first_time_only=no [filter_condition] [have_location] time_of_day_id=dusk1,dusk2 [or] time_of_day=chaotic [/or] [/have_location] [variable] name=ghosts_already_spawned less_than=$max_ghosts [/variable] [/filter_condition] # store "exposed" units - those surrounded by a lot of desert [store_locations] variable=ghost_spawn_locs [filter] side=1 [/filter] terrain=Hd^*, Dd^*, Ds^*, Rr^* [filter_adjacent_location] count="5,6" adjacent="n,ne,se,s,sw,nw" terrain=Hd^*, Dd^*, Ds^*, Rr^* [/filter_adjacent_location] [/store_locations] [if] [variable] name=ghost_spawn_locs.length greater_than=0 [/variable] [then] # 1 ghost per 4/3/2 exposed units (roughly) per turn {VARIABLE ghosts_per_unit "$($ghost_spawn_locs.length / {ON_DIFFICULTY 4 3 2})"} # spawn more rapidly as time goes by {VARIABLE ghosts_per_turn "$(($turn_number / 21) + {ON_DIFFICULTY 1 2 3})"} {VARIABLE ghost_limit "$($max_ghosts - $ghosts_already_spawned)"} {VARIABLE ghosts "$(min([$ghosts_per_unit, $ghosts_per_turn, $ghost_limit]))"} {CLEAR_VARIABLE ghosts_per_unit,ghosts_per_turn,ghost_limit} # store all possible spawn locations in range # pick one random ghost_spawn from which # to store all locations in range {RANDOM "0..$($ghost_spawn_locs.length - 1)"} [store_locations] variable=spawn terrain=Hd^*, Dd^*, Ds^*, Rr^* [filter_adjacent_location] [filter] side=1 [/filter] [/filter_adjacent_location] [and] x=$ghost_spawn_locs[$random].x y=$ghost_spawn_locs[$random].y radius=8 [/and] [/store_locations] {CLEAR_VARIABLE ghost_spawn_locs} [repeat] times=$ghosts [do] {RANDOM "0..$($spawn.length - 1)"} # wmlindent: start ignoring {NAMED_UNIT 4 "Ghost" $spawn[$random].x $spawn[$random].y () ( _ "Lost Soul") ( animate=yes role="LostSoul")} # wmlindent: stop ignoring {VARIABLE_OP ghosts_already_spawned add 1} [/do] [/repeat] {CLEAR_VARIABLE spawn,random} # some ghosts dialogue [fire_event] name=ghosts_talk [/fire_event] [/then] [/if] [/event] [event] name=ghosts_talk [message] speaker=Garak message= _ "The sands are haunted with the spirits of tortured souls long since dead. At dusk they rise again, and during the Long Dark they can be particularly nasty. They disappear again at dawn, but personally I prefer the heat of the day to the horrors of the night." [/message] [message] speaker=Zhul message= _ "The combination of the heat of the day and the rising undead make dusk a particularly dangerous time of day." [/message] [/event] # If player kills more than 33% of the maximum number of lost souls, the rest flee [event] name=die first_time_only=no [filter] role=LostSoul [/filter] [if] [variable] name=ghosts_killed numerical_not_equals=$ghosts_to_kill [/variable] [then] {VARIABLE_OP ghosts_killed add 1} [/then] [else] [kill] role=LostSoul animate=no fire_event=no [/kill] # don't respawn ghosts this night {VARIABLE ghosts_already_spawned $max_ghosts} {VARIABLE ghosts_killed 0} [fire_event] name=ghosts_leave [/fire_event] [/else] [/if] [/event] [event] name=ghosts_leave [message] speaker=Kaleh message= _ "What happened? The undead spirits all just disappeared." [/message] [message] speaker=Garak message= _ "These spirits are weak. They seek to prey on the helpless, but when they encounter strong resistance they flee." [/message] [event] name=ghosts_talk [message] speaker=Kaleh message= _ "You come and rise again, spirits? Have we not defeated you before?" [/message] [message] speaker=Zhul message= _ "These lost souls cannot hold onto anything but memories of lives long gone. They will rise to plague us again, night after night." [/message] [/event] [event] name=ghosts_leave [message] speaker=Kaleh message= _ "Flee, you craven spirits, and leave us in peace!" [/message] [/event] [/event] #define UTBS_GARAK_MUST_LIVE #enddef {UTBS_INCLUDE utils/deaths.cfg} #undef UTBS_GARAK_MUST_LIVE [/scenario]
#textdomain wesnoth-utbs # Scenario should work under following assumptions: # -- Player finds himself on the battlefield between feuding undead. # -- Undead deploy champions (one each). # -- Number of tents saved from destruction affects unit cost later in campaign # -- Character Garak is removed from campaign at this stage. # -- There is an orc raid in second half. # -- There is no timeflow, scenario takes place at night. [scenario] id=03_Stirring_in_the_Night next_scenario=04_Descending_into_Darkness name= _ "A Stirring in the Night" {UTBS_MAP 03_A_Stirring_in_the_Night.map} {LONGDARK4} [+time] # po: Use the same translation as for the string in the wesnoth-help textdomain. name= _ "The Long Dark" [/time] # Set initial turns to 12 to give impression that that is how long player needs to # survive. turns=12 victory_when_enemies_defeated=no {INTRO_AND_SCENARIO_MUSIC "transience.ogg" "frantic.ogg"} {EXTRA_SCENARIO_MUSIC "the_deep_path.ogg"} {EXTRA_SCENARIO_MUSIC "the_king_is_dead.ogg"} {EXTRA_SCENARIO_MUSIC "siege_of_laurelmor.ogg"} {STORY_STIRRING_IN_THE_NIGHT} # Side 1 elves [side] side=1 id=Kaleh type=Quenoth Youth canrecruit=yes controller=human recruit=Quenoth Fighter,Tauroch Rider,Quenoth Scout,Quenoth Mystic {GOLD 250 200 150} {INCOME 4 1 -2} {FLAG_VARIANT long} user_team_name= _ "team_name^Quenoth Elves" [/side] # Side 2 undead, starts with pet revenant, Zur [side] side=2 id=Azkotep name= _ "Azkotep" type=Lich canrecruit=yes controller=ai {GOLD 120 180 240} {INCOME 15 21 27} recruit=Skeleton,Skeleton Archer,Skeleton Rider [ai] {AI_SIMPLE_ALWAYS_ASPECT aggression 0.9} {AI_SIMPLE_ALWAYS_ASPECT caution 0.0} {AI_SIMPLE_ALWAYS_ASPECT passive_leader yes} {AI_SIMPLE_ALWAYS_ASPECT village_value 0} {AI_SIMPLE_ALWAYS_ASPECT scout_village_targeting 0} {AI_NO_SCOUTS} #!-- Do not target sides 1 and 4, thay are an annoyance not an enemy #!-- Unless on HARD of course, death to the living [goal] value=10 [criteria] side=3 [/criteria] [/goal] [goal] value=20 [criteria] id=Grak [/criteria] [/goal] #ifdef HARD [goal] value=5 [criteria] side=1 [/criteria] [/goal] [goal] value=5 [criteria] side=4 [/criteria] [/goal] #endif [/ai] {FLAG_VARIANT undead} [/side] # Side 3 undead, starts with pet wraith, Grak [side] side=3 id=Ystara name= _ "Ystara" type=Death Knight canrecruit=yes controller=ai {GOLD 120 180 240} {INCOME 15 21 27} recruit=Vampire Bat,Ghoul,Ghost,Walking Corpse [ai] {AI_SIMPLE_ALWAYS_ASPECT aggression 0.9} {AI_SIMPLE_ALWAYS_ASPECT caution 0.0} {AI_SIMPLE_ALWAYS_ASPECT passive_leader yes} {AI_SIMPLE_ALWAYS_ASPECT village_value 0} {AI_SIMPLE_ALWAYS_ASPECT scout_village_targeting 0} {AI_NO_SCOUTS} [goal] value=10 [criteria] side=2 [/criteria] [/goal] [goal] value=20 [criteria] id=Zur [/criteria] [/goal] #ifdef HARD [goal] value=5 [criteria] side=1 [/criteria] [/goal] [goal] value=5 [criteria] side=4 [/criteria] [/goal] #endif [/ai] {FLAG_VARIANT undead} [/side] # Side 4, Orcish Raiders # Raider shouldn’t usually capture the elves' keep, but if they do, they can # summon more units. [side] side=4 no_leader=yes controller=ai recruit=Orcish Grunt, Orcish Archer, Goblin Spearman, Orcish Assassin shroud=no fog=no [ai] {AI_SIMPLE_ALWAYS_ASPECT aggression 1.0} {AI_SIMPLE_ALWAYS_ASPECT caution 0.0} {AI_SIMPLE_ALWAYS_ASPECT scout_village_targeting 0} {AI_SIMPLE_ALWAYS_ASPECT village_value 0} [/ai] {FLAG_VARIANT6 ragged} [/side] {STARTING_VILLAGES 1 30} #! -- setting up objectives,variables and map objects #! -- sets variables : $sneak_up, $defiant_death, #! -- $casualties_count [event] name=prestart # set starting scenario objectives [objectives] [objective] description= _ "Survive until dawn" condition=win show_turn_counter=yes [show_if] {VARIABLE_CONDITIONAL turn_number less_than 12} [/show_if] [/objective] [objective] {ALTERNATIVE_OBJECTIVE_CAPTION} description= _ "Defeat all undead leaders" condition=win [show_if] {VARIABLE_CONDITIONAL turn_number less_than 12} [/show_if] [/objective] [objective] description= _ "Defeat all undead leaders" condition=win [show_if] {VARIABLE_CONDITIONAL defiant_death boolean_equals yes} [/show_if] [/objective] [objective] description= _ "Defeat Possessed Garak" condition=win [show_if] [have_unit] # wmllint: recognize Possessed Garak id=Possessed Garak [/have_unit] [/show_if] [/objective] [objective] {ALTERNATIVE_OBJECTIVE_CAPTION} description= _ "Defeat Azkotep" condition=win [show_if] [have_unit] id=Possessed Garak [/have_unit] [have_unit] id=Azkotep [/have_unit] [/show_if] [/objective] [objective] {ALTERNATIVE_OBJECTIVE_CAPTION} description= _ "Defeat Ystara" condition=win [show_if] [have_unit] id=Possessed Garak [/have_unit] [have_unit] id=Ystara [/have_unit] [/show_if] [/objective] [objective] description= _ "Death of Kaleh" condition=lose [/objective] [objective] description= _ "Death of Nym" condition=lose [/objective] [objective] description= _ "Death of Garak" condition=lose [show_if] {VARIABLE_CONDITIONAL turn_number less_than 12} [/show_if] [/objective] [objective] description= _ "Death of Zhul" condition=lose [/objective] [objective] description= _ "You lose control (even temporarily) of more than 6 villages" condition=lose [/objective] [gold_carryover] bonus=yes carryover_percentage=40 [/gold_carryover] [/objectives] #recall heroes [recall] id=Nym [/recall] [recall] id=Elyssa [/recall] [recall] id=Zhul [/recall] [recall] id=Garak [/recall] [recall] id=Dust Devil [/recall] [item] x=14 y=10 halo=halo/fire-aura.png [/item] [item] x=16 y=15 halo=halo/fire-aura.png [/item] [item] x=13 y=20 halo=halo/fire-aura.png [/item] {VARIABLE sneak_up no} {VARIABLE defiant_death no} {VARIABLE casualties_count 0} # Time Areas correspond with halos around campfires [time_area] x=14,16,13 y=10,15,20 id=campfires radius=2 {DAWN} [+time] # po: Use the same translation as for the string in the wesnoth-help textdomain. name= _ "The Long Dark" image=misc/time-schedules/after-the-fall/15longdark4.png~BLIT(misc/tod-bright.png) [/time] [/time_area] [/event] # Start of scenario event. It sets up # initial undead units and plays intro dialogue [event] name=start #ifdef EASY {NAMED_NOTRAIT_UNIT 2 (Revenant) 20 22 (Zur) ( _ "Zur") } {NAMED_NOTRAIT_UNIT 3 (Wraith) 22 7 (Grak) ( _ "Grak")} # On medium and hard change champions type to more menacing # and give them some help #else {NOTRAIT_UNIT 2 (Skeleton Rider) 20 23} {NOTRAIT_UNIT 2 (Skeleton Rider) 21 23} {NOTRAIT_UNIT 3 (Necrophage) 22 6} {NOTRAIT_UNIT 3 (Necrophage) 23 7} #endif #ifdef NORMAL {NAMED_NOTRAIT_UNIT 2 (Deathblade) 20 22 (Zur) (_"Zur") } {NAMED_NOTRAIT_UNIT 3 (Wraith) 22 7 (Grak) (_"Grak")} #endif #ifdef HARD {NAMED_NOTRAIT_UNIT 2 (Draug) 20 22 (Zur) (_"Zur") } {NAMED_NOTRAIT_UNIT 3 (Spectre) 22 7 (Grak) (_"Grak")} #endif # give the champs an icon so they stand out, but make it gray since they are not loyal [unit_overlay] id=Grak,Zur image=misc/loyal-icon.png~GS() [/unit_overlay] [message] speaker=Nym message= _ "Kaleh, wake up! Sentries report movement in the sands!" [/message] [message] speaker=Kaleh message= _ "Orcs?" [/message] [message] speaker=Nym message= _ "I don’t..." [/message] [message] speaker=Azkotep message= _ "We meet again, Ystara." [/message] [message] speaker=Ystara message= _ "You think you can take me, Azkotep?" [/message] [message] speaker=Azkotep message= _ "My champion, Zur shall slice you to shreds like the puny adept you once were." [/message] [message] speaker=Ystara message= _ "You always were an arrogant little bastard. Grak will swallow your soul, or what’s left of it." [/message] [message] speaker=Azkotep message= _ "You spurned me once and I will make you pay. To battle, my minions! Become my wrath!" [/message] [message] speaker=Nym message= _ "... think so. You really know how to pick a campsite, Kaleh." [/message] [message] speaker=Kaleh message= _ "Where did they come from? I swear those castles weren’t there at sunset." [/message] [message] speaker=Zhul message= _ "Many strange things can happen during the long dark. But despite their wraith-like forms, I have no doubt that their cold steel can still bite flesh." [/message] [message] speaker=Elyssa message= _ "Like I haven’t killed enough undead recently. Why can’t these creeps just stay dead?" [/message] [message] speaker=Garak message= _ "Our encampment is out of the direct line of attack, so we should be somewhat safe, at least." [/message] [message] speaker=Zhul message= _ "But if the battle spills around our people will be slaughtered by the undead hordes!" [/message] [message] speaker=Kaleh message= _ "There’s no way we can escape the battle in time. We must protect the camp from the undead." [/message] [message] speaker=Zhul message= _ "I fear that if we lose more than half of the tents we will not have the strength to go on. Garak, wake your men. We must hold off the undead until dawn." [/message] [message] speaker=Kaleh message= _ "To arms my people, to arms!" [/message] [/event] # At the end of the initial dialogue Kaleh raises a war cry, # some elves will wake up and respond # Recall a random number of troops among the tents to make the # glorious victory achieveable on harder levels. # Internal variables: $tents, $rally_chance, $random [event] name=turn 1 [store_villages] variable=tents [/store_villages] {VARIABLE rally_chance {ON_DIFFICULTY 60 45 30}} [foreach] array=tents [do] {RANDOM 0..100} {VARIABLE_OP random sub $this_item.y} [if] [variable] name=random less_than=$rally_chance [/variable] [then] [recall] side=1 x=$this_item.x y=$this_item.y [/recall] {VARIABLE_OP rally_chance sub 3} [/then] [/if] [/do] [/foreach] {CLEAR_VARIABLE random} {CLEAR_VARIABLE tents} {CLEAR_VARIABLE rally_chance} # depending on what units rally, and where, player can lose a village to the north champion purely to RNG, this scout can block that without being too wonderful otherwise #ifndef HARD [recall] type=Quenoth Scout x,y=16,14 facing=se [/recall] [if] [have_unit] x,y=16,14 [/have_unit] [else] [unit] type=Quenoth Scout side=1 x,y=16,14 facing=se [/unit] [/else] [/if] #endif [/event] # The first capture of an elven_camp has some speech [event] name=capture first_time_only=yes [filter] side=2,3 [/filter] [message] speaker=Nym message= _ "They’re raising the corpses of our fallen! What a horrible fate!" image=portraits/nym_moody.png [/message] [message] speaker=Elyssa message= _ "Then we shall have to give them a proper cremation." [/message] [/event] # Count destroyed tents, each lost makes future scenarios harder # Includes defeat by loss of tents # Affects variables : $elven_camps # Each tent lost to undead spawns a WC [event] name=prestart [store_villages] variable=camps [/store_villages] # give player villages to protect {VARIABLE elven_camps $camps.length} #This generates and stores an event for every camp. #That way we can avoid to store information about each village #by using the first_time_only feature. [foreach] array=camps [do] [set_variables] name=camp_event mode=replace [value] name=capture first_time_only=yes [filter] side=2,3,4 x=$this_item.x y=$this_item.y [/filter] [if] [variable] name=unit.side not_equals=4 [/variable] [then] #ifdef HARD {NOTRAIT_UNIT $|unit.side (Soulless) $|x1 $|y1} #endif #ifdef NORMAL {RANDOM (Walking Corpse,Soulless)} {NOTRAIT_UNIT $|unit.side $|random $|x1 $|y1} #endif #ifdef EASY {NOTRAIT_UNIT $|unit.side (Walking Corpse) $|x1 $|y1} #endif [/then] [/if] [gold] amount={ON_DIFFICULTY 10 20 30} side=$|unit.side [/gold] {VARIABLE_OP elven_camps sub 1} [if] [variable] name=elven_camps equals=5 [/variable] [then] [message] speaker=Kaleh message= _ "Too many of our people have been killed. We will surely be overwhelmed by the undead now. All is lost!" [/message] [endlevel] result=defeat [/endlevel] [/then] [/if] [/value] [/set_variables] [insert_tag] name=event variable=camp_event [/insert_tag] [/do] [/foreach] {CLEAR_VARIABLE camps} {CLEAR_VARIABLE camp_event} [/event] # Instead with providing AI with higher lvl units on medium # and hard give it highly experienced lvl1's #ifndef EASY # Change the difficulty increase model from having computer # recruit some lvl2 and 3 units outright to advancing or # half-advancing recruited lvl 1. At the same time, guarantees # broader spectrum of opposing units, as AI advancement is random. # Internal variables : $factor [event] name=recruit first_time_only=no [filter] side=2,3,4 [/filter] {VARIABLE min_experience "$(floor($unit.max_experience * {ON_DIFFICULTY 0 0.5 0.75}))"} {RANDOM "$min_experience..$($unit.max_experience - 1)"} {VARIABLE unit.experience $random} [unstore_unit] variable=unit [/unstore_unit] {CLEAR_VARIABLE min_experience,random} [/event] #endif # If opposing champion wasn't attacked by the player yet Garak # can issue a challenge. Affects variables : $garak_killed_grak, # $garak_killed_zur # Inform the player about the possibility of challenge and # adjust Garak accordingly. Perform the challenge, set the # death events where required. # Internal variables : $challenged [event] name=turn 2 [message] speaker=Garak message=_"These champions... I will challenge them. Zhul, bless my weapons with light of Eloh." [/message] [message] speaker=Zhul message=_"Garak, but the suns..." [/message] [message] speaker=Kaleh message=_"You will not do any such thing, anyone trying to fight these creeps singlehanded will surely die. We need you, we will not make it without you." [/message] [message] speaker=Garak message=_"I had dreams of this night Kaleh, full of gloom and darkness, my journey will end here one way or another." [/message] [message] speaker=Kaleh message=_"No! That’s not true, our future is what we make of it, stay behind for this fight and..." [/message] [message] speaker=Garak message=_"And what? You’ll help me become a coward? I lived long, I’m not afraid of the end, just let me give it some meaning." [/message] [message] speaker=Zhul message=_"I bless you with the light that will come, I bless you with the memory and the promise. Lay down your shield, champion, and let your blade shine in the dark." [/message] [object] id=Garak_vow silent=yes [filter] id=Garak [/filter] # Garak doesn't have ranged attacks anymore #ifdef __UNUSED__ [effect] apply_to=remove_attacks range=ranged [/effect] #endif [effect] apply_to=new_ability [abilities] {ABILITY_STEADFAST} [/abilities] [/effect] [effect] apply_to=attack range=melee [set_specials] [berserk] id=berserk name= _ "righteous rage" name_inactive="" description= _ "If used offensively or defensively against champions Grak or Zur, this attack presses the engagement until one of the combatants is slain, or 30 rounds of attacks have occurred." value=30 [filter_opponent] id=Grak,Zur [/filter_opponent] [/berserk] #ifndef HARD [chance_to_hit] id=magical name= _ "true strike" name_inactive="" description= _ "This attack always has a 70% chance to hit regardless of the defensive ability of the champion being attacked." value=70 cumulative=no [filter_opponent] id=Grak,Zur [/filter_opponent] [/chance_to_hit] #endif mode=append [/set_specials] [/effect] [effect] apply_to=attack range=melee # the type=blade is needed in case Garak picked up the holy # water in the second scenario - in that case he gets to keep it type=blade set_type=fire [/effect] [/object] [/event] [event] name=attack first_time_only=no [filter] id=Garak,Grak,Zur [/filter] [filter_second] id=Garak,Grak,Zur [/filter_second] # Identify who was challenged # could be none if Zur fights Grak [if] [variable] name=unit.id equals=Garak [/variable] [then] {VARIABLE challenged $second_unit.id} [/then] [else] [if] [variable] name=second_unit.id equals=Garak [/variable] [then] {VARIABLE challenged $unit.id} [/then] [/if] [/else] [/if] # if Zur or Grak is challenged, display appropriate dialog [if] [variable] name=challenged equals=Grak [/variable] [then] [message] speaker=Garak message=_"You there! Creep! Stand and face me, shade! I challenge you!" [/message] [if] [variable] name=garak_killed_zur boolean_equals=no [/variable] [then] [message] speaker=Grak message=_"Foolish mortal... For daring to challenge me, I’ll devour your soul and torment it for all eternity..." [/message] [/then] [else] [message] speaker=Grak message=_"So you destroyed Zur... Come mortal, let’s cross our blades... It’s time for you to take his place..." [/message] [/else] [/if] [event] name=die [filter] id=Grak [/filter] {VARIABLE garak_killed_grak yes} [/event] [/then] [else] [if] [variable] name=challenged equals=Zur [/variable] [then] [message] speaker=Garak message=_"You there! Pile of bones! I challenge you, stand and face me!" [/message] [if] [variable] name=garak_killed_grak boolean_equals=no [/variable] [then] [message] speaker=Zur message=_"Puny elf... Time to die..." [/message] [/then] [else] [message] speaker=Zur message=_"Grak was weak... But still you deserve respect... Meet my axe and take his place..." [/message] [/else] [/if] [event] name=die [filter] id=Zur [/filter] {VARIABLE garak_killed_zur yes} [/event] [/then] [/if] [/else] [/if] {CLEAR_VARIABLE challenged} [/event] [event] name=die [filter] id=Garak [/filter] [filter_second] id=Grak,Zur [/filter_second] [message] speaker=$second_unit.id message=_"And so it ends... Your champion is dead, elves... Come join him..." [/message] [/event] [event] name=die [filter] id=Garak [/filter] [filter_second] [not] id=Grak,Zur [/not] [/filter_second] [message] speaker=Kaleh message=_"Where is Garak? Has anybody seen him?" [/message] [message] speaker=Zhul message=_"I saw him jumping into deep darkness pursuing a group of enemies. Let’s hope nothing happened to him." [/message] [/event] # Most of the following events rely on "lich_lord" and "other_lord" # variables, which will correspond to either Azkotep or Ystara, # depending on the situation. # We need to store both leaders when they are alive. Note that "x" # and "y" correspond to their starting location. [event] name=start [store_unit] [filter] id=Azkotep [/filter] variable=azkotep [/store_unit] [store_unit] [filter] id=Ystara [/filter] variable=ystara [/store_unit] [/event] # Called on turn 12 # Internal variables: $ElvishGarak # Sets variable: $defiant_death # Depends on variables: $lich_lord, $other_lord [event] name=lich_lord_fails_possession # Garak will die - store him for resurrection dialogs. [store_unit] [filter] id=Garak [/filter] variable=ElvishGarak kill=no [/store_unit] [if] [variable] name=lich_lord.id equals="Azkotep" [/variable] [then] [message] speaker=$lich_lord.id message= _ "No! This contest is not over yet, Ystara. I shall show you a taste of my true power." [/message] [/then] [else] [message] speaker=$lich_lord.id message= _ "No! This contest is not over yet, Azkotep. I shall show you a taste of my true power." [/message] [/else] [/if] [kill] id=$lich_lord.id animate=yes fire_event=no [/kill] [kill] id=Garak animate=yes fire_event=no [/kill] {NAMED_NOTRAIT_UNIT $lich_lord.side (Corrupted Quenoth Elf) $ElvishGarak.x $ElvishGarak.y (Possessed Garak) ( _ "Possessed Garak")} [message] speaker=Zhul message= _ "Eloh protect us, what has he done?" [/message] [message] speaker=Possessed Garak message= _ "I live again! I can feel!" [/message] [kill] id=Possessed Garak animate=no fire_event=no [/kill] [unstore_unit] variable=ElvishGarak find_vacant=yes [/unstore_unit] [message] speaker=Garak message=_"I will... not... yield... I defeated... your... champion... I... will... overcome... you..." [/message] [kill] id=Garak animate=no fire_event=no [/kill] {NAMED_NOTRAIT_UNIT 2 (Corrupted Quenoth Elf) $ElvishGarak.x $ElvishGarak.y (Possessed Garak) ( _ "Possessed Garak")} [message] speaker=Possessed Garak message=_"No, fool! Stop!" [/message] [kill] id=Possessed Garak animate=no fire_event=no [/kill] [unstore_unit] variable=ElvishGarak find_vacant=yes [/unstore_unit] [message] speaker=Garak message=_"The dark lord... is no more..." [/message] [message] speaker=narrator message=_"Garak collapses to the ground with his own blade sticking from his chest." image=wesnoth-icon.png [/message] [kill] id=Garak animate=yes fire_event=no [/kill] [message] speaker=$other_lord.id message= _"No! How dare you? I shall have my vengeance upon you for spoiling this contest! Darkness shall reign until I have triumphed!" [/message] {VARIABLE defiant_death yes} {CLEAR_VARIABLE ElvishGarak} [/event] # Count (or store) dying elves and orcs, they will make a host # for possessed Garak. Possessed Garak's minions will depend on # his side (i.e. which undead side killed them). # Sets variables: $undead_casualties[] # Depends on variable: $casualties_count [event] name=die first_time_only=no [filter] side=1,4 [/filter] [filter_second] side=2,3 [/filter_second] [filter_condition] [variable] name=turn_number less_than=12 [/variable] [/filter_condition] #ifdef HARD [store_unit] [filter] x,y=$x1,$y1 [/filter] mode=append variable=undead_casualties kill=no [/store_unit] {VARIABLE undead_casualties[$casualties_count].side $second_unit.side} {VARIABLE undead_casualties[$casualties_count].hitpoints $unit.max_hitpoints} {VARIABLE undead_casualties[$casualties_count].status.poisoned "no"} #endif #ifdef NORMAL {RANDOM (Walking Corpse,Soulless)} [unit] type=$random side=$second_unit.side x=$unit.x y=$unit.y to_variable=undead_casualties[$casualties_count] [/unit] {CLEAR_VARIABLE random} #endif #ifdef EASY [unit] type=Walking Corpse side=$second_unit.side x=$unit.x y=$unit.y to_variable=undead_casualties[$casualties_count] [/unit] #endif {VARIABLE_OP casualties_count add 1} [/event] # Called by "place_corrupted_garak" # Internal variables: $coords # Depends on variable: $lich_lord [event] name=create_garak_minions [store_locations] [filter] id=Possessed Garak [/filter] variable=coords [/store_locations] [foreach] array=undead_casualties [do] [if] [variable] name=this_item.side equals=$lich_lord.side [/variable] [then] [unstore_unit] variable=this_item x=$coords.x y=$coords.y find_vacant=yes [/unstore_unit] [/then] [/if] [/do] [/foreach] {CLEAR_VARIABLE coords} [/event] # Called by "place_corrupted_garak" [event] name=garak_gloats [message] speaker=Possessed Garak message=_"Hahaha...!" [/message] [message] speaker=Zhul message= _ "Eloh protect us, what is happening?" [/message] [redraw] side=1 [/redraw] [message] speaker=Possessed Garak message= _ "I live again! I can feel!" [/message] [message] speaker=Kaleh message= _ "Garak?" [/message] [message] speaker=Possessed Garak message= _ "Hahaha! Your puny friend is no more. With his body I shall crush you all. Arise again my minions and feast in the slaughter!" [/message] [/event] # Called by "lich_lord_possesses_garak" and # "lich_lord_resuscitates_inside_garak". # Depends on variables: $lich_lord, $other_lord [event] name=place_corrupted_garak [kill] id=Garak animate=yes fire_event=no [/kill] [modify_side] side=1 shroud=yes reset_maps=yes [/modify_side] {NAMED_NOTRAIT_UNIT $lich_lord.side (Corrupted Quenoth Elf) $lich_lord.x $lich_lord.y (Possessed Garak) ( _ "Possessed Garak")} [fire_event] name=create_garak_minions [/fire_event] [fire_event] name=garak_gloats [/fire_event] [/event] # Called on turn 12 # Depends on variables: $lich_lord, $other_lord [event] name=lich_lord_possesses_garak [message] speaker=$lich_lord.id message= _ "No, I shall have my revenge. I shall show you that darkness is strongest just before dawn. Death and decay, grant me my vengeance!" [/message] [message] speaker=$other_lord.id message= _ "In this I shall support you, the darkness will not lift until one of us is victorious." [/message] [kill] id=$lich_lord.id animate=yes fire_event=no [/kill] [fire_event] name=place_corrupted_garak [/fire_event] [/event] # Called on turn 12 # Depends on variables: $lich_lord, $other_lord [event] name=lich_lord_resuscitates_inside_garak [fire_event] name=place_corrupted_garak [/fire_event] [message] speaker=Possessed Garak message= _ "I told you, I will be back, you fools! Now I shall have my vengeance upon you all. Darkness shall reign until I have triumphed!" [/message] [message] speaker=$other_lord.id message= _ "In this I shall support you, the darkness shall not lift until one of us is victorious." [/message] [/event] #define BOOL_CHECK VARIABLE VALUE {VARIABLE_CONDITIONAL {VARIABLE} boolean_equals {VALUE}} #enddef # Turn 12 # -- The sun should rise, it won't need dialogue # -- If any undead leader is alive and his champion is too # Garak gets possessed # -- If an undead leader is dead but his champion is alive # Garak gets possessed by the dead leader (*not* by the # one alive) # -- If Garak killed both champions # Garak's possession fails # -- If an undead leader is dead and Garak killed his champion # Garak's possession fails # The undead lord who tries to take possession of Garak will # die in any case. # Internal variables : $event_to_fire # Sets variables: $lich_lord, $other_lord # Depends on variables: $azkotep_is_dead, $ystara_is_dead # $garak_killed_grak, $garak_killed_zur # Clears variables: $undead_casualties[], $casualties_count, # $lich_lord, $other_lord [event] name=turn 12 [message] speaker=Nym message= _"Look, dawn is nigh, our salvation is almost at hand. Even the long dark can’t last forever, and with the light of the sun the undead power wanes and their dark magics unravel." [/message] {VARIABLE event_to_fire ""} [if] {BOOL_CHECK azkotep_is_dead no} {BOOL_CHECK ystara_is_dead no} {BOOL_CHECK garak_killed_grak yes} {BOOL_CHECK garak_killed_zur yes} [then] [set_variables] name=lich_lord to_variable=ystara [/set_variables] [set_variables] name=other_lord to_variable=azkotep [/set_variables] {VARIABLE event_to_fire "lich_lord_fails_possession"} [/then] [/if] [if] {BOOL_CHECK azkotep_is_dead no} {BOOL_CHECK ystara_is_dead no} {BOOL_CHECK garak_killed_grak yes} {BOOL_CHECK garak_killed_zur no} [then] [set_variables] name=lich_lord to_variable=azkotep [/set_variables] [set_variables] name=other_lord to_variable=ystara [/set_variables] {VARIABLE event_to_fire "lich_lord_possesses_garak"} [/then] [/if] [if] {BOOL_CHECK azkotep_is_dead no} {BOOL_CHECK ystara_is_dead no} {BOOL_CHECK garak_killed_grak no} [then] [set_variables] name=lich_lord to_variable=ystara [/set_variables] [set_variables] name=other_lord to_variable=azkotep [/set_variables] {VARIABLE event_to_fire "lich_lord_possesses_garak"} [/then] [/if] [if] {BOOL_CHECK azkotep_is_dead no} {BOOL_CHECK ystara_is_dead yes} {BOOL_CHECK garak_killed_grak yes} [then] [set_variables] name=lich_lord to_variable=ystara [/set_variables] [set_variables] name=other_lord to_variable=azkotep [/set_variables] {VARIABLE event_to_fire "lich_lord_fails_possession"} [/then] [/if] [if] {BOOL_CHECK azkotep_is_dead no} {BOOL_CHECK ystara_is_dead yes} {BOOL_CHECK garak_killed_grak no} [then] [set_variables] name=lich_lord to_variable=ystara [/set_variables] [set_variables] name=other_lord to_variable=azkotep [/set_variables] {VARIABLE event_to_fire "lich_lord_resuscitates_inside_garak"} [/then] [/if] [if] {BOOL_CHECK azkotep_is_dead yes} {BOOL_CHECK ystara_is_dead no} {BOOL_CHECK garak_killed_zur yes} [then] [set_variables] name=lich_lord to_variable=azkotep [/set_variables] [set_variables] name=other_lord to_variable=ystara [/set_variables] {VARIABLE event_to_fire "lich_lord_fails_possession"} [/then] [/if] [if] {BOOL_CHECK azkotep_is_dead yes} {BOOL_CHECK ystara_is_dead no} {BOOL_CHECK garak_killed_zur no} [then] [set_variables] name=lich_lord to_variable=azkotep [/set_variables] [set_variables] name=other_lord to_variable=ystara [/set_variables] {VARIABLE event_to_fire "lich_lord_resuscitates_inside_garak"} [/then] [/if] [fire_event] name=$event_to_fire [/fire_event] [message] speaker=Nym message= _ "Maybe I spoke too soon. Curse Uria, he has even blotted out the stars, all is darkness. Kaleh, our course is clear, we must destroy that abomination." image=portraits/nym_moody.png [/message] [if] [have_unit] id=Possessed Garak [/have_unit] [then] [message] speaker=Zhul message= _ "But to kill Garak? How can we?" [/message] [message] speaker=Kaleh message= _ "That thing is not Garak. This night has lasted long enough, and too many of our people have died. How many more would you sacrifice for Garak’s sake? Just protecting our encampments isn’t enough, darkness and chaos will overwhelm us if we can’t end this battle soon. We must destroy one of those two evils, whatever the cost. I do not intend to let that... thing keep control of the body of our friend." [/message] [message] speaker=$other_lord.id message= _ "The stench of death is in the air." [/message] [message] speaker=Possessed Garak message= _ "Yes, let us end this once and for all." [/message] [/then] [/if] [modify_turns] value=-1 [/modify_turns] [show_objectives] [/show_objectives] {CLEAR_VARIABLE event_to_fire,undead_casualties,casualties_count,lich_lord,other_lord} [/event] #undef BOOL_CHECK # Somewhere around turn 8 an orc raiding party makes an entrance. # Internal variables: $ambush_turn # Creates orcs on random turn around turn 8 # Creates warning about incoming orcs two turns before they show up [event] name=prestart #ifdef EASY {VARIABLE_OP ambush_turn rand 7..9} #endif #ifdef NORMAL {VARIABLE_OP ambush_turn rand 6..8} #endif #ifdef HARD {VARIABLE_OP ambush_turn rand 6..8} #endif [event] name=turn_$ambush_turn delayed_variable_substitution=no [unit] #ifdef EASY type=Orcish Leader #else type=Orcish Ruler #endif id=Ganthos name= _ "Ganthos" canrecruit=yes side=4 x=3 y=4 [/unit] #ifdef HARD {GENERIC_UNIT 4 (Goblin Pillager) 2 4} {GENERIC_UNIT 4 (Goblin Pillager) 3 3} #else {GENERIC_UNIT 4 (Wolf Rider) 2 4} {GENERIC_UNIT 4 (Wolf Rider) 3 3} #endif #ifdef HARD {GENERIC_UNIT 4 (Orcish Crossbowman) 1 5} {GENERIC_UNIT 4 (Orcish Crossbowman) 3 2} #else {GENERIC_UNIT 4 (Orcish Archer) 1 5} {GENERIC_UNIT 4 (Orcish Archer) 3 2} #endif #ifdef NORMAL {GENERIC_UNIT 4 (Orcish Assassin) 2 5} {GENERIC_UNIT 4 (Orcish Assassin) 4 2} #endif #ifdef HARD {GENERIC_UNIT 4 (Orcish Slayer) 2 5} {GENERIC_UNIT 4 (Orcish Slayer) 4 2} #endif #ifdef EASY {GENERIC_UNIT 4 (Orcish Grunt) 3 6} {GENERIC_UNIT 4 (Orcish Grunt) 5 3} #else {GENERIC_UNIT 4 (Orcish Warrior) 3 6} {GENERIC_UNIT 4 (Orcish Warrior) 5 3} #endif #give orcs an income, if they ever capture a keep to use it [modify_side] side=4 {INCOME 20 25 30} {GOLD 75 100 125} [/modify_side] [message] speaker=Ganthos # wmllint: local spelling Stinkin' message= _ "What’s this on our borders? Stinkin’ elves and more undead? We’ll teach them a lesson they won’t soon forget. Attack!" [/message] [message] speaker=Kaleh message= _ "If those raiders capture any of our encampments, I fear our people’s fate will be just as bad as if it was captured by the undead." [/message] [/event] {VARIABLE_OP ambush_turn sub 2} [event] name=turn_$ambush_turn delayed_variable_substitution=no {NAMED_UNIT 1 (Quenoth Scout) 1 1 (Elven Scout) ( _ "Wounded Elven Scout") (upkeep=free)} [message] speaker=Elven Scout message=_"Orcs... Not far behind me... From the hills..." [/message] [kill] id=Elven Scout animate=yes fire_event=no [/kill] [/event] {CLEAR_VARIABLE ambush_turn} [/event] # Die event for orcish boss and reward for killing him # Affects variables: $sneak_up [event] name=last breath [filter] id=Ganthos [/filter] [if] [variable] name=second_unit.side equals=1 [/variable] [then] [message] speaker=Ganthos message=_"You got me, elf... But you won’t be so lucky with the tribes of the hills... (<i>Cough</i>)" [/message] [message] speaker=Ganthos message=_"I deeply regret... I won’t be able to see that..." [/message] [/then] [else] [message] speaker=Ganthos message=_"Killed by a dead creep... (<i>Cough</i>)" [/message] [/else] [/if] [item] x,y=$x1,$y1 image="items/parchment.png" [/item] [message] speaker=Nym message=_"Look, he dropped something! I wonder what it is..." [/message] [event] name=moveto delayed_variable_substitution=no [filter] x=$x1 y=$y1 [/filter] [if] [variable] name=unit.side equals=1 [/variable] [then] [message] speaker=unit message=_"It’s some sort of a map. I think I recognize some of those hills ahead on it." [/message] [message] speaker=Nym message=_"And these look like camps and patrol routes. A lot of camps and patrol routes. Kaleh, do you think we could sneak up between them?" [/message] [message] speaker=Kaleh message=_"Difficult, but worth a try I guess. But first we must try to survive this mess." [/message] [message] speaker=Nym message=_"Right, sorry. Damn creeps." [/message] {VARIABLE sneak_up yes} [/then] [else] [message] speaker=Nym message=_"And now we’ll never know what was on that parchment. Shame." [/message] [/else] [/if] [remove_item] x=$x1 y=$y1 [/remove_item] [/event] #ifdef EASY [if] [have_unit] race=orc [/have_unit] [then] [message] race=orc message=_"Chief has fallen! Flee!" [/message] [/then] [else] # The wolf rider line are wolves, so must include both # goblins (for recruited spearmen) and wolves [message] race=goblin,wolf message=_"Boss dead! Run!" [/message] [/else] [/if] [kill] side=4 animate=no fire_event=no [/kill] #endif [/event] # Handles evil guys deaths and victory events, lots of dialogue. # Includes both normal and glorious victory. # Depends on variables : $defiant_death # Internal variables : $other_creep [event] name=last breath first_time_only=no [filter] id=Azkotep,Ystara [/filter] [if] [variable] name=unit.id equals=Azkotep [/variable] [then] {VARIABLE other_creep "Ystara"} {VARIABLE azkotep_is_dead yes} [/then] [else] {VARIABLE other_creep "Azkotep"} {VARIABLE ystara_is_dead yes} [/else] [/if] [if] [have_unit] id=$other_creep [/have_unit] [then] [message] speaker=$unit.id message= _ "You think you have defeated me, don’t you? Foolish boy, I shall assume a new form more powerful and horrible than you could ever imagine!" [/message] [message] speaker=$other_creep message= _ "How dare you interfere in our contest! I did not need your help. I shall teach you not to cross a lord of darkness." [/message] [/then] [/if] [if] [variable] name=turn_number greater_than=11 [/variable] [then] [message] speaker=Kaleh message= _ "Finally. It is over." [/message] [if] [have_unit] id=Possessed Garak [/have_unit] [then] [message] speaker=Possessed Garak message= _ "See, I told you I was more powerful. This game is over, now I can leave this shell of a body." [/message] [store_unit] [filter] id=Possessed Garak [/filter] variable=PossGarak kill=no [/store_unit] [unit] side=$unit.side type=Defeated Corrupted Quenoth Elf name= _ "Garak" hitpoints=1 id=Garak_defeated x,y=$PossGarak.x,$PossGarak.y overwrite=yes [/unit] {CLEAR_VARIABLE PossGarak} [message] speaker=Zhul message= _ "He’s... he’s still breathing!" [/message] [message] speaker=Garak_defeated message= _ "Protect the boy for me Zhul, (<i>cough</i>) I go to a better place." [/message] [kill] id=Garak_defeated animate=yes fire_event=no [/kill] [/then] [else] [message] speaker=Nym message=_"What about Garak?" [/message] [if] [variable] name=defiant_death boolean_equals=no [/variable] [then] [message] speaker=Kaleh message=_"I’ve asked and looked around, there is no sign of him or his body" [/message] [message] speaker=Zhul message=_"He’s probably dead, then, but he died as a warrior. Let’s respect his wishes and remember him for that." [/message] [/then] [else] [message] speaker=Zhul message=_"He died as a hero. Remember that and tell the tale, for it’s worth it." [/message] [/else] [/if] [/else] [/if] [fire_event] name=garak_eulogy [/fire_event] [fire_event] name=count_final_camps [/fire_event] {CLEAR_VARIABLE other_creep} [endlevel] result=victory bonus=yes {NEW_GOLD_CARRYOVER 40} [/endlevel] [/then] [/if] [if] [not] [have_unit] id=$other_creep [/have_unit] [/not] [variable] name=turn_number less_than=12 [/variable] [then] [message] speaker=Kaleh message= _ "The undead lords are defeated at last." [/message] [message] speaker=Ganthos message= _ "There’s too many of them and the night is almost gone. Pull back you wretches, pull back!" [/message] [message] speaker=Nym message= _ "I can see the first rays of Naia shining over the horizon. She never looked so beautiful. The undead forces have crumbled into dust and the remaining orcs are retreating with the dawn." [/message] [message] speaker=Zhul message= _ "That was a very brave thing you did, Kaleh, defeating both of those Undead Lords. It took great courage and strength. Because of your daring attack, we did not have to wait for the dawn to save us. You were our savior. And many fewer of our people died than would have if we had had to wait out the long night." [/message] [message] speaker=Nym message= _ "Though we saved almost all our people this time, we won’t always be so lucky. While elves who have fought with you in the past will gladly return, if the numbers of our people dwindle, it’s going to become more and more costly to recruit new warriors. It would be wise to stockpile gold against this eventuality." [/message] [message] speaker=Ystara message= _ "You have triumphed for the moment, but think not that the dark lords can be so easily vanquished. We shall return, and shall rule long after your bones have crumbled to dust. This is our land, and none shall leave it unscathed." [/message] [message] speaker=Azkotep message= _ "You fought so hard to protect your precious people, young elf. No great deed should go unpunished." [/message] [if] [have_unit] id=Garak [/have_unit] [then] [message] id=Ystara,Azkotep message= _ "A token to remember us by..." [/message] [message] speaker=Garak message= _ "Aauugghh!" [/message] [message] speaker=Zhul message= _ "He just collapsed!" [/message] [message] speaker=Garak message= _ "Protect the boy for me Zhul, (<i>cough</i>) I go to a better place." [/message] [kill] id=Garak animate=yes fire_event=no [/kill] [/then] [else] [message] id=Ystara,Azkotep message=_"You will never see your champion again. And we will torment his soul for the rest of the eternity." [/message] [message] speaker=Zhul message=_"Don’t listen to them, they are powerless in their defeat. Even if Garak fell in battle his soul went to a better place and they can’t reach him there." [/message] [/else] [/if] [fire_event] name=garak_eulogy [/fire_event] {CLEAR_VARIABLE other_creep} [endlevel] result=victory bonus=yes {NEW_GOLD_CARRYOVER 40} [/endlevel] [/then] [/if] [/event] [event] name=die [filter] id=Possessed Garak [/filter] [if] [have_unit] id=Azkotep [/have_unit] [then] [message] speaker=Azkotep message= _ "Hah, now you have learned the flesh is always weaker than the powers of the undead." [/message] [/then] [else] [message] speaker=Ystara message= _ "My undead zombies shall always defeat the living." [/message] [/else] [/if] [message] speaker=Kaleh message= _ "Finally. It is over." [/message] [unit] side=$unit.side type=Defeated Corrupted Quenoth Elf name= _ "Garak" hitpoints=1 id=Garak_defeated x,y=$unit.x,$unit.y overwrite=yes [/unit] [message] speaker=Zhul message= _ "He’s... he’s still breathing!" [/message] [message] speaker=Garak_defeated message= _ "Protect the boy for me Zhul, (<i>cough</i>) I go to a better place." [/message] [kill] id=Garak_defeated animate=yes fire_event=no [/kill] [fire_event] name=garak_eulogy [/fire_event] [fire_event] name=count_final_camps [/fire_event] [endlevel] result=victory bonus=yes {NEW_GOLD_CARRYOVER 40} [/endlevel] [/event] [event] name=garak_eulogy [message] speaker=Kaleh message= _ "From the sands he came, to the sands he will return. We remember and honor his sacrifice, and I vow that his death will not be in vain." [/message] [message] speaker=Zhul message= _ "Goodbye, old friend. May Eloh shine her light eternal upon you." [/message] [message] speaker=Elyssa message= _ "He was as brave and valiant a fighter as I have ever seen in my travels." [/message] [message] speaker=Nym message= _ "He was a bastard at times... But... but why did he have to die? It... it just doesn’t make sense." image=portraits/nym_moody.png [/message] [/event] # Final dialog concerning survival of camps # Depends on variables : $elven_camps [event] name=count_final_camps [if] [variable] name=elven_camps equals=12 [/variable] [then] [message] speaker=Zhul message= _ "Miraculously, all of our encampments survived the night." [/message] [message] speaker=Nym message= _ "Though we saved almost all our people this time, we won’t always be so lucky. While elves who have fought with you in the past will gladly return, if the numbers of our people dwindle, it’s going to become more and more costly to recruit new warriors. It would be wise to stockpile gold against this eventuality." [/message] [/then] [else] [message] speaker=Zhul message= _ "Well, only $elven_camps encampments remain, but we will survive." [/message] [message] speaker=Kaleh message= _ "Yes, but at what cost?" [/message] [if] [variable] name=elven_camps greater_than=8 [/variable] [then] [message] speaker=Nym message= _ "Though we saved almost all our people this time, we won’t always be so lucky. While elves who have fought with you in the past will gladly return, as the numbers of our people dwindle, it’s going to become more and more costly to recruit new warriors. It would be wise to stockpile gold against this eventuality." [/message] [/then] [else] [if] [variable] name=elven_camps greater_than=6 [/variable] [then] [message] speaker=Nym message= _ "We have suffered losses, but we are not broken yet. We have saved most of our people tonight. But while elves who have fought with you in the past will gladly return, as the numbers of our people dwindle, it’s going to become more and more costly to recruit new warriors. It would be wise to stockpile gold against this eventuality." [/message] {INCREASE_RECRUIT_COSTS 1} [/then] [else] [message] speaker=Nym message= _ "We have suffered grievous losses, but we are not broken yet. Long will this slaughter be remembered by our people. Where was Eloh during the darkness? And I’m afraid that while elves who have fought with you in the past will gladly return, as the numbers of our people dwindle, it’s going to become more and more costly to recruit new warriors. It would be wise to stockpile gold against this eventuality." [/message] {INCREASE_RECRUIT_COSTS 2} [/else] [/if] [/else] [/if] [/else] [/if] [message] speaker=Kaleh message= _ "All this death and destruction. What were those shades arguing over? Was this all just some sort of demented game?" [/message] [message] speaker=Zhul message= _ "The lords of the dead are powerful and twisted indeed. Only Eloh knows the truth of what happened tonight." [/message] [message] speaker=Nym message= _ "I don’t want to be here tomorrow night to find out. The hills to the north are close. Let’s be far away before another nightfall." [/message] [/event] # victory # clear all variables potentially not cleared [event] name=scenario_end {CLEAR_VARIABLE defiant_death} {CLEAR_VARIABLE garak_killed_zur} {CLEAR_VARIABLE garak_killed_grak} {CLEAR_VARIABLE ystara_is_dead} {CLEAR_VARIABLE azkotep_is_dead} {CLEAR_VARIABLE azkotep} {CLEAR_VARIABLE ystara} {CLEAR_VARIABLE undead_casualties} {CLEAR_VARIABLE elven_camps} [/event] #define UTBS_GARAK_MUST_LIVE #enddef {UTBS_INCLUDE utils/deaths.cfg} #undef UTBS_GARAK_MUST_LIVE [/scenario]
#textdomain wesnoth-utbs [scenario] id=04_Descending_into_Darkness name= _ "Descending into Darkness" next_scenario=05_A_Subterranean_Struggle {UTBS_MAP 04_Descending_into_Darkness.map} victory_when_enemies_defeated=no {TWO_SUNS_DEFAULT_SCHEDULE} {TURNS 50 47 44} {INTRO_AND_SCENARIO_MUSIC "northerners.ogg" "suspense.ogg"} {EXTRA_SCENARIO_MUSIC "vengeful.ogg"} {EXTRA_SCENARIO_MUSIC "frantic.ogg"} {STORY_DESCENDING_INTO_DARKNESS} [side] side=1 id=Kaleh type=Quenoth Youth canrecruit=yes {GOLD 250 200 150} {INCOME 5 4 3} controller=human shroud=yes fog=no {FLAG_VARIANT long} user_team_name= _ "team_name^Quenoth Elves" [/side] # Orcish leaders # The front line leader is a goblin who recruits goblins and orcs, # more scouts/weaker units than the other orcs. # He is also more aggressive. [side] side=2 id=Panok name= _ "Panok" #ifdef HARD type=Direwolf Rider #else type=Goblin Knight #endif canrecruit=yes {INCOME 8 12 16} {GOLD 80 120 160} controller=ai shroud=no fog=no team_name=evil user_team_name=_"Evil" #ifdef EASY recruit=Orcish Grunt,Wolf Rider,Goblin Spearman,Orcish Archer #endif #ifdef NORMAL recruit=Orcish Grunt,Wolf Rider,Goblin Impaler,Orcish Archer,Goblin Knight #endif #ifdef HARD recruit=Orcish Warrior,Wolf Rider,Goblin Impaler,Orcish Crossbowman,Goblin Knight #endif [ai] #orc leader guarding front lines is more aggressive aggression=0.8 caution=0.1 #ifdef EASY recruitment_pattern=scout,scout,fighter,fighter,archer #endif #ifdef NORMAL recruitment_pattern=scout,scout,fighter,fighter,fighter,archer #endif #ifdef HARD recruitment_pattern=scout,scout,fighter,fighter,archer,fighter #endif [/ai] {FLAG_VARIANT6 ragged} [/side] # this orc tribe specialized in ranged combat [side] side=3 id=Turg name= _ "Turg" #ifdef EASY type=Orcish Warrior #else type=Orcish Warlord #endif canrecruit=yes {INCOME 10 15 20} {GOLD 100 150 200} controller=ai shroud=no fog=no team_name=evil user_team_name=_"Evil" #ifdef EASY recruit=Orcish Grunt,Wolf Rider,Orcish Archer,Orcish Assassin,Orcish Crossbowman #endif #ifdef NORMAL recruit=Orcish Grunt,Wolf Rider,Orcish Archer,Orcish Crossbowman,Orcish Slayer,Orcish Warrior #endif #ifdef HARD recruit=Orcish Warrior,Wolf Rider,Orcish Crossbowman,Orcish Slayer #endif [ai] aggression=0.5 recruitment_pattern=scout,fighter,archer,fighter,archer,mixed fighter #ifdef EASY recruitment_pattern=scout,fighter,archer,fighter,fighter,mixed fighter #endif [/ai] {FLAG_VARIANT6 ragged} [/side] # this orc tribe specialized in melee combat [side] side=4 id="Ug'lok" name= _ "Ug’lok" #ifdef EASY type=Orcish Warrior #else type=Orcish Warlord #endif canrecruit=yes {INCOME 10 15 20} {GOLD 100 150 200} controller=ai shroud=no fog=no team_name=evil user_team_name=_"Evil" #ifdef EASY recruit=Orcish Grunt,Wolf Rider,Orcish Archer,Orcish Assassin,Orcish Warrior #endif #ifdef NORMAL recruit=Orcish Warrior,Wolf Rider,Orcish Archer,Orcish Slayer,Orcish Crossbowman #endif #ifdef HARD recruit=Orcish Warrior,Wolf Rider,Orcish Crossbowman,Orcish Slayer #endif [ai] aggression=0.5 recruitment_pattern=scout,fighter,archer,fighter,archer,mixed fighter [/ai] {FLAG_VARIANT6 ragged} [/side] # assassin's side [side] side=5 no_leader=yes controller=ai shroud=no fog=no team_name=evil user_team_name=_"Evil" [ai] aggression=1.0 caution=0.0 [goal] name=target [criteria] id=Kaleh [/criteria] value=1000 [/goal] [/ai] [/side] # Prestart functions: # set scenario objectives # increase cost of recruiting units # recall main heroes # initialize starting variables # added extra NW bridge in EASY # randomly close one of the two exit tunnels at north of map # if EASY open up NW cave entrance bottleneck # give side 3 (green) control of cave villages # place features on map # increase speed of goblin knight Panok [event] name=prestart [objectives] summary= _ "Objectives:" [objective] description= _ "Kaleh must reach the exit tunnel at the north edge of the map" condition=win [/objective] [objective] description= _ "Death of Kaleh" condition=lose [/objective] [objective] description= _ "Death of Nym" condition=lose [/objective] [objective] description= _ "Death of Zhul" condition=lose [/objective] {TURNS_RUN_OUT} [gold_carryover] bonus=yes carryover_percentage=40 [/gold_carryover] [/objectives] #recall heroes [recall] id=Nym [/recall] [recall] id=Zhul [/recall] [recall] id=Elyssa [/recall] #initialize variables {VARIABLE naga_ambush no} #close one of the two northern tunnels {RANDOM 1..10} [if] [variable] name=random less_than_equal_to=5 [/variable] [then] #Western tunnel #to cavewall: 10,4 [terrain] x=10 y=4 terrain=Xu [/terrain] [/then] [else] #Eastern tunnel #to cavewall: 25,4 25,6 26,6 also 26,5 24,4 and 25,3 24,2 #to shallow water 25,5 [terrain] x=24,25,25,26,26,25,24 y=4,4,6,5,6,3,2 terrain=Xu [/terrain] [terrain] x=25 y=5 terrain=Wwg [/terrain] [/else] [/if] #on EASY difficulty, weaken orcs by deleting 2 towns #ifdef EASY [terrain] x= 4,23 y=19,11 terrain=Uu [/terrain] #endif # green (side 4) should control southern 4 cave villages at start # 2,15 4,19 6,17 9,16 [capture_village] side=3 x= 2, 4, 6, 9 y=15,19,17,16 [/capture_village] #side 1 (player) controls two villages at start [capture_village] side=1 x=33,39 y=39,38 [/capture_village] {PLACE_IMAGE items/orcish-flag.png 36 33} {PLACE_IMAGE items/orcish-flag2.png 30 33} {PLACE_IMAGE items/orcish-flag.png 30 37} {PLACE_IMAGE items/orcish-flag3.png 31 16} {PLACE_IMAGE items/orcish-flag2.png 33 16} {PLACE_IMAGE items/orcish-flag.png 10 25} {PLACE_IMAGE items/orcish-flag.png 11 24} {PLACE_IMAGE scenery/signpost.png 7 1} #increase max moves by 1 (game engine will increase current moves to match) [object] id=FastGoblinKnight silent=yes [effect] apply_to=movement increase=1 [/effect] [filter] id=Panok [/filter] [/object] # show the area outside the cave if the player found the map last scenario [if] [variable] name=sneak_up boolean_equals=yes [/variable] [then] [remove_shroud] [not] time_of_day_id=underground [/not] radius=1 side=1 [/remove_shroud] [/then] [/if] {CLEAR_VARIABLE random,sneak_up} [/event] # starting dialogue [event] name=start [message] speaker=Nym message= _ "Those mountains are huge! I never thought they would be so big. And what’s that white stuff on the tops of the peaks?" [/message] [message] speaker=Zhul message= _ "I wish Garak were here, he’d know more about these lands than I do. I’ve never been up here, but I heard stories from the few who have made the journey and returned. That white stuff is called snow, Nym, and the mountains are very cold. These smaller hills aren’t as hard to cross, but they are filled with orcs and goblins. It may look peaceful now, but they hide in the many caves and tunnels beneath the surface." [/message] [message] speaker=Kaleh message= _ "I had another vision last night, Eloh told me that we had to continue north, but instead of trying to go over the mountains, she said that we had to go underneath them." [/message] [message] speaker=Nym message= _ "Underneath them? But how?" [/message] [message] speaker=Zhul message= _ "Orcs and goblins have been living here for hundreds of years and their network of tunnels and caves is more extensive than you might think. Who knows how far they go underground? We are ill-prepared for trekking over those frozen peaks. As much as I dislike those pitch-black caves, if we want to cross these mountains we may have no choice." [/message] [message] speaker=Elyssa message= _ "Other creatures besides orcs dig tunnels in the earth. Long ago dwarves mined mountains such as these, and huge trolls like to hide in the deep dark places under the earth. If your god is as omniscient as you seem to think, Kaleh, I wouldn’t be surprised if there were a way to cross under these mountains. I fear no darkness, and you won’t be lacking a source of fire or light." [/message] [message] speaker=Nym message= _ "Well if we are going to go under these mountains, we’re certainly going to have our hands full fighting all those orcs and goblins." [/message] [message] speaker=Zhul message= _ "Indeed. I want to warn you again, Kaleh, this isn’t the desert. The orcs love fighting in hills and caves, and we won’t have the advantages of fighting on the open sands. And with our recent losses we don’t have the numerical advantage we are used to. So we’d best be extra careful. Still if we can clear a path in the hills ahead of us, we should be able to escort our people into the tunnels. And hopefully underground it will be easier to protect them than out in the open." [/message] [message] speaker=Kaleh message= _ "Strike hard and fast and also be careful—right, this is going to be fun." [/message] [/event] # underground area should always have "underground" time, [time_area] x= 0-2, 3, 4, 5, 6, 7, 8, 9, 10, 11,12-13,14-15,16-17,18-21,22-25,26-31, 32, 33,34-38,39-41 y=0-41,0-37,0-34,0-32,0-31,0-29,0-28,0-26,0-23,0-22, 0-21, 0-20, 0-19, 0-18, 0-17, 0-15,0-14,0-15, 0-14, 0-15 {UNDERGROUND} [/time_area] # Event 1: goblins appear in nearby foothills # ambushes player at start of player’s turn after player invades hills [event] name=moveto [filter] x=30-40,23-31 y=28-35,30-40 side=1 [/filter] [event] name=side 1 turn #If Easy: 5 goblins {NAMED_GENERIC_UNIT 2 (Goblin Spearman) 28 37 (Goblin Coward) ( _ "Goblin Coward")} [+unit] profile="portraits/goblins/spearman-2.png" facing=se [/unit] {NAMED_GENERIC_UNIT 2 (Goblin Spearman) 29 33 (Goblin Scout) ( _ "Goblin Scout")} [+unit] facing=se [/unit] {NAMED_GENERIC_UNIT 2 (Goblin Spearman) 38 31 () ( _ "Goblin Scout")} [+unit] facing=se [/unit] {NAMED_GENERIC_UNIT 2 (Goblin Spearman) 37 34 () ( _ "Goblin Scout")} [+unit] facing=se [/unit] {NAMED_GENERIC_UNIT 2 (Goblin Spearman) 25 39 () ( _ "Goblin Scout")} [+unit] facing=ne [/unit] #ifndef EASY #If Medium: +3 goblins (8) {NAMED_GENERIC_UNIT 2 (Goblin Spearman) 26 35 () ( _ "Goblin Scout")} [+unit] facing=se [/unit] {NAMED_GENERIC_UNIT 2 (Goblin Spearman) 33 32 () ( _ "Goblin Scout")} [+unit] facing=se [/unit] {NAMED_GENERIC_UNIT 2 (Goblin Spearman) 27 32 () ( _ "Goblin Scout")} [+unit] facing=se [/unit] #If Hard: +3 goblins (11) #ifdef HARD {NAMED_GENERIC_UNIT 2 (Goblin Spearman) 29 36 () ( _ "Goblin Scout")} [+unit] facing=se [/unit] {NAMED_GENERIC_UNIT 2 (Goblin Spearman) 33 34 () ( _ "Goblin Scout")} [+unit] facing=se [/unit] {NAMED_GENERIC_UNIT 2 (Goblin Spearman) 31 31 () ( _ "Goblin Scout")} [+unit] facing=se [/unit] #endif #endif [message] speaker=Goblin Scout message= _ "Attack!" [/message] [message] speaker=Goblin Coward message= _ "Run away!" [/message] [message] speaker=Zhul message= _ "Goblins are so predictable." [/message] [/event] [/event] # Event 2: naga appear around western guardpost # when player approches western guardpost have a few goblins jump out of # the eastern hills, and a naga or three appear in the lake # Easy: # 1 orcish assassin 23,33 # 3 naga fighters: 20,34 19,33 20,35 # 2 goblins spearmen: 23,32 24,32 24,33 # Medium: 1 orcish slayer, 2 goblin impalers, 1 naga warrior, 2 naga fighters # Hard: 1 orcish slayer, 2 goblin impalers, 3 naga warriors [event] name=naga_attack #1 orcish assassin/slayer summons/leads any goblins #ifdef EASY {NAMED_GENERIC_UNIT 2 (Orcish Assassin) 20 31 (Orac) ( _ "Orac")} #else {NAMED_GENERIC_UNIT 2 (Orcish Slayer) 20 31 (Orac) ( _ "Orac")} #endif #2 nagas appear at edge of lake #ifdef EASY {NAMED_GENERIC_UNIT 2 (Naga Fighter) 17 34 (Scylla) ( _ "Scylla")} #else {NAMED_GENERIC_UNIT 2 (Naga Warrior) 17 34 (Scylla) ( _ "Scylla")} #endif #hack to make Scylla female [+unit] gender=female [/unit] #ifdef HARD {NAMED_GENERIC_UNIT 2 (Naga Warrior) 16 34 () ( _ "Lake Naga")} {NAMED_GENERIC_UNIT 2 (Naga Warrior) 16 35 () ( _ "Lake Naga")} #else {NAMED_GENERIC_UNIT 2 (Naga Fighter) 16 34 () ( _ "Lake Naga")} {NAMED_GENERIC_UNIT 2 (Naga Fighter) 16 35 () ( _ "Lake Naga")} #endif {VARIABLE naga_ambush yes} [/event] [event] name=moveto [filter] x=17-24 y=29-36 side=1 [/filter] [filter_condition] [variable] name=naga_ambush boolean_equals=no [/variable] [/filter_condition] [fire_event] name=naga_attack [/fire_event] #ifdef EASY {NAMED_GENERIC_UNIT 2 (Goblin Spearman) 21 30 () ( _ "Goblin Scout")} {NAMED_GENERIC_UNIT 2 (Goblin Spearman) 17 31 () ( _ "Goblin Scout")} #else {NAMED_GENERIC_UNIT 2 (Goblin Impaler) 21 30 () ( _ "Goblin Scout")} {NAMED_GENERIC_UNIT 2 (Goblin Impaler) 17 31 () ( _ "Goblin Scout")} #endif [message] speaker=Orac message= _ "Come forth, creatures of the lake! Fulfill the oaths you have made and help us drive these hated creatures from our lands." [/message] [message] speaker=Scylla message= _ "Yesss, we remember the oath... Sssslay them all!" # wmllint: no spellcheck # leaving this here because it might have been a reference to the alien? It really isn't clear. # message= _ "Sssslay them all! In the name of the Ssscaled One!" # wmllint: no spellcheck [/message] [/event] #Event 3: The Goblin and The Ring (and maybe the Naga) # When the elves see Panok moving they notice how fast he is [event] name=moveto [filter] id=Panok [filter_vision] side=1 [/filter_vision] [/filter] [message] speaker=Panok message= _ "These elves are stronger than we thought. Send for more reinforcements!" [/message] [message] speaker=Kaleh message= _ "How can he move that fast? He is faster than any goblin rider I have ever seen. It’s almost unnatural." [/message] [/event] # When Panok dies player gets ring and naga ambush is triggered if it # hasn't been already [event] name=last breath [filter] id=Panok [/filter] [message] speaker=Panok message= _ "Gaaghh!!" # wmllint: no spellcheck [/message] [kill] id=Panok animate=yes [/kill] {PLACE_IMAGE items/ring-silver.png $x1 $y1} {CHECK_SPEAKER} [message] speaker=$speaking_unit.id message= _ "Wait a minute. He was wearing a silver ring on one of his fingers. I think the ring might be magical. Maybe that’s why he was moving so fast." [/message] {CLEAR_VARIABLE speaking_unit} # Commented out, since Kaleh has 6 MP now #ifdef __UNUSED__ [message] speaker=Nym message= _ "I think, Kaleh, that you should take the ring." [/message] [message] speaker=Kaleh message= _ "Why me?" [/message] [message] speaker=Nym message= _ "Because you tend to move slowly and if we’re going into the caves you’ll need all the speed you can get. And besides, we can’t afford to lose you; you never know when being able to run a bit faster might be the difference between life and death." [/message] #endif # Get Ring event [event] name=moveto id=take_ring delayed_variable_substitution=no first_time_only=no [filter] x=$x1 y=$y1 side=1 [not] type=Dust Devil [/not] [/filter] [message] speaker=unit message= _ "Should I take this ring?" [option] label= _ "Yes, I’ll take it." [command] [object] id=SpeedyRing name= _ "Ring of Speed" image=items/ring-gold.png description= _ "This ring will increase your maximum speed by 1." [filter] x=$x1 y=$y1 side=1 [/filter] [effect] apply_to=movement increase=1 [/effect] [/object] [remove_item] x=$x1 y=$y1 [/remove_item] [remove_event] id=take_ring [/remove_event] [/command] [/option] [option] label= _ "No, I think someone else should wear it." [command] [allow_undo] [/allow_undo] [/command] [/option] [/message] [/event] #when Panok dies, if player hasn't triggered naga ambush, then units attack #ifndef EASY [if] [variable] name=naga_ambush boolean_equals=no [/variable] [then] [fire_event] name=naga_attack [/fire_event] [message] speaker=Orac message= _ "The elves have killed Panok the goblin! The other goblins may flee to the caves, but we will not give up these hills without a fight. Come forth, creatures of the lake! Fulfill the oaths you have made and help us drive these hated creatures from our lands." [/message] [message] speaker=Scylla message= _ "Yesss, we remember the oath... Sssslay them all!" # wmllint: no spellcheck [/message] [/then] [/if] #endif [/event] # Event 4: elvish unit afraid when entering underground tunnels [event] name=moveto [filter] [filter_location] time_of_day_id=underground [/filter_location] side=1 race=quenoth,elf [not] # Exclude Kaleh lest he potentially talks to himself if he is the first to enter the cave id=Kaleh [/not] [/filter] [allow_undo] [/allow_undo] [message] speaker=$unit.id message= _ "Ugh! These tunnels are pitch black! It’s as bad as fighting in a moonless night, and it stinks of orc filth. I can hardly think of a place I would less like to go into." [/message] [message] speaker=Kaleh message= _ "We have no choice. We cannot cross over these mountains, so we must go beneath them. If the orcs skulk in their tunnels and block our way, we must enter their dark places and fight them, no matter what the conditions." [/message] [message] speaker=Zhul # TODO: Could give more tips here message= _ "Remember, Kaleh, it’s nasty fighting underground. We will be at a disadvantage against orcs and other things that prefer the darkness." [/message] [message] speaker=Elyssa message= _ "Also, any time you find a particularly tough orc blocking a passage, my fireballs can blast him quick enough." [/message] [/event] # Event 5: Goblin guards a chest in NE corner of map [event] name=moveto [filter] x=31-37 y=6-9 side=1 [/filter] {NAMED_NOTRAIT_UNIT 4 (Goblin Impaler) 35 7 (Greebo) ( _ "Greebo")} {PLACE_IMAGE items/chest-plain-closed.png 35 6} [message] speaker=Greebo # wmllint: local spelling shinies orcses message= _ "Greebo keeps shinies safe from nasty orcses. And ’specially stinking elves." [/message] [/event] # Chest contains gold for player [event] name=moveto [filter] x=35 y=6 side=1 [/filter] {PLACE_IMAGE items/chest-plain-open.png 35 6} [sound] name=gold.ogg [/sound] {CHECK_EXPLORER} [message] speaker=$explorer.id message= _ "Looks like he’s been squirreling away his stolen loot in this cave. Not that he had much. Must be hard times." [/message] {CLEAR_VARIABLE explorer} [gold] amount={ON_DIFFICULTY 80 60 40} side=1 [/gold] [/event] #Event 6: Cold dagger [event] name=moveto id=find_dagger first_time_only=no [filter] x=12 y=17 side=1 [not] type=Dust Devil [/not] [/filter] [message] speaker=unit message= _ "How odd. Someone has carved a crude fountain out of the stone at the end of the passage. The freezing water pours out into a large pool. At the bottom of the pool I can see a skeleton still gripping a sword. The blade seems to glow faintly blue. The pool isn’t very deep, I could easily wade in and pick it up. But someone else has carved a crude message in the wall. <i>“If you dare to take this blade here, your greatest fear will surely appear.”</i> It looks like a nice sword, but do I dare chance it?" [option] label= _ "I fear no creature, I will take the blade!" [command] [message] speaker=unit message= _ "The blade is chill to the touch and gives off a cold glow. I wonder how it came to be here." [/message] [object] [filter] x=12 y=17 side=1 [/filter] id=ColdBlade name= _ "Cold Blade" description= _ "The unit who wields this blade will deal cold damage with its melee attack." [effect] apply_to=attack range=melee set_type=cold [/effect] [/object] {NAMED_NOTRAIT_UNIT 3 (Dawarf) 18 14 (Purple Abomination) ( _ "Purple Abomination")} [message] speaker=Purple Abomination message= _ "I am an abomination, please kill me." [/message] [message] speaker=unit message= _ "I’ve seen some ugly creatures in my day, but that thing is just wrong." [/message] [message] speaker=Purple Abomination message= _ "The voices say I have no choice, I must attack!" [/message] [remove_event] id=find_dagger [/remove_event] [/command] [/option] [option] label= _ "I don’t like the sound of this. I’m out of here." [/option] [/message] [/event] #Event 7: End of the River [event] name=moveto # Dust devil is supposed to be mute. This isn't like the other cases, # where Nym could plausibly speak the line, so we just don't trigger the event. [filter] x=3 y=10 side=1 [not] type=Dust Devil [/not] [/filter] [allow_undo] [/allow_undo] [message] speaker=$unit.id message= _ "This is the end of the line. The water is too deep for me to continue any further. I’m freezing cold, wet, and I can’t see a thing. I’m not exactly sure what I’m doing up here. Some strange influence made me want to come up here, but I don’t know what made me think it could be of any good." [/message] [/event] # Event 8: Enter the Assassin/Cloaked Figure (same guy, two names) # When Kaleh enters one of the caves, the cloaked figure pops up next turn # and attacks in a dramatic manner [event] name=moveto [filter] id=Kaleh [filter_location] time_of_day_id=underground [/filter_location] [/filter] [event] # Find the location of Kaleh and then find an adjacent # hex the cloaked figure can pop up in. (any hex that is not impassable) name=new turn [store_locations] [filter] id=Kaleh [/filter] variable=dark_assassin_location [/store_locations] [unit] type=Dark Assassin Cloaked id=Cloaked Figure name= _ "Cloaked Figure" side=5 x,y=$dark_assassin_location.x,$dark_assassin_location.y placement=map passable=yes [modifications] {TRAIT_INTELLIGENT} {TRAIT_RESILIENT} [/modifications] [/unit] {STORE_UNIT_VAR (id="Cloaked Figure") max_hitpoints temp} {VARIABLE_OP temp sub 16} {MODIFY_UNIT (id="Cloaked Figure") max_hitpoints $temp} {MODIFY_UNIT (id="Cloaked Figure") hitpoints $temp} {CLEAR_VARIABLE temp} [modify_unit] [filter] id=Cloaked Figure [/filter] [effect] apply_to=attack increase_damage=-1 [/effect] [/modify_unit] {CLEAR_VARIABLE dark_assassin_location} [delay] time=200 [/delay] [message] speaker=Cloaked Figure image=portraits/cloaked.png message= _ "Kaleh, I am death incarnate." [/message] [message] speaker=Cloaked Figure image=portraits/cloaked.png message= _ "And I shall avenge all those you have killed!" [/message] [/event] [/event] # Death event for dark assassin [event] name=last breath [filter] id=Cloaked Figure [/filter] [message] speaker=Cloaked Figure message= _ "I promise we shall meet again." [/message] [kill] id=Cloaked Figure animate=no fire_event=no [/kill] [message] speaker=Kaleh message= _ "He just disappeared. That’s odd." [/message] [/event] #Event 10: victory if Kaleh moves to north edge of map [event] name=moveto [filter] y=1 side=1 id=Kaleh [/filter] [endlevel] result=victory bonus=yes {NEW_GOLD_CARRYOVER 40} [/endlevel] [/event] #victory event [event] name=victory [message] speaker=Kaleh message= _ "This passage seems different from the other tunnels and caves. It is wide and smooth and leads sharply downwards. I bet this was the way that Eloh was talking about." [/message] [message] speaker=Elyssa message= _ "This is no natural passage, and the walls are too well carved and smooth to be made by orcs. I wouldn’t be surprised if this was once carved out by dwarves. I wonder if there are any still left in these mountains..." [/message] [if] [not] [have_unit] side=2,3,4 canrecruit=yes [/have_unit] [/not] [then] [message] speaker=Zhul message= _ "Having killed all the orc and goblin leaders in the immediate vicinity, we can take our time and should have no trouble bringing the rest of our people down this way. It’s odd, I guess we’re trading the dangers we know for the dangers we don’t. We really are putting our lives in Eloh’s palm; may she guide us as well as she has before." [/message] [/then] [else] [message] speaker=Zhul message= _ "Now that you’ve found the way we should be able to get the rest of our people past the orcs. It’s odd, I guess we’re trading the dangers we know for the dangers we don’t. We really are putting our lives in Eloh’s palm, may she guide as well as she has before." [/message] [/else] [/if] [message] speaker=Nym message= _ "I’ll just be happy when I can breathe fresh air again and see the suns and stars. Still, who knows what we’ll encounter deep under the earth?" [/message] [message] speaker=Kaleh message= _ "Well, there’s only one way to find out." [/message] {CLEAR_VARIABLE naga_ambush} [/event] # if player runs out of time, display time over message [event] name=time over [message] speaker=Kaleh message= _ "We’ve taken too long to get our people into the tunnels! Even more orcs are coming across the foothills from the east and west and flanking us. There’s no way we can kill all these orcs and goblins. We’ll never make it to safety now." [/message] [/event] {UTBS_INCLUDE utils/deaths.cfg} [/scenario]
#textdomain wesnoth-utbs # wmllint: directory spelling Griknagh [scenario] id=05_A_Subterranean_Struggle name= _ "A Subterranean Struggle" next_scenario=06a_In_the_Tunnels_of_the_Trolls {UTBS_MAP 05_A_Subterranean_Struggle.map} victory_when_enemies_defeated=no {UNDERGROUND} {TURNS 48 44 40} #TODO add extra music {SCENARIO_MUSIC "underground.ogg"} {EXTRA_SCENARIO_MUSIC "legends_of_the_north.ogg"} {EXTRA_SCENARIO_MUSIC "the_dangerous_symphony.ogg"} {STORY_A_SUBTERRANEAN_STRUGGLE} [side] side=1 id=Kaleh type=Quenoth Youth canrecruit=yes {GOLD 240 180 120} {INCOME 8 6 4} controller=human shroud=yes fog=no {FLAG_VARIANT long} user_team_name= _ "team_name^Quenoth Elves" [/side] #Side=2 troll 1 (blue) [side] no_leader=yes side=2 gold=0 income=0 controller=ai shroud=no fog=no hidden=yes team_name=trolls user_team_name= _ "team_name^Trolls" recruit=Troll Whelp, Troll, Troll Rocklobber [ai] recruitment_pattern=fighter,fighter,mixed fighter aggression=0.8 caution=0.05 grouping=offensive # as an ally, the AI can block the first keep [avoid] x,y=28-30,26-27 [/avoid] [goal] name=target [criteria] side=1 [/criteria] value=10 [/goal] [goal] name=target [criteria] side=4 [/criteria] value=9 [/goal] [goal] name=target [criteria] side=5 [/criteria] value=9 [/goal] [/ai] [/side] #Side=3 troll 2 (green) [side] side=3 no_leader=yes gold=0 income=0 controller=ai shroud=no fog=no hidden=yes team_name=trolls user_team_name= _ "team_name^Trolls" recruit=Troll Whelp, Troll, Troll Rocklobber [ai] recruitment_pattern=fighter,fighter,mixed fighter aggression=0.8 caution=0.05 grouping=offensive # as an ally, the AI can block the first keep [avoid] x,y=28-30,26-27 [/avoid] [goal] name=target [criteria] side=1 [/criteria] value=10 [/goal] [goal] name=target [criteria] side=4 [/criteria] value=9 [/goal] [goal] name=target [criteria] side=5 [/criteria] value=9 [/goal] [/ai] [/side] #Side=4 dwarf 1 (yellow) [side] side=4 no_leader=yes gold=0 income=0 controller=ai shroud=no fog=no hidden=yes team_name=dwarves user_team_name= _ "team_name^Dwarves" recruit=Dwarvish Fighter, Dwarvish Steelclad, Dwarvish Thunderer, Dwarvish Guardsman [ai] aggression=0.8 caution=0.05 grouping=offensive # as an ally, the AI can block the first keep [avoid] x,y=28-30,26-27 [/avoid] [goal] name=target [criteria] side=1 [/criteria] value=10 [/goal] [goal] name=target [criteria] side=2 [/criteria] value=9 [/goal] [goal] name=target [criteria] side=3 [/criteria] value=9 [/goal] [/ai] {FLAG_VARIANT knalgan} [/side] #Side=5 dwarf 2 (purple) [side] side=5 no_leader=yes gold=0 income=0 controller=ai shroud=no fog=no hidden=yes team_name=dwarves user_team_name= _ "team_name^Dwarves" recruit=Dwarvish Fighter, Dwarvish Steelclad, Dwarvish Thunderer, Dwarvish Guardsman [ai] aggression=0.8 caution=0.05 grouping=offensive # as an ally, the AI can block the first keep [avoid] x,y=28-30,26-27 [/avoid] [goal] name=target [criteria] side=1 [/criteria] value=10 [/goal] [goal] name=target [criteria] side=2 [/criteria] value=9 [/goal] [goal] name=target [criteria] side=3 [/criteria] value=9 [/goal] [/ai] {FLAG_VARIANT knalgan} [/side] #Side=6 Ants [side] side=6 no_leader=yes gold=0 income=0 controller=ai shroud=no fog=no hidden=yes color=white [ai] aggression=0.8 caution=0.1 village_value=0 recruitment_pattern=fighter,fighter,fighter,fighter #causes ants to target cave spider [goal] name=target [criteria] type=Cave Spider [/criteria] value=150 [/goal] [goal] name=target [criteria] side=1 [/criteria] value=100 [/goal] passive_leader=yes [/ai] [/side] #Side=7 Assassin & Cave Spider [side] side=7 no_leader=yes gold=0 income=0 controller=ai shroud=yes fog=no hidden=yes color=teal [ai] aggression=0.90 caution=0.10 [/ai] [/side] # Prestart functions: # set starting scenario objectives # increase cost of recruiting units # place item images on map # recall main heroes # initialize starting variable # create elf units # create AI=guardian starting units # initiate assassin trigger variable #fires lighting central cavern {ANIMATED_CAMPFIRE 31 32} {ANIMATED_CAMPFIRE 33 21} [event] name=prestart #set starting scenario objectives [objectives] [objective] description= _ "Explore underground" condition=win [show_if] [have_unit] race=troll,dwarf count=0 [/have_unit] [/show_if] [/objective] [objective] description= _ "Defeat troll leaders" condition=win [show_if] {VARIABLE_CONDITIONAL ally_race equals "dwarf"} [have_unit] canrecruit=yes race=troll [/have_unit] [/show_if] [/objective] [objective] description= _ "Defeat dwarf leaders" condition=win [show_if] {VARIABLE_CONDITIONAL ally_race equals "troll"} [have_unit] canrecruit=yes race=dwarf [/have_unit] [/show_if] [/objective] [objective] description= _ "Defeat the Cloaked Figure" condition=win [show_if] [have_unit] # wmllint: recognize Cloaked Figure id=Cloaked Figure [/have_unit] [/show_if] [/objective] [objective] description= _ "Death of Kaleh" condition=lose [/objective] [objective] description= _ "Death of Nym" condition=lose [/objective] [objective] description= _ "Death of Zhul" condition=lose [/objective] [objective] description= _ "Death of Fundin" condition=lose [show_if] {VARIABLE_CONDITIONAL ally_race equals "dwarf"} [/show_if] [/objective] [objective] description= _ "Death of Nori" condition=lose [show_if] {VARIABLE_CONDITIONAL ally_race equals "dwarf"} [/show_if] [/objective] [objective] description= _ "Death of Thungar" condition=lose [show_if] {VARIABLE_CONDITIONAL ally_race equals "troll"} [/show_if] [/objective] [objective] description= _ "Death of Gnarl" condition=lose [show_if] {VARIABLE_CONDITIONAL ally_race equals "troll"} [/show_if] [/objective] {TURNS_RUN_OUT} [gold_carryover] bonus=yes carryover_percentage=40 [/gold_carryover] [/objectives] {INCREASE_RECRUIT_COSTS 1} #central cavern furnishings {PLACE_IMAGE items/rock-cairn3.png 42 21} # this image is in a different folder because it is not in core, just campaign {PLACE_IMAGE scenery/rock-cairn.png 38 20} {PLACE_IMAGE scenery/rock-cairn2.png 30 20} {PLACE_IMAGE items/burial.png 27 33} {PLACE_IMAGE items/burial2.png 35 34} {PLACE_IMAGE items/burial.png 43 33} #recall heroes [recall] id=Nym [/recall] [recall] id=Zhul [/recall] [recall] id=Elyssa [/recall] # If Elyssa the Mage isn't there, boost starting group a bit [if] [not] [have_unit] id=Elyssa [/have_unit] [/not] [then] [unit] type=Quenoth Flanker name= _ "Rygar" x=6 y=24 side=1 [modifications] {TRAIT_LOYAL} {TRAIT_RESILIENT} [/modifications] [/unit] [unit] type=Quenoth Fighter name= _ "Nantheos" x=5 y=25 side=1 [modifications] {TRAIT_LOYAL} {TRAIT_STRONG} [/modifications] [/unit] [/then] [/if] {VARIABLE assassin_triggered no} [/event] # starting events [event] name=start # starting dialogue [if] [have_unit] id=Elyssa [/have_unit] [then] [message] speaker=Kaleh message= _ "You mentioned that dwarves and trolls often lived underground, Elyssa. I’ve only heard myths, have you ever met a dwarf or a troll?" [/message] [message] speaker=Elyssa message= _ "No I haven’t, I don’t often explore underground unless I have to. There are lots of nasty things that lurk far away from the light of the suns. But I’ve read a bit about them, and have even met a few people who had dealings with dwarves." [/message] [message] speaker=Nym message= _ "What are dwarves like?" [/message] [message] speaker=Elyssa message= _ "They’re a proud people, and some would say greedy. They love their gold and fine metals, and forge many beautiful things. I should warn you, they have little liking for elves. There was some betrayal many years ago, though I don’t know what happened." [/message] [message] speaker=Kaleh message= _ "And what about trolls? I’m not sure I’d want to meet one face to face." [/message] [message] speaker=Elyssa message= _ "Trolls and dwarves are natural enemies, living so close together. And many would say trolls are little more than brutes and savages. Trolls are huge and very strong, with skin as hard as stone, and can be fearsome foes. But I knew one man long ago who traded with a group of trolls and said they were quite honorable, as long as you didn’t try to cheat them." [/message] [message] speaker=Zhul message= _ "Well, with Eloh’s guidance, I hope we find these tunnels deserted. I’ll be happy if our biggest problem is not getting lost. I have little wish to meet either dwarves or trolls. But Eloh will watch over us." [/message] [message] speaker=Kaleh message= _ "Will she? I got the impression she was powerless underground." [/message] [message] speaker=Zhul message= _ "Where did you get that idea? Certainly Eloh is strongest during the day, when the suns are shining down on us. But it is said that even in the darkest of nights she will protect her faithful. And back during the Golden Age holy elven warriors led great crusades against orcs and other foul things that hid underground, killing them with Eloh’s aid. Faith is our shield, Kaleh. I think you should keep your doubts to yourself; it would not do to unduly worry our people. Eloh will always protect us, if we follow her path." [/message] [message] speaker=Kaleh message= _ "Then let us hope the rest of our journey may be as uneventful as it has been this far." [/message] [/then] [else] [message] speaker=Kaleh message= _ "I’ve heard of dwarves, but do you have any idea, Zhul, what kinds of creatures we might encounter underground?" [/message] [message] speaker=Zhul message= _ "These tunnels are foreign to me; I know little more than you do. All I know about dwarves is from the few tales from the Golden Age." [/message] [message] speaker=Nym message= _ "What are they like?" [/message] [message] speaker=Zhul message= _ "They lived deep under the earth, mining gold and fine metals and forging many beautiful things. We were once allies during the Golden Age, but in the strife and chaos of the fall we lost all contact. I don’t know if any survived. But in the golden age they were very helpful in our wars against the orcs and trolls." [/message] [message] speaker=Kaleh message= _ "What are trolls?" [/message] [message] speaker=Zhul message= _ "Trolls were huge gray creatures as big as giants and very strong. They were reclusive creatures, hiding underground. We never had much contact with them, though some fought with the orcs in the great wars. They were mighty warriors. I’m sure they have all died off; I certainly would never want to meet one face to face." [/message] [message] speaker=Zhul message= _ "But with Eloh’s guidance, I hope we find these tunnels deserted. I’d be happy if our biggest problem is not getting lost. Still, even underground Eloh will watch over us." [/message] [message] speaker=Kaleh message= _ "Will she? I got the impression she was powerless underground." [/message] [message] speaker=Zhul message= _ "Where did you get that idea? Certainly Eloh is strongest during the day, when the suns are shining down on us. But it is said that even in the darkest of nights she will protect her faithful. And back during the Golden Age holy elven warriors led great crusades against orcs and other foul things that hid underground, killing them with Eloh’s aid. Faith is our shield, Kaleh. I think you should keep your doubts to yourself; it would not do to unduly worry our people. Eloh will always protect us, if we follow her path." [/message] [message] speaker=Kaleh message= _ "Then let us hope the rest of our journey may be as uneventful as it has been this far." [/message] [/else] [/if] [/event] # Event 1: Spider and Ants [event] name=moveto [filter] x=12-18 y=20-29 side=1 [/filter] [message] speaker=Nym message= _ "All I’m saying is that these tunnels aren’t as bad as I expected." [/message] [message] speaker=Kaleh # wmllint: local spelling Shhh message= _ "Shhh! Did you hear something?" [/message] [remove_shroud] side=1 x=11-19 y=24-27 [/remove_shroud] #make ants easy: 3 medium: 4 hard: 5 {NOTRAIT_UNIT 6 (Giant Ant) 17 26} {NOTRAIT_UNIT 6 (Giant Ant) 17 27} {NOTRAIT_UNIT 6 (Giant Ant) 18 26} #ifndef EASY {NOTRAIT_UNIT 6 (Giant Ant) 18 27} #endif #ifdef HARD {NOTRAIT_UNIT 6 (Giant Ant) 19 27} #endif #make spider {NOTRAIT_UNIT 7 (Cave Spider) 4 25} [redraw] [/redraw] [scroll_to_unit] type=Giant Ant [/scroll_to_unit] [delay] time=400 [/delay] [message] speaker=Zhul message= _ "Ants. Very big ants. Maybe they won’t be hostile." [/message] [scroll_to_unit] type=Cave Spider [/scroll_to_unit] [delay] time=400 [/delay] [message] speaker=Kaleh message= _ "On the other hand, that spider probably is." [/message] [message] speaker=Nym message= _ "Caught between a spider and its prey. Not a good place to be." [/message] [/event] # If player escapes cave spider, then reward player by killing it [event] name=moveto [filter] x=18-24 y=26-29 side=1 [/filter] [if] [have_unit] type=Cave Spider [/have_unit] [then] [kill] type=Cave Spider animate=yes [/kill] [message] speaker=Nym message= _ "Whoa! Did you see that? That huge stalactite just fell and crushed the spider. Aren’t we lucky!" [/message] [message] speaker=Zhul message= _ "Eloh must indeed be watching over us." [/message] [/then] [/if] [/event] # When player approaches large cavern, a dying dwarf runs out and yells a warning. [event] name=moveto [filter] x=18-24 y=26-28 side=1 [/filter] [message] speaker=Nym message= _ "You know, if all we discover down here are insects, I’ll be very disappointed." [/message] [if] [have_unit] id=Elyssa [/have_unit] [then] [message] speaker=Elyssa message= _ "Spiders aren’t insects." [/message] [message] speaker=Nym message= _ "Thanks for the clarification." [/message] [/then] [/if] [unit] type=Dwarvish Fighter side=4 hitpoints=12 id=Wounded Dwarf x=25 y=28 [/unit] [move_unit] id=Wounded Dwarf to_x=25,24,23,22,21 to_y=28,28,29,28,29 [/move_unit] [message] speaker=Wounded Dwarf message= _ "Help! They’re everywhere!" [/message] [kill] id=Wounded Dwarf animate=yes [/kill] [message] speaker=Kaleh message= _ "Nym, your timing is impeccable." [/message] [if] [have_unit] id=Elyssa [/have_unit] [then] [message] speaker=Elyssa message= _ "That’s a dwarf, but it looks like he’s been beaten to a pulp." [/message] [/then] [else] [message] speaker=Zhul message= _ "Short and hairy, he must be a dwarf. But he’s been beaten to a pulp." [/message] [/else] [/if] [message] speaker=Kaleh message= _ "I don’t know what ‘they’ are, but we can’t go back. Prepare yourselves for anything, everyone." [/message] [/event] # Event 2: Entering the large cavern #player chooses one side (trolls or dwarves) then: #assign allies #create troll and dwarf leaders #create dwarf and troll defenders, make one side attackers #change ally and enemy gold/income #capture all villages, destroy ally's tunnel villages #seal off exits from allies caves [event] name=moveto [filter] x=24-74 y=20-34 side=1 [/filter] #create 14 dwarves and 12 trolls #dwarves: # 2 dwarvish steelclads, 3 dwarvish fighters, 1 dwarvish thunderguard, 2 dwarvish thunderers, 2 dwarvish guardsmen, 1 dwarvish ulfserker, 1 dwarvish steelclad (captain), and 1 dwarvish pathfinder and 1 dwarvish scout #trolls: # 6 troll whelps, 2 trolls, 2 troll rocklobbers, 1 shaman, 1 shaman leader # on EASY and NORMAL, reduce number of trolls and dwarves # if EASY: # Dwarves: remove 1 fighter (39,21), and 1 thunderer (35,20) # Trolls: remove 2 troll whelps (37,32) (34,34) # turn troll rocklobber into a whelp (33,32) # if NORMAL: # Dwarves: remove 1 fighter (39,21) # Trolls: remove 2 troll whelps (37,32) (34,34) #Western side #battling over the castle #1 dwarvish fighter, 1 dwarvish thunderer, 1 dwarvish guardsman #define DEFENDER SIDE TYPE X Y ROLE_STRING NAME_STRING [unit] side={SIDE} type={TYPE} name={NAME_STRING} x={X} y={Y} random_traits=yes role={ROLE_STRING} [/unit] #enddef {NAMED_UNIT 4 (Dwarvish Fighter) 30 27 first_dwarf ( _ "Dwarf Defender") (role=Dwarf Defender)} {NAMED_UNIT 4 (Dwarvish Thunderer) 30 25 second_dwarf ( _ "Dwarf Defender") (role=Dwarf Defender)} {DEFENDER 4 (Dwarvish Guardsman) 29 30 (Dwarf Defender) ( _ "Dwarf Defender")} #2 troll whelps {DEFENDER 3 (Troll Whelp) 31 30 (Troll Defender) ( _ "Troll Defender")} {DEFENDER 2 (Troll Whelp) 29 28 (Troll Defender) ( _ "Troll Defender")} #western reinforcements #1 dwarvish berserker, 1 dwarvish steelclad (captain), 1 dwarvish fighter, (added: 1 dwarvish scout) {DEFENDER 4 (Dwarvish Ulfserker) 30 21 (Dwarf Defender) ( _ "Dwarf Defender")} {NAMED_GENERIC_UNIT 4 (Dwarvish Steelclad) 32 20 (Dwarf Leader) ( _ "Dwarf Leader")} {DEFENDER 5 (Dwarvish Fighter) 34 22 (Dwarf Defender) ( _ "Dwarf Defender")} {DEFENDER 4 (Dwarvish Scout) 34 26 (Dwarf Defender) ( _ "Dwarf Defender")} #2 troll whelps, 1 troll rocklobber, 1 shaman (captain) {DEFENDER 2 (Troll Whelp) 29 31 (Troll Defender) ( _ "Troll Defender")} #unit was originally a troll #ifdef HARD {DEFENDER 2 (Troll Whelp) 34 31 (Troll Defender) ( _ "Troll Defender")} #endif #ifdef EASY {DEFENDER 2 (Troll Whelp) 33 32 (Troll Defender) ( _ "Troll Defender")} #else {DEFENDER 2 (Troll Rocklobber) 33 32 (Troll Defender) ( _ "Troll Defender")} #endif {NAMED_GENERIC_UNIT 2 (Troll Shaman) 28 33 (Troll Leader) ( _ "Troll Leader")} #Center #1 dwarvish thunderer (N village) #ifndef EASY {DEFENDER 5 (Dwarvish Thunderer) 35 20 (Dwarf Defender) ( _ "Dwarf Defender")} #endif #Eastern side #battling over the center #1 dwarvish steelclad, 1 dwarvish guardsman, 1 dwarvish thunderer #1 dwarvish pathfinder {DEFENDER 5 (Dwarvish Steelclad) 40 26 (Dwarf Defender) ( _ "Dwarf Defender")} {DEFENDER 5 (Dwarvish Guardsman) 39 24 (Dwarf Defender) ( _ "Dwarf Defender")} {DEFENDER 5 (Dwarvish Thunderer) 42 23 (Dwarf Defender) ( _ "Dwarf Defender")} {DEFENDER 5 (Dwarvish Pathfinder) 44 26 (Dwarf Defender) ( _ "Dwarf Defender")} #1 troll whelp, 1 troll, 1 troll rocklobber {DEFENDER 2 (Troll Whelp) 41 27 (Troll Defender) ( _ "Troll Defender")} {DEFENDER 3 (Troll) 42 29 (Troll Defender) ( _ "Troll Defender")} {DEFENDER 3 (Troll Rocklobber) 39 29 (Troll Defender) ( _ "Troll Defender")} #eastern reinforcements #1 dwarvish steelclad, 1 dwarvish fighter {DEFENDER 5 (Dwarvish Steelclad) 42 21 (Dwarf Defender) ( _ "Dwarf Defender")} #ifdef HARD {DEFENDER 5 (Dwarvish Fighter) 39 21 (Dwarf Defender) ( _ "Dwarf Defender")} #endif #2 troll whelps, 1 shaman #ifdef HARD {DEFENDER 3 (Troll Whelp) 37 32 (Troll Defender) ( _ "Troll Defender")} #endif {DEFENDER 3 (Troll Whelp) 42 32 (Troll Defender) ( _ "Troll Defender")} {DEFENDER 3 (Troll Shaman) 44 31 (Troll Defender) ( _ "Troll Defender")} #undef DEFENDER # wmllint: recognize Dwarf Defender # wmllint: recognize Troll Defender [redraw] [/redraw] #reveal large cave x: 25-47 y: 19-35 [remove_shroud] side=1 x=25-47 y=19-35 [/remove_shroud] #dwarf/troll/elf dialogue {CHECK_EXPLORER} [message] speaker=$explorer.id message= _ "Whoa." [/message] # Unhide the dwarves' and trolls' sides [modify_side] side=2,3,4,5 hidden=no [/modify_side] [scroll_to_unit] x,y=34,22 [/scroll_to_unit] [delay] time=400 [/delay] [scroll_to_unit] x,y=42,23 [/scroll_to_unit] [delay] time=400 [/delay] [scroll_to_unit] x,y=42,29 [/scroll_to_unit] [delay] time=400 [/delay] [scroll_to_unit] x,y=33,32 [/scroll_to_unit] [delay] time=400 [/delay] [scroll_to_unit] x,y=29,27 [/scroll_to_unit] [delay] time=400 [/delay] [message] speaker=Nym message= _ "I think I preferred the spider and the ants..." [/message] [message] speaker=Dwarf Leader message= _ "Stand firm, boys, here they come!" [/message] [message] speaker=Troll Leader message= _ "You invade our tunnels, you slaughter our people, by Griknagh we will make you pay!" [/message] [message] speaker=Dwarf Leader message= _ "Tenacious savages, aren’t they? But these tunnels are rich in ore, and we won’t let a couple of trolls keep them from us." [/message] [message] speaker=Troll Leader message= _ "Wait... What... Who are you?" [/message] [message] speaker=Kaleh message= _ "Uh..." [/message] [message] speaker=Dwarf Leader message= _ "What by the names of my forefathers are they?" [/message] [message] speaker=first_dwarf message= _ "Wait a minute... Vacuous eyes, pointy ears — they must be elves." [/message] [message] speaker=second_dwarf message= _ "Elves?! What in the nine hells are elves doing down here?" [/message] [message] speaker=Dwarf Leader message= _ "Never mind that, who are you?" [/message] [message] speaker=Kaleh message= _ "I am Kaleh, and we are the Quenoth Elves. What in Eloh’s name is going on here?" [/message] [message] speaker=Troll Leader message= _ "They invade our land and kill our young. Dwarves always want more, always greedy for glittery rocks." [/message] [message] speaker=Dwarf Leader message= _ "Those monsters killed me boys. Kaleh, if you be of stout heart, help us drive these lummoxes from our tunnels." [/message] [message] speaker=Troll Leader message= _ "No, this is our home. Help us, little ones, and we will help you." [/message] [message] speaker=Zhul message= _ "There’s too many of them for us to try to take them both on, and besides with all these branching tunnels we’ll have no idea which way to go. I think we should take them up on their offer; ally ourselves with one of the factions so we can get their help in finding a way back to the surface." [/message] [message] speaker=Nym message= _ "But even if we do, what about all of our people? How can we safely escort them through this war zone?" image=portraits/nym_moody.png [/message] [message] speaker=Kaleh message= _ "We won’t. If we keep the majority of our people hidden back up the passage we should be able to protect them, at least for a little while. In the meantime, we’ll go ahead and try to sort out this mess. I think you’re right Zhul, if we’re lucky we may just be able to negotiate a safe passage out of here." [/message] #choose side to ally with #set ally variable (1=dwarf 2=troll) and change elvish allegiance [message] speaker=$explorer.id message= _ "But they both look evenly matched. Who should we ally with?" [option] label= _ "Let’s aid the dwarves." [command] [set_variable] name=ally_race value="dwarf" [/set_variable] [modify_side] side=1 team_name=dwarves user_team_name= _ "team_name^Dwarves" [/modify_side] [message] speaker=Troll Leader message= _ "Bah! Your kind all the same. Everyone turns on trolls. But you’ll see, Griknagh will smash you all." [/message] [/command] [/option] [option] label= _ "Let’s aid the trolls." [command] [set_variable] name=ally_race value="troll" [/set_variable] [modify_side] side=1 team_name=trolls user_team_name= _ "team_name^Trolls" [/modify_side] [message] speaker=Dwarf Leader message= _ "I knew elves couldn’t be trusted. Foolish boy, you will regret your betrayal. Taste dwarven steel!" [/message] [/command] [/option] [/message] # change music playing [music] name=battle.ogg immediate=yes [/music] [message] speaker=$explorer.id message= _ "There seems to be an abandoned dwarvish fortress right in front of us. If we can fight our way to the keep, we should be able to start rallying our warriors to help in the battle." [/message] {CLEAR_VARIABLE explorer} #add enemy units in tunnels who will arrive in main cavern at turn 2 [if] [variable] name=ally_race equals="dwarf" [/variable] [then] # EASY: add 3 troll whelps, MED: add 3 trolls HARD: add 4 trolls # (on easier difficulties, remove trolls closest to elves) #ifdef HARD {NAMED_GENERIC_UNIT 2 (Troll Whelp) 25 36 () ( _ "Troll Skirmisher")} #endif {NAMED_GENERIC_UNIT 3 (Troll Whelp) 33 38 () ( _ "Troll Skirmisher")} {NAMED_GENERIC_UNIT 3 (Troll Whelp) 42 35 () ( _ "Troll Skirmisher")} {NAMED_GENERIC_UNIT 3 (Troll Whelp) 46 35 () ( _ "Troll Skirmisher")} [/then] [else] # add 3-4 dwarf enemies # if EASY difficulty, then remove Dwarvish Thunderer # (was a dwarvish steelclad) {NAMED_GENERIC_UNIT 4 (Dwarvish Fighter) 26 18 () ( _ "Dwarf Skirmisher")} {NAMED_GENERIC_UNIT 4 (Dwarvish Pathfinder) 28 18 () ( _ "Dwarf Skirmisher")} {NAMED_GENERIC_UNIT 5 (Dwarvish Berserker) 38 18 () ( _ "Dwarf Skirmisher")} #ifndef EASY {NAMED_GENERIC_UNIT 5 (Dwarvish Thunderguard) 44 19 (Dwarf Thunderer) ( _ "Dwarf Thunderer")} #endif {NAMED_GENERIC_UNIT 5 (Dwarvish Scout) 43 18 () ( _ "Dwarf Skirmisher")} [/else] [/if] #increase recruitment options for enemies #set gold/income for allies and enemies # I think the trolls are slightly more powerful than the dwarves # So I'm giving trolls 2 less income than dwarves [if] [variable] name=ally_race equals=dwarf [/variable] [then] #ally with dwarves [allow_recruit] type=Troll Shaman side=2,3 [/allow_recruit] #allies [modify_side] [filter_side] side=4,5 [/filter_side] {INCOME -2 -3 -4} {GOLD 50 40 30} [/modify_side] #enemies [modify_side] [filter_side] side=2,3 [/filter_side] {INCOME 8 12 16} {GOLD 100 150 200} [/modify_side] [modify_unit] [filter] role=Troll Defender [/filter] name= _ "Troll Skirmisher" [/modify_unit] # destroy dwarvish villages in tunnels and add troll villages [terrain] x=28,35 y=19,14 terrain=Uu [/terrain] [terrain] x=36,43 y=17,18 terrain=Xu [/terrain] [terrain] x=25,34,47,37 y=36,37,36,47 terrain=Uu^Vu [/terrain] [/then] [else] #ally with trolls #ulfserkers are too deadly, especially for elves with no defense [allow_recruit] type=Dwarvish Pathfinder side=4,5 [/allow_recruit] #allies [modify_side] [filter_side] side=2,3 [/filter_side] {INCOME -2 -3 -4} {GOLD 50 40 30} [/modify_side] #enemies [modify_side] [filter_side] side=4,5 [/filter_side] {INCOME 9 13 17} {GOLD 100 150 200} [/modify_side] [modify_unit] [filter] role=Dwarf Defender [/filter] name= _ "Dwarf Skirmisher" [/modify_unit] [/else] [/if] #create 2 dwarf leaders (26,12) (45,13) [unit] type=Dwarvish Explorer id=Fundin name= _ "Fundin" canrecruit=yes x=26 y=12 side=4 [modifications] {TRAIT_RESILIENT} [/modifications] [/unit] [unit] type=Dwarvish Explorer id=Nori name= _ "Nori" canrecruit=yes x=45 y=13 side=5 [modifications] {TRAIT_STRONG} {TRAIT_QUICK} [/modifications] [/unit] #create 2 troll leaders (26,40) (46,42) [unit] type=Troll Warrior id=Thungar name= _ "Thungar" canrecruit=yes x=26 y=40 side=2 [modifications] {TRAIT_RESILIENT} [/modifications] [/unit] [unit] type=Troll Warrior id=Gnarl name= _ "Gnarl" canrecruit=yes x=46 y=42 side=3 [modifications] {TRAIT_STRONG} {TRAIT_QUICK} [/modifications] [/unit] # capture villages for each troll/dwarf leader # troll 1 (side2) # in troll cave and western tunnels [capture_village] x,y=22-35,36-43 side=2 [/capture_village] # in main cavern [capture_village] x,y=36,32 side=2 [/capture_village] # troll 2 (side3) # in troll cave and eastern tunnels [capture_village] x,y=37-50,36-47 side=3 [/capture_village] # in main cavern [capture_village] x,y=31,30 side=3 [/capture_village] [capture_village] x,y=26,28 side=3 # This village is closest to the cavern entrance and could be captured by the player as the event is triggered [not] owner_side=1 [/not] [/capture_village] # dwarf 1 (side4) # in dwarf cave and western tunnels [capture_village] x,y=24-35,8-19 side=4 [/capture_village] # in main cavern [capture_village] x,y=28,24 side=4 [/capture_village] [capture_village] x,y=35,27 side=4 [/capture_village] [capture_village] x,y=35,27 side=4 [/capture_village] # dwarf 2 (side5) # in dwarf cave and eastern tunnels [capture_village] x,y=36-51,10-18 side=5 [/capture_village] # in main cavern [capture_village] x,y=40,26 side=5 [/capture_village] [show_objectives] [/show_objectives] [fire_event] name=queue_battle_events [/fire_event] [/event] # Event 3: Enemy counter-attack (Battle Turn 3) # if fighting dwarves: (3,4,5) # run 2 dwarvish thunderguards down to western threatre, # and 1 down to eastern bottleneck # if fighting trolls: (3,4,5) # run 2 troll shamans up to western threatre, and 1 up to eastern # bottleneck (reduced to 1 on each side) [event] name=enemy_attack [if] [variable] name=ally_race equals=dwarf [/variable] [then] #if allied with dwarves #west side [move_unit_fake] type=Troll Shaman side=2 x=27,27,28 y=39,33,32 [/move_unit_fake] {NAMED_GENERIC_UNIT 2 (Troll Shaman) 28 32 (Troll Flamecaster) ( _ "Troll Flamecaster")} #ifdef HARD [move_unit_fake] type=Troll Shaman side=2 x=33,33,32 y=39,33,32 [/move_unit_fake] {NAMED_GENERIC_UNIT 2 (Troll Shaman) 32 32 () ( _ "Troll Flamecaster")} #endif #east side [move_unit_fake] type=Troll Shaman side=3 x=38,42,42,41 y=37,35,29,29 [/move_unit_fake] {NAMED_GENERIC_UNIT 3 (Troll Shaman) 41 29 () ( _ "Troll Flamecaster")} #ifndef EASY [move_unit_fake] type=Troll Shaman side=3 x=45,45 y=40,30 [/move_unit_fake] {NAMED_GENERIC_UNIT 3 (Troll Shaman) 45 30 () ( _ "Troll Flamecaster")} #endif [message] speaker=Troll Flamecaster message= _ "Burn, burn and die!" [/message] [color_adjust] red,green,blue=255,0,0 [/color_adjust] [redraw] [/redraw] [sound] name=fire.wav [/sound] [delay] time=100 [/delay] [color_adjust] red,green,blue=0,0,0 [/color_adjust] [redraw] [/redraw] [message] speaker=Dwarf Leader message= _ "Dive for cover!" [/message] [message] speaker=Kaleh message= _ "Those new troll shamans are decimating the dwarves with blasts of fire! This doesn’t look good." [/message] [store_unit] [filter] role="Dwarf Defender" x=24-46 y=19-35 [/filter] variable=victims kill=no [/store_unit] #if easy kill 50% #if medium kill 60% #if hard kill 80% {VARIABLE deaths $victims.length} {VARIABLE_OP deaths multiply {ON_DIFFICULTY 0.6 0.7 0.8}} {VARIABLE_OP deaths round 0} #{DEBUG_MSG "Killing $deaths defenders out of $victims.length"} {VARIABLE i 1} {REPEAT $deaths ( {RANDOM "1..$victims.length"} {VARIABLE_OP random sub 1} {VARIABLE casualty $victims[$random].id} #have some dwarves scream as they die [switch] variable=i [case] value=1 [message] id=$casualty message= _ "Aauughh!" [/message] [/case] [case] value=2 [message] id=$casualty message= _ "No...!" [/message] [/case] [case] value=3 [message] id=$casualty message= _ "Help me!!" [/message] [/case] [/switch] [kill] id=$casualty animate=yes fire_event=no [/kill] {VARIABLE_OP i add 1} # Update the victims array [store_unit] [filter] find_in=victims [not] id=$casualty [/not] [/filter] variable=victims kill=no [/store_unit] )} [message] speaker=Dwarf Leader message= _ "More accursed troll magic. Fall back!" [/message] [message] speaker=Dwarf Leader # wmllint: local spelling hurtin' message= _ "I need to go back and rally more reinforcements. We’re hurtin’, Kaleh, I’ll need your men to cover for us. Do your best, boy, and may your ancestors watch over you." [/message] [kill] id=Dwarf Leader animate=no [/kill] [/then] [else] #if allied with trolls #west side [move_unit_fake] type=Dwarvish Thunderguard side=4 x=26,27,28,29,30,30,30,30 y=18,19,19,19,19,20,21,22 [/move_unit_fake] {NAMED_GENERIC_UNIT 4 (Dwarvish Thunderguard) 30 22 (Dwarf Grenadier) ( _ "Dwarf Grenadier")} [move_unit_fake] type=Dwarvish Thunderguard side=4 x=26,27,28,29,30,30,31,32,32 y=18,19,19,19,19,20,21,21,22 [/move_unit_fake] {NAMED_GENERIC_UNIT 4 (Dwarvish Thunderguard) 32 22 () ( _ "Dwarf Grenadier")} #ifdef HARD [move_unit_fake] type=Dwarvish Thunderguard side=4 x=26,27,28,29,30,30,31,32,33,34 y=18,19,19,19,19,20,21,21,22,22 [/move_unit_fake] {NAMED_GENERIC_UNIT 4 (Dwarvish Thunderguard) 34 22 () ( _ "Dwarf Grenadier")} #endif #east side [move_unit_fake] type=Dwarvish Thunderguard side=5 x=45,44,44,43,42,41,41,40 y=18,18,19,20,20,21,22,22 [/move_unit_fake] {NAMED_GENERIC_UNIT 5 (Dwarvish Thunderguard) 40 22 () ( _ "Dwarf Grenadier")} #ifndef EASY [move_unit_fake] type=Dwarvish Thunderguard side=5 x=45,44,44,43,43,42,42 y=18,18,19,20,21,21,22 [/move_unit_fake] {NAMED_GENERIC_UNIT 5 (Dwarvish Thunderguard) 42 22 () ( _ "Dwarf Grenadier")} #endif [message] speaker=Dwarf Grenadier message= _ "Let’s blast those monsters back to the pits they spawned from! Fire in the hole!" [/message] [color_adjust] red,green,blue=255,0,0 [/color_adjust] [redraw] [/redraw] [sound] name=thunderstick.ogg [/sound] [delay] time=100 [/delay] [color_adjust] red,green,blue=0,0,0 [/color_adjust] [redraw] [/redraw] [message] speaker=Troll Leader message= _ "More dwarven trickery! Fall back!" [/message] [message] speaker=Kaleh message= _ "Those new dwarves are lobbing explosives at the trolls with devastating effect! I don’t think the trolls can take this much longer." [/message] [store_unit] [filter] role="Troll Defender" x=24-46 y=19-35 [/filter] variable=victims kill=no [/store_unit] #if easy kill 50% #if medium kill 60% #if hard kill 75% {VARIABLE deaths $victims.length} {VARIABLE_OP deaths multiply {ON_DIFFICULTY 0.5 0.6 0.75}} {VARIABLE_OP deaths round 0} #{DEBUG_MSG "Killing $deaths defenders out of $victims.length"} {VARIABLE i 1} {REPEAT $deaths ( {RANDOM "1..$victims.length"} {VARIABLE_OP random sub 1} {VARIABLE casualty $victims[$random].id} #have some trolls scream as they die [switch] variable=i [case] value=1 [message] id=$casualty message= _ "Aaughh!" [/message] [/case] [case] value=2 [message] id=$casualty message= _ "No...!" [/message] [/case] [case] value=3 [message] id=$casualty message= _ "Gaaghh!" # wmllint: no spellcheck [/message] [/case] [/switch] [kill] id=$casualty animate=yes fire_event=no [/kill] {VARIABLE_OP i add 1} # Update the victims array [store_unit] [filter] find_in=victims [not] id=$casualty [/not] [/filter] variable=victims kill=no [/store_unit] )} [message] speaker=Troll Leader message= _ "I must go back and find more trolls to fight. You must hold them back, Kaleh. Be strong like rock. Griknagh will be with you." [/message] [kill] id=Troll Leader animate=no [/kill] [/else] [/if] {CLEAR_VARIABLE casualty,deaths,victims,i} [/event] # Event 4: Ally reinforcements # message: ally leader sent us to help you #define ALLY_REINFORCEMENTS [if] [variable] name=ally_race equals="troll" [/variable] [then] # Troll # Easy: 3 whelps 1 troll shaman, 1 rock lobber # Medium: 3 whelps 1 troll shaman, 1 rock lobber # Hard: 2 whelps 1 troll shaman, 1 rock lobber [unit] type=Troll Shaman id="Thu'lok" name= _ "Thu’lok" x=34 y=32 side=1 unrenamable=yes [modifications] {TRAIT_LOYAL} {TRAIT_RESILIENT} [/modifications] role=ally [/unit] [unit] type=Troll Whelp id=Harpo name= _ "Harpo" x=33 y=33 side=1 unrenamable=yes [modifications] {TRAIT_LOYAL} {TRAIT_STRONG} [/modifications] role=ally [/unit] [unit] type=Troll Whelp id=Groucho name= _ "Groucho" x=34 y=33 side=1 unrenamable=yes [modifications] {TRAIT_LOYAL} {TRAIT_INTELLIGENT} [/modifications] role=ally [/unit] #ifndef HARD [unit] type=Troll Whelp name= _ "Chico" id=Chico x=35 y=33 side=1 unrenamable=yes [modifications] {TRAIT_LOYAL} {TRAIT_RESILIENT} [/modifications] role=ally [/unit] #endif [unit] type=Troll Rocklobber name= _ "Groo" id=Groo x=33 y=34 side=1 unrenamable=yes [modifications] {TRAIT_LOYAL} {TRAIT_QUICK} [/modifications] role=ally [/unit] [message] speaker="Thu'lok" message= _ "Our leader sent us to help you. We fight for you until all the dwarves are dead. We will avenge the deaths of our people!" [/message] #dwarf cairns [event] name=moveto [filter] x=30,38,42 y=20,20,21 side=1 [/filter] [message] role=ally message= _ "The dwarves use stone cairns to mark their territory. What a waste of good throwing stones." [/message] [allow_undo] [/allow_undo] [/event] [/then] [else] # Dwarves # Easy: 2 dwarvish fighters, 1 thunderer, 1 berserker, # 1 dwarvish scout # Medium: 2 dwarvish fighters, 1 thunderer, 1 berserker, # 1 dwarvish scout # Hard: 1 dwarvish fighter, 1 thunderer, 1 berserker, # 1 dwarvish scout [unit] type=Dwarvish Fighter id=Dwalim name= _ "Dwalim" x=36 y=21 side=1 unrenamable=yes [modifications] {TRAIT_LOYAL} {TRAIT_STRONG} [/modifications] role=ally placement=map passable=yes [/unit] [unit] type=Dwarvish Pathfinder id=Moin name= _ "Moin" x=35 y=21 side=1 unrenamable=yes [modifications] {TRAIT_LOYAL} {TRAIT_QUICK} [/modifications] role=ally placement=map passable=yes [/unit] [unit] type=Dwarvish Thunderer id=Nordi name= _ "Nordi" x=37 y=21 side=1 unrenamable=yes [modifications] {TRAIT_LOYAL} {TRAIT_INTELLIGENT} [/modifications] role=ally placement=map passable=yes [/unit] [unit] type=Dwarvish Berserker id=Byorn name= _ "Byorn" x=38 y=20 side=1 unrenamable=yes [modifications] {TRAIT_LOYAL} {TRAIT_RESILIENT} [/modifications] role=ally placement=map passable=yes [/unit] #ifndef HARD [unit] type=Dwarvish Fighter id=Runin name= _ "Runin" x=35 y=20 side=1 unrenamable=yes [modifications] {TRAIT_LOYAL} {TRAIT_QUICK} [/modifications] role=ally placement=map passable=yes [/unit] #endif [message] speaker=Dwalim message= _ "Looks like we came just in time. Our chief told us we’re to fight with you until all the trolls are dead. Tell us where to go — I want to kill me some troll!" [/message] #troll totems [event] name=moveto [filter] x=27,35,43 y=33,34,33 side=1 [/filter] [message] role=ally message= _ "The trolls display the skulls of their enemies as a way of marking their territory. How barbaric." [/message] [allow_undo] [/allow_undo] [/event] [/else] [/if] #enddef # Event 29: Return of the Assassin/Cloaked Figure (same guy, two names) # Find the location of Kaleh and then find an adjacent # hex the cloaked figure can pop up in. (any hex that is not impassable) [event] name=call_assassin first_time_only=yes [store_locations] [filter] id=Kaleh [/filter] variable=dark_assassin_location [/store_locations] {VARIABLE assassin_triggered yes} [unit] type=Dark Assassin Cloaked id=Cloaked Figure name= _ "Cloaked Figure" side=7 x,y=$dark_assassin_location.x,$dark_assassin_location.y placement=map passable=yes [modifications] {TRAIT_INTELLIGENT} {TRAIT_RESILIENT} [/modifications] [/unit] {STORE_UNIT_VAR (id="Cloaked Figure") max_hitpoints temp} {VARIABLE_OP temp sub 8} {MODIFY_UNIT (id="Cloaked Figure") max_hitpoints $temp} {MODIFY_UNIT (id="Cloaked Figure") hitpoints $temp} {CLEAR_VARIABLE temp} [micro_ai] side=7 ai_type=assassin action=add [filter] id=Cloaked Figure [/filter] [filter_second] id=Kaleh [/filter_second] [/micro_ai] [message] speaker=Cloaked Figure image=portraits/cloaked.png message= _ "Did you think you had escaped me, Kaleh? I am your shadow, I will always be there until you pay for what you have done." [/message] [message] speaker=Cloaked Figure image=portraits/cloaked.png message= _ "You want to flee, don’t you? But you cannot. They couldn’t escape her either. Even death could not save them. She will devour us all. But first I shall have my revenge. Do the dance of death for me, Kaleh! Dance! Dance!" [/message] {CLEAR_VARIABLE dark_assassin_location} [/event] [event] name=queue_battle_events [event] name="turn $($turn_number+3)" delayed_variable_substitution=no [fire_event] name=enemy_attack [/fire_event] [/event] [event] name="turn $($turn_number+6)" delayed_variable_substitution=no {ALLY_REINFORCEMENTS} [/event] [set_variable] name=assassin_turn rand=13..18 [/set_variable] [event] name="turn $($turn_number|+$assassin_turn|)" delayed_variable_substitution=no [fire_event] name=call_assassin [/fire_event] [/event] {CLEAR_VARIABLE assassin_turn} [/event] # Event 5: Sighted dwarf/troll leader events [event] name=sighted first_time_only=no [filter] side=2,3,4,5 canrecruit=yes [/filter] [filter_second] side=1 [/filter_second] [filter_condition] [not] [have_unit] id=$unit.id find_in=leaders_who_spoke [/have_unit] [/not] [/filter_condition] [switch] variable=ally_race [case] value=dwarf [switch] variable=unit.id [case] value=Thungar [message] speaker=unit message= _ "Nasty dwarves and stinkin’ elves, we will smash you all!" [/message] [/case] [case] value=Gnarl [message] speaker=unit message= _ "Kill the elves! We must stop them here. This is our land, crush the intruders!" [/message] [/case] [else] [message] speaker=unit message= _ "What are you doing back here? The trolls hide in the southern tunnels, not this way." [/message] [/else] [/switch] [/case] [case] value=troll [switch] variable=unit.id [case] value=Fundin [message] speaker=unit message= _ "Treacherous elves, how can you fight with such horrid creatures as trolls? I will cleave all in two with my axe!" [/message] [/case] [case] value=Nori [message] speaker=unit message= _ "If you think you can take these caves from us, then you are fools. We are masters of fighting underground and we will die to defend our home. Fight on, my brothers!" [/message] [/case] [else] [message] speaker=unit message= _ "What you doing back here? Nasty dwarves are to the north, no dwarves this way. Go back and fight bravely." [/message] [/else] [/switch] [/case] [/switch] [set_variables] name=leaders_who_spoke mode=append [value] id=$unit.id [/value] [/set_variables] [/event] # Event 6: death events for each leader #for each death check to see if other leader is dead, if so #also send in dwarf/troll messenger with victory congratulations [event] name=last breath [filter] id=Fundin [/filter] [message] speaker=Fundin message= _ "The rest is silence..." [/message] [/event] [event] name=last breath [filter] id=Nori [/filter] [message] speaker=Nori message= _ "I go to my ancestors..." [/message] [/event] [event] name=last breath [filter] id=Thungar [/filter] [message] speaker=Thungar message= _ "Arrghh!!" [/message] [/event] [event] name=last breath [filter] id=Gnarl [/filter] [message] speaker=Gnarl message= _ "I will be avenged..." [/message] [/event] [event] name=die [filter] canrecruit=yes [filter_side] [allied_with] side=1 [/allied_with] [/filter_side] [not] side=1 [/not] [/filter] [endlevel] result=defeat [/endlevel] [/event] [event] name=die first_time_only=no [filter] canrecruit=yes [/filter] [filter_condition] [have_unit] canrecruit=yes [filter_side] [enemy_of] side=1 [/enemy_of] [/filter_side] [not] id=$unit.id [/not] count=0 [/have_unit] [/filter_condition] [kill] id=$unit.id fire_event=no animate=no [/kill] [if] [variable] name=assassin_triggered equals=yes [/variable] [else] [fire_event] name=call_assassin [/fire_event] [/else] [/if] {CLEAR_VARIABLE assassin_triggered} [switch] variable=ally_race [case] value="troll" [fire_event] name=troll_victory_test [/fire_event] [/case] [case] value="dwarf" [fire_event] name=dwarf_victory_test [/fire_event] [/case] [/switch] [/event] [event] name=troll_victory_test [terrain] x=22,21,20,19,19,18,17 y=14,14,14,15,16,16,17 terrain=Uu [/terrain] {NAMED_NOTRAIT_UNIT 2 (Troll Shaman) 20 14 (Zurg) ( _ "Zurg")} [remove_shroud] x=19-23 y=12-16 side=1 [/remove_shroud] [redraw] side=1 [/redraw] [delay] time=200 [/delay] [message] speaker=Zurg message= _ "Congratulations! Some of trolls didn’t think you strong enough to beat dwarves." [/message] [message] speaker=Kaleh message= _ "Where did you come from?" [/message] [message] speaker=Zurg message= _ "There many secret tunnels that you sun dwellers not know of. Only troll know. We smarter than you think. Zurg would have killed dwarves himself, but he was just sent back from where real fighting is." [/message] [message] speaker=Zhul message= _ "The real fighting? I thought that was what we were waist-deep in?" [/message] [message] speaker=Zurg # wmllint: local spelling tricksy message= _ "While you fighting, another clan of dwarves sneak around and flank us. They tricksy like that. We must leave you and run back to defend women and little trolls. Dwarves never give up, many trolls die today, very hard fighting. But dwarves make mistake, you stronger than dwarf or troll thought. You trolls’ secret weapon." [/message] [message] speaker=Nym message= _ "How do you mean?" [/message] [message] speaker=Zurg message= _ "Right before battle, we find secret passage just to the north leading straight to big dwarf stronghold. Hiding in stronghold is big important dwarf, directing the battle. Dwarves always think they best fighters around so they leave only a few dwarves guarding their stronghold. If you elves can break through dwarf defenses and kill dwarf chieftain, then it will do much damage to dwarves, make them afraid and confused, easy prey for trolls. You do this and we can drive them back. Then troll leader can help show you how to return to surface. You come with Zurg, he show you way to secret passage." [/message] [message] speaker=Elyssa message= _ "Their knowledge of these tunnels is uncanny. I could have sworn a minute ago that that wall was solid rock." [/message] [if] [have_unit] id=Cloaked Figure [/have_unit] [then] [message] speaker=Kaleh message= _ "Wait a moment, Zurg, we must deal with this mysterious cloaked figure before we can follow you." [/message] [show_objectives] [/show_objectives] [/then] [else] [message] speaker=Kaleh message= _ "It sounds like our work is not yet done. Very well, gather yourselves together, we must follow Zurg." [/message] [endlevel] result=victory next_scenario=06b_In_the_Domain_of_the_Dwarves bonus=yes {NEW_GOLD_CARRYOVER 40} [/endlevel] [/else] [/if] [/event] [event] name=dwarf_victory_test [terrain] x=24,23,22,21,20,19,18 y=44,45,45,46,46,46,45 terrain=Uu [/terrain] [delay] time=200 [/delay] {NAMED_NOTRAIT_UNIT 5 (Dwarvish Pathfinder) 21 46 (Grimnir) ( _ "Grimnir")} [remove_shroud] x=20-26 y=43-46 side=1 [/remove_shroud] [redraw] side=1 [/redraw] [message] speaker=Grimnir message= _ "Congratulations, some of me boys didn’t think you could beat the trolls." [/message] [message] speaker=Kaleh message= _ "Where did you come from?" [/message] [message] speaker=Grimnir message= _ "Don’t think you know all the tunnels and passages that twist through these caves, elf. I would have killed him myself, but I was just sent back from the main front of the battle." [/message] [message] speaker=Zhul message= _ "The front? I thought this was the front." [/message] [message] speaker=Grimnir message= _ "While you were fighting, a separate clan of trolls sneaked around our sentries and flanked us, attacking our supply depots. There are more of those stinking buggers than we had originally thought. To tell you the truth, we are hard pressed. We’re going to have to pull back all our forces in these caves to reinforce the back lines. But your victory here has produced a unexpected opportunity." [/message] [message] speaker=Nym message= _ "It has?" [/message] [message] speaker=Grimnir message= _ "Right before the trolls overran this area of the mines, our scouts had found an old tunnel south of here that leads almost straight to the main lair of this tribe of trolls. We believe that protected in the lair is one of their main leaders who is directing the battle. We were going to try to sneak in and lead a surprise attack, but frankly we didn’t have enough dwarves to spare. If by using this passage you can sneak past their front lines and kill him, then it will throw the trolls into disarray and relieve the pressure on our front lines. If you do this our king has promised to help you return your people to the sunlit lands. When you’re ready I’ll show you the way. It’s not far." [/message] [message] speaker=Elyssa message= _ "Their knowledge of these tunnels is uncanny. I could have sworn a minute ago that that wall was solid rock." [/message] [if] [have_unit] id=Cloaked Figure [/have_unit] [then] [message] speaker=Kaleh message= _ "Wait a moment, Grimnir, we must deal with this mysterious cloaked figure before we can follow you." [/message] [show_objectives] [/show_objectives] [/then] [else] [message] speaker=Kaleh message= _ "It sounds like our work is not yet done. Very well, gather yourselves together, we must follow Grimnir." [/message] [endlevel] result=victory next_scenario=06a_In_the_Tunnels_of_the_Trolls bonus=yes {NEW_GOLD_CARRYOVER 40} [/endlevel] [/else] [/if] [/event] # When cloaked figure dies and if player has already killed both enemy # leaders, then go to victory [event] name=die [filter] id=Cloaked Figure [/filter] [kill] id=Cloaked Figure animate=no fire_event=no [/kill] [micro_ai] side=7 ai_type=assassin action=delete [/micro_ai] [message] speaker=Kaleh message= _ "Where did he go? How does he disappear like that? And what in Uria’s name was he ranting about? Whoever that is is starting to make me get edgy." [/message] # if cloaked figure was delaying victory event from firing [if] [have_unit] race=dwarf canrecruit=yes count=0 [/have_unit] [then] [message] speaker=Kaleh message= _ "The cloaked figure is gone. Still, our work is not yet done. Gather yourselves together; we must follow Zurg." [/message] [endlevel] result=victory next_scenario=06b_In_the_Domain_of_the_Dwarves bonus=yes {NEW_GOLD_CARRYOVER 40} [/endlevel] [/then] [/if] [if] [have_unit] race=troll canrecruit=yes count=0 [/have_unit] [then] [message] speaker=Kaleh message= _ "The cloaked figure is gone. Still, our work is not yet done. Gather yourselves together; we must follow Grimnir." [/message] [endlevel] result=victory next_scenario=06a_In_the_Tunnels_of_the_Trolls bonus=yes {NEW_GOLD_CARRYOVER 40} [/endlevel] [/then] [/if] [/event] #at victory, clear variables: [event] name=victory {CLEAR_VARIABLE leaders_who_spoke} [/event] # if player runs out of time, display time over message [event] name=time over [message] speaker=Kaleh message= _ "Oh no, we took too long and enemy reinforcements have arrived. We’ll surely be overwhelmed now!" [/message] [/event] {UTBS_INCLUDE utils/deaths.cfg} [/scenario]
#textdomain wesnoth-utbs #define UNDEAD_TROLL_DESCRIPTION _ "These undead trolls fight again in death as they did in life, except this time they smell much worse." #enddef [scenario] id=06a_In_the_Tunnels_of_the_Trolls name= _ "In the Tunnels of the Trolls" {UTBS_MAP 06a_In_the_Tunnels_of_the_Trolls.map} {STORY_IN_THE_TUNNELS_OF_THE_TROLLS} {SCENARIO_MUSIC "the_deep_path.ogg"} next_scenario=07a_Dealing_with_Dwarves {TURNS 60 58 56} victory_when_enemies_defeated=no {UNDERGROUND} #Elf player [side] side=1 #this is the default color=red id=Kaleh type=Quenoth Youth canrecruit=yes {GOLD 235 190 135} {INCOME 6 3 0} controller=human shroud=yes fog=no team_name=dwarf_ally user_team_name= _ "team_name^Quenoth Elves" {FLAG_VARIANT long} [/side] #Side=2 dwarf 1 (dwarf allies) [side] side=2 color=orange no_leader=yes gold=0 income=0 controller=ai shroud=no fog=no team_name=dwarf_ally user_team_name=_"Dwarf Ally" {FLAG_VARIANT knalgan} [/side] #Side=3 troll 1 (advance guard trolls at outpost) [side] side=3 color=green no_leader=yes gold=0 income=0 controller=ai shroud=no fog=no team_name=monster user_team_name=_"Monsters" #ifdef EASY recruit=Troll Whelp, Troll #endif #ifdef NORMAL recruit=Troll Whelp, Troll, Troll Rocklobber #endif #ifdef HARD recruit=Troll Whelp, Troll, Troll Rocklobber, Troll Shaman #endif [ai] #ifdef EASY recruitment_pattern=fighter,fighter #endif #ifdef NORMAL recruitment_pattern=fighter,fighter,mixed fighter #endif #ifdef HARD recruitment_pattern=fighter,fighter,mixed fighter #endif aggression=0.6 [/ai] [/side] #Side=4 troll 2 (elite trolls in main lair) [side] side=4 color=brown no_leader=yes gold=0 {NO_INCOME} controller=ai shroud=no fog=no team_name=monster user_team_name=_"Monsters" #ifdef EASY recruit=Troll Whelp, Troll, Troll Rocklobber #endif #ifdef NORMAL recruit=Troll Whelp, Troll, Troll Rocklobber, Troll Shaman #endif #ifdef HARD recruit=Troll Whelp, Troll, Troll Rocklobber, Troll Shaman #endif [ai] recruitment_pattern=fighter,fighter,mixed fighter aggression=0.6 [/ai] [/side] #Side=5 fire guardians [side] side=5 color=white no_leader=yes gold=0 income=0 controller=ai shroud=no fog=no team_name=monster user_team_name=_"Monsters" #ifdef EASY recruit=Vampire Bat, Blood Bat #endif #ifdef NORMAL recruit=Vampire Bat, Blood Bat, Dread Bat #endif #ifdef HARD recruit=Vampire Bat, Blood Bat, Dread Bat #endif [ai] aggression=0.9 caution=0.1 village_value=0 #fire guardians can't leave lava cavern [avoid] x=39-46, 30-34 y=77-81,92-100 [/avoid] [/ai] [/side] # Prestart functions: # set starting scenario objectives # increase cost of recruiting units # place item images on map # recall main heroes # initialize starting variables # remove keep # create elf units # create AI=guardian starting units [event] name=prestart #set starting scenario objectives [objectives] summary= _ "Starting Objectives:" [objective] description= _ "Kill troll leader" condition=win [/objective] [objective] description= _ "Death of Kaleh" condition=lose [/objective] [objective] description= _ "Death of Nym" condition=lose [/objective] [objective] description= _ "Death of Zhul" condition=lose [/objective] {TURNS_RUN_OUT} [gold_carryover] bonus=yes carryover_percentage=40 [/gold_carryover] [/objectives] {INCREASE_RECRUIT_COSTS 1} # show where to go at start {PLACE_IMAGE items/gohere.png 15 7} #secret troll tomb furnishings {PLACE_IMAGE items/coffin-closed.png 3 28} {PLACE_IMAGE items/bones.png 6 24} #troll burial grounds furnishings {PLACE_IMAGE items/burial.png 36 27} {PLACE_IMAGE items/burial.png 33 26} {PLACE_IMAGE items/burial.png 40 23} {PLACE_IMAGE items/bonestack.png 37 23} {PLACE_IMAGE items/bonestack.png 39 27} {PLACE_IMAGE scenery/monolith1.png 34 25} {PLACE_IMAGE scenery/monolith4.png 34 28} #other furnishings {PLACE_IMAGE items/bones.png 14 12} #recall heroes [recall] id=Nym [/recall] [recall] id=Zhul [/recall] [recall] id=Elyssa [/recall] #initialize starting variables # heat damage by just standing in the lava cavern [set_variable] name=heat_damage value={ON_DIFFICULTY 2 4 6} [/set_variable] # create AI=guardian units. They can't move unless an enemy # moves nearby. I create them at the beginning because when the # player sees them, events will fire. [unit] type=Dwarvish Pathfinder id=Grimnir name= _ "Grimnir" x=7 y=6 side=2 ai_special=guardian [modifications] {TRAIT_STRONG} {TRAIT_RESILIENT} [/modifications] [/unit] # Event 2.1 #Troll interrogators guardian [unit] type=Troll id=Troll Interrogator name= _ "Troll Interrogator" x=34 y=5 side=3 ai_special=guardian facing=sw [modifications] {TRAIT_STRONG} {TRAIT_INTELLIGENT} [/modifications] [/unit] [unit] type=Troll Whelp id=Troll Assistant name= _ "Troll Assistant" x=32 y=5 side=3 ai_special=guardian [modifications] {TRAIT_LOYAL} {TRAIT_RESILIENT} [/modifications] [/unit] [unit] type=Troll Whelp id=Ulg name= _ "Ulg" x=33 y=7 side=3 ai_special=guardian [modifications] {TRAIT_LOYAL} {TRAIT_STRONG} [/modifications] [/unit] #ifdef HARD [unit] type=Troll Whelp name= _ "Troll Assistant" x=31 y=4 side=3 ai_special=guardian [modifications] {TRAIT_STRONG} {TRAIT_RESILIENT} [/modifications] [/unit] #endif # Event 3: Troll High Shamans guarding lava maze [unit] type=Troll Shaman role=Troll High Shaman name= _ "Troll High Shaman" x=16 y=22 side=4 ai_special=guardian [modifications] {TRAIT_LOYAL} {TRAIT_INTELLIGENT} [object] id=t3 [effect] apply_to=movement_costs replace=yes [movement_costs] cave={UNREACHABLE} flat={UNREACHABLE} [/movement_costs] [/effect] [/object] [/modifications] [/unit] [unit] type=Troll Shaman role=Troll High Shaman name= _ "Troll High Shaman" x=18 y=23 side=4 ai_special=guardian [modifications] {TRAIT_LOYAL} {TRAIT_RESILIENT} [object] id=t4 [effect] apply_to=movement_costs replace=yes [movement_costs] cave={UNREACHABLE} flat={UNREACHABLE} [/movement_costs] [/effect] [/object] [/modifications] [/unit] # reveal a bit of the escape passage to the player [remove_shroud] x,y=5-8,4-6 side=1 [/remove_shroud] [/event] # starting events [event] name=start # starting dialogue [message] speaker=Grimnir message= _ "This passage leads very close to the trolls’ main lair; you can hear them tromping back and forth just past the eastern wall. All that separates us from the trolls is a thin wall of stone. I’ve had me boys mine the end of the tunnel with explosives; when you move a unit adjacent to the final wall, I’ll blow the charges and open the way. The troll leader should only be lightly defended; he’s sent most of his best warriors to the front. You’ll know the head troll when you see him — he’s big, gray and extra ugly." [/message] [message] speaker=Nym message= _ "I thought that’s what all the trolls looked like. I suppose we’ll just try to find the one that shouts the loudest." [/message] [message] speaker=Zhul message= _ "So you dug these tunnels all by yourselves?" [/message] [message] speaker=Grimnir message= _ "Long ago, before the damned trolls invaded, we spent our days digging tunnels all through these mountains. Oh the ore and precious stones we mined! The mines were filled with the joyful sound of dwarven hammer and dwarven song and our jeweled halls glowed as brightly as the sun. Human and elf princes would pay us royally for the craftsmanship of our forges. But now the tunnels are silent and we spend our days hunting those accursed trolls. But there’s no point dwelling on the past. There’s more work to be done! Still, we have our honor and I promise you, do this for us and you will be rewarded handsomely." [/message] [message] speaker=Kaleh message= _ "It shall be done." [/message] [/event] # Event 1: Blow up wall, encounter advance troll guards # when player moves next wall trigger variable [event] name=moveto [filter] x,y=15,7 side=1 [/filter] [message] speaker=Grimnir message= _ "Once you are done moving your people into position, I will blow the charges." [/message] {REMOVE_IMAGE 15 7} # at start of player’s next turn, blow charges and destroy wall [event] name=new turn # Modify troll's income [modify_side] side=3 {INCOME 9 13 17} {GOLD 75 100 125} [/modify_side] # Place troll guards # EASY: 1 Troll Leader, 2 troll whelps, 1 rocklobber # NORMAL: 1 Troll Leader, 3 troll whelps, 1 rocklobber # HARD: 1 Troll Leader, 3 troll whelps, 1 rocklobber, 1 troll # 1 Troll Leader [unit] id=Troll Brute name= _ "Troll Brute" type=Troll x=23 y=9 side=3 canrecruit=yes [modifications] {TRAIT_STRONG} {TRAIT_RESILIENT} [/modifications] [/unit] # 1 Troll Rocklobber {NAMED_NOTRAIT_UNIT 3 (Troll Rocklobber) 23 8 () ( _ "Troll Guard")} # 0-1 extra Trolls {NAMED_NOTRAIT_UNIT 3 (Troll) 21 9 (Troll Guard) ( _ "Troll Guard")} # 2-3 troll whelps occupy base and villages # 2 troll whelps in villages {NAMED_NOTRAIT_UNIT 3 (Troll Whelp) 21 5 () ( _ "Troll Guard")} {NAMED_NOTRAIT_UNIT 3 (Troll Whelp) 23 6 () ( _ "Troll Guard")} #ifndef EASY {NAMED_NOTRAIT_UNIT 3 (Troll Whelp) 21 19 () ( _ "Troll Guard")} #endif # Have Grimnir blow the explosives to destroy the wall [message] speaker=Grimnir message= _ "Fire in the hole!" [/message] [sound] name=fuse.ogg [/sound] # Have screen flash red [color_adjust] red,green,blue=255,0,0 [/color_adjust] [redraw] [/redraw] [delay] time=1000 [/delay] [color_adjust] red,green,blue=0,0,0 [/color_adjust] [redraw] [/redraw] [sound] name=explosion.ogg [/sound] # Have wall shake, then be replaced by dirt, then add rubble {UTBS_SHAKE_SCREEN} [terrain] x,y=16,7 terrain=Re [/terrain] [redraw] [/redraw] {PLACE_IMAGE scenery/rubble.png 16 7} # Reveal dwarven cavern [remove_shroud] x=16-25 y=3-10 side=1 [/remove_shroud] # Have Grimnir say goodbye [message] speaker=Grimnir message= _ "My work here is done. I must report back to my king. I have many more things to do before the day is done, but I will return once you finish your mission. Fight well!" [/message] # Have him leave [kill] id=Grimnir animate=no fire_event=no [/kill] [move_unit_fake] type=Dwarvish Pathfinder side=2 x=7,6,5,4,3,2,1 y=6,5,5,4,5,4,4 [/move_unit_fake] [terrain] x=0-2,1 y=4,5 terrain=Xu [/terrain] {PLACE_IMAGE scenery/rubble.png 3 5} [redraw][/redraw] # Have troll guards talk [message] speaker=Troll Guard message= _ "Intruders! Kill them!" [/message] [/event] [/event] # Event 2.1: Troll Interrogators # When player appears 3 trolls are interrogating a wounded dwarf # When they see the player they kill the dwarf. The other says # "The prisoners must not be allowed to escape. Kill the other prisoner # while we hold them off!" # Troll and Troll whelp try to hold off player # I create trolls well in advance of player entering cave # this makes sure that player can't move into trolls hexes # I am forced to make trolls into guardians to keep them # from moving prematurely # Moveto version (sighted version is disabled) [event] name=interrogation [remove_shroud] x=28-35 y=3-9 side=1 [/remove_shroud] [unit] type=Dwarvish Fighter id=Wounded Dwarf name= _ "Wounded Dwarf" x=33 y=6 side=2 hitpoints=5 [/unit] [message] speaker=Troll Interrogator message= _ "Tell us where your leader is hiding!" [/message] [message] speaker=Wounded Dwarf message= _ "Never!" [/message] [message] speaker=Troll Assistant message= _ "Master, look!" [/message] [message] speaker=Troll Interrogator message= _ "Hah! You think you can save your friends. You are wrong. Ulg, go kill the other prisoner. We will deal with these fools." [/message] [message] speaker=Ulg message= _ "Yes master, I’ll make him suffer." [/message] {MOVE_UNIT id=Ulg 40 4} [animate_unit] [filter] id=Troll Interrogator [/filter] flag=attack hits=yes [primary_attack] name=club [/primary_attack] [facing] [filter] id=Wounded Dwarf [/filter] [/facing] [animate] [filter] id=Wounded Dwarf [/filter] flag=defend hits=yes [secondary_attack] name=axe [/secondary_attack] [facing] [filter] id=Troll Interrogator [/filter] [/facing] [/animate] [/animate_unit] [message] speaker=Wounded Dwarf message= _ "Aaahh!" # wmllint: no spellcheck [/message] [kill] id=Wounded Dwarf animate=yes [/kill] [message] speaker=$explorer.id message= _ "If we move fast we might be able to save the other prisoner before he gets killed too." [/message] {CLEAR_VARIABLE explorer} [/event] [event] name=rogrimir [unit] type=Dwarvish Stalwart id=Rogrimir name= _ "Rogrimir" profile=portraits/dwarves/fighter-2.png x=41 y=4 side=2 hitpoints=20 unrenamable=yes [modifications] {TRAIT_LOYAL} {TRAIT_QUICK} [/modifications] [/unit] [remove_shroud] x=34-37,38,39-41 y=4-8,3-7,3-6 side=1 [/remove_shroud] [message] speaker=Ulg message= _ "I’m gonna make you squeal, dwarf!" [/message] [/event] [event] name=moveto [filter_condition] [have_unit] id=Troll Interrogator,Ulg [filter_vision] visible=yes side=1 [/filter_vision] [/have_unit] [/filter_condition] {CHECK_EXPLORER} [fire_event] name=interrogation [/fire_event] # Event 2.2: Wounded Dwarf # Troll whelp tries to kill wounded Dwarvish Stalwart [event] name=moveto [filter_condition] [have_unit] id=Ulg side=3 [filter_vision] visible=yes side=1 [/filter_vision] [/have_unit] [/filter_condition] [fire_event] name=rogrimir [/fire_event] [/event] [/event] # when Ulg dies, Rogrimir thanks player [event] name=die [filter] id=Ulg [/filter] {VARIABLE saved_rogrimir yes} [message] speaker=Rogrimir message= _ "I owe you my life. I can’t believe I was captured when those all around me died fighting gloriously. I’m so ashamed. I could not protect them... but I will guard you with my life, even if I have to follow you to the ends of the earth. Now lead me to the trolls and let me avenge my friends’ deaths!" [/message] [modify_unit] [filter] id=Rogrimir [/filter] side=1 moves=5 [/modify_unit] [/event] # Event 3: Troll Lava Maze # At the start of each turn, all units except winged ones standing # on a lava hex take 25 damage. This damage can kill units. [event] name=new turn first_time_only=no # damage done by standing in lava used to be # 30 hp at Challenging and Hard difficulty [harm_unit] [filter] side=1,3,4 [not] type=Quenoth Sun Sylph,Quenoth Shyde,Dust Devil [/not] [filter_location] terrain=*^Yl [/filter_location] [/filter] amount=25 damage_type=fire animate=yes [/harm_unit] [/event] # At the start of each turn, all units in main cavern standing on a cave # floor hex, or lava hex, or a dirt hex or a road hex take 2,3,4 damage # from the heat. This damage is non-lethal. [event] name=new turn first_time_only=no [harm_unit] [filter] side=1,3,4 [not] type=Dust Devil [/not] [filter_location] x=1-33 y=11-27 terrain=!,*^Yl,Wwg [/filter_location] [/filter] amount=$heat_damage damage_type=fire kill=no [/harm_unit] [/event] #Initial moveto event to enter lava cavern [event] name=moveto [filter] x,y=22-30,10-20 side=1 [/filter] [remove_shroud] x=11-33 y=11-24 side=1 [/remove_shroud] [remove_shroud] x=20-29 y=23-27 side=1 [/remove_shroud] [remove_shroud] x=29-31 y=13-15 side=1 [/remove_shroud] [place_shroud] x=13-14 y=11-13 side=1 [/place_shroud] [place_shroud] x=11-12 y=26-27 side=1 [/place_shroud] [redraw] [/redraw] {CHECK_EXPLORER} [message] speaker=$explorer.id message= _ "Whoa. This place is hot." [/message] [message] speaker=$explorer.id message= _ "This cavern is so hot it’s stifling; I can already feel my armor heating up. If we tarry here too long we’ll roast alive. I don’t even want to think about what would happen if I tried to walk across the lava. On the other hand, the lava does light up the cavern nicely. I’m just thankful the trolls constructed a bridge across the lava." [/message] [message] role=Troll High Shaman message= _ "They have broken through the outer guard-line. Destroy the bridge, they must not pass!" [/message] [sound] name=rumble.ogg [/sound] # Have screen flash red [color_adjust] red,green,blue=255,0,0 [/color_adjust] [redraw] [/redraw] [delay] time=200 [/delay] [color_adjust] red,green,blue=0,0,0 [/color_adjust] [redraw] [/redraw] [sound] name=flame-big.ogg [/sound] # Have screen shake, then destroy most of bridge {UTBS_SHAKE_SCREEN} [terrain] x=16,17,18,18,19,19,20,20,21,22,22,23,23,23,24,24,24 y=20,22,20,19,20,19,19,17,17,17,16,17,16,15,16,15,14 terrain=Qlf^Yl [/terrain] [redraw][/redraw] [message] speaker=$explorer.id message= _ "Uh, I take that back. Still, the trolls don’t seem to be advancing. I guess they think the lava can hold us back. Well, we’ll show them. It will take more than a little heat to stop us!" [/message] {CLEAR_VARIABLE explorer} [message] speaker=narrator message= _ "Any unit that ends its turn on a lava hex, except those who can fly over the lava, will take 25 damage at the beginning of the next turn. This lava damage can kill units. Flying units will just take $heat_damage damage per turn when flying over lava, though they too can die if they spend too much time over it. Also because of the heat in the cavern, all units on cave floor hexes will take $heat_damage damage at the start of each turn. This heat damage can reduce a unit to 1 hit point, but it can’t kill it." image=wesnoth-icon.png [/message] [event] name=new turn [message] role=Troll High Shaman message= _ "Arise! Arise and engulf the intruders in your holy fire!" [/message] [fire_event] name=evoke_flame_guardian [/fire_event] [message] side=1 x,y=16-29,11-23 message= _ "What the heck is that? It sure doesn’t look good. The last thing we need in here is even more fire." [/message] {VARIABLE summon_flame_guardian yes} {VARIABLE flame_guardian_turn_counter 0} [/event] [/event] # pool of water lets player heal halfway [event] name=moveto [filter] x,y=22,26 side=1 [/filter] {CHECK_EXPLORER} [message] speaker=$explorer.id message= _ "There is a small pool of water here. It must come from some spring deep underground. The water is cool and refreshing. Let me bathe in it a while and recover from the heat of that blasted cavern." [/message] {CLEAR_VARIABLE explorer} [message] speaker=narrator message= _ "At the start of each turn, any unit currently in this pool will heal 10 hitpoints and will not be affected by the heat in the cavern. Of course, if the unit leaves this pool, it will suffer the standard $heat_damage damage each turn from the heat." image=wesnoth-icon.png [/message] [/event] # unit heals 10 hp a turn [event] name=new turn first_time_only=no [heal_unit] [filter] x,y=22,26 [/filter] amount=10 animate=yes [/heal_unit] {CLEAR_VARIABLE heal_amount} [/event] [event] name=evoke_flame_guardian first_time_only=no {FLASH_RED ( [unit] side=5 type={ON_DIFFICULTY (Fire Guardian) (Fire Guardian2) (Fire Guardian3)} x,y=26,21 name= _ "Guardian Phoenix" role="Guardian Phoenix" random_traits=no [/unit] [sound] name=flame-big.ogg [/sound] )} [scroll_to_unit] x,y=26,21 [/scroll_to_unit] [delay] time=250 [/delay] [/event] [event] name=new turn first_time_only=no [filter_condition] [variable] name=summon_flame_guardian boolean_equals=yes [/variable] [/filter_condition] {VARIABLE_OP flame_guardian_turn_counter sub 1} [if] [variable] name=flame_guardian_turn_counter numerical_equals=0 [/variable] [then] [fire_event] name=evoke_flame_guardian [/fire_event] [message] side=1 x,y=16-29,11-23 message= _ "That thing just won’t stay dead!" [/message] [/then] [/if] [/event] [event] name=die first_time_only=no [filter] role=Guardian Phoenix [/filter] [filter_condition] [variable] name=summon_flame_guardian boolean_equals=yes [/variable] [/filter_condition] {VARIABLE flame_guardian_turn_counter {ON_DIFFICULTY 5 5 4}} [/event] # Troll shamans raise more Fire Guardians out of the lava # Lava monster 1: y=18 # Lava monster 2: y=25 # Lava monster 3: x=20-21 y=18-19 [event] name=moveto [filter] x=11-32 y=18-25 side=1 [/filter] [filter_condition] [variable] name=summon_flame_guardian boolean_equals=yes [/variable] [/filter_condition] [message] role=Troll High Shaman message= _ "Arise, hallowed guardians, and destroy them!" [/message] [scroll_to] x,y=26,17 [/scroll_to] {NAMED_NOTRAIT_UNIT 5 (Fire Guardian2) 26 17 () ( _ "Fire Guardian")} {NAMED_NOTRAIT_UNIT 5 (Fire Guardian2) 26 18 () ( _ "Fire Guardian")} #ifdef HARD {NAMED_NOTRAIT_UNIT 5 (Fire Guardian3) 25 18 () ( _ "Fire Guardian")} #endif {CHECK_EXPLORER} [message] speaker=$explorer.id message= _ "Look, more fire guardians!" [/message] {CLEAR_VARIABLE explorer} [/event] [event] name=moveto [filter] x=23-29 y=25-26 side=1 [/filter] [filter_condition] [variable] name=summon_flame_guardian boolean_equals=yes [/variable] [/filter_condition] [message] role=Troll High Shaman message= _ "Arise and attack them now, while they are vulnerable!" [/message] [scroll_to] x,y=42,91 [/scroll_to] {NAMED_NOTRAIT_UNIT 5 (Fire Guardian3) 26 22 () ( _ "Fire Guardian")} {NAMED_NOTRAIT_UNIT 5 (Fire Guardian3) 27 22 () ( _ "Fire Guardian")} #ifdef HARD {NAMED_NOTRAIT_UNIT 5 (Fire Guardian3) 26 21 () ( _ "Fire Guardian")} #endif {CHECK_EXPLORER} [message] speaker=$explorer.id message= _ "Oh great, even more fire guardians. When I get through this inferno I’m going to kill those trolls." [/message] {CLEAR_VARIABLE explorer} [/event] [event] name=moveto [filter] x=12-21 y=17-24 side=1 [/filter] [filter_condition] [variable] name=summon_flame_guardian boolean_equals=yes [/variable] [/filter_condition] [message] role=Troll High Shaman message= _ "They must not be allowed to cross to the other side! Kill them!" [/message] [scroll_to] x,y=22,16 [/scroll_to] {NAMED_NOTRAIT_UNIT 5 (Fire Guardian3) 23 17 () ( _ "Fire Guardian")} {NAMED_NOTRAIT_UNIT 5 (Fire Guardian3) 22 16 () ( _ "Fire Guardian")} #ifdef HARD {NAMED_NOTRAIT_UNIT 5 (Fire Guardian3) 22 17 () ( _ "Fire Guardian")} #endif {CHECK_EXPLORER} [message] speaker=$explorer.id message= _ "How surprising, more fire guardians. I’m going to be really glad to get out of this cavern." [/message] {CLEAR_VARIABLE explorer} [/event] #at end of lava cavern, trolls come alive [event] name=moveto [filter] x=17-18,13-21 y=18-19,20-28 side=1 [/filter] {VARIABLE summon_flame_guardian no} [message] x,y=18,23 message= _ "Despite the fire guardians, the elves have almost crossed the lava!" [/message] [message] x,y=16,22 message= _ "They obviously weren’t enough. You go alert the others and summon reinforcements. I will hold them off for as long as I can." [/message] [message] x,y=18,23 message= _ "May Griknagh protect you. I’ll be back soon!" [/message] #replace with a new troll shaman that can move [kill] x,y=16,22 animate=no [/kill] [unit] type=Troll Shaman role=Troll High Shaman name= _ "Troll High Shaman" x=16 y=22 side=4 [modifications] {TRAIT_LOYAL} {TRAIT_INTELLIGENT} [/modifications] [/unit] [kill] x,y=18,23 animate=no [/kill] [move_unit_fake] type=Troll Shaman side=3 x=18,17,16,16,17,18,19,20,21 y=23,24,24,25,26,27,28,28,29 [/move_unit_fake] # Create reinforcements for shaman to return with # Create 2 troll whelps and on Challening and Hard add a troll shaman {NAMED_GENERIC_UNIT 3 (Troll Whelp) 27 29 () ( _ "Troll Reinforcements")} {NAMED_GENERIC_UNIT 3 (Troll Whelp) 28 28 () ( _ "Troll Reinforcements")} #on challenging/hard add a troll shaman #ifndef EASY [unit] type=Troll Shaman role=Troll High Shaman name= _ "Troll High Shaman" x=26 y=29 side=4 [modifications] {TRAIT_LOYAL} {TRAIT_RESILIENT} [/modifications] [/unit] #endif [/event] # Event 23: Trigger Troll Lord's side [event] name=moveto [filter] x=27-44 y=27-30 side=1 [/filter] #create troll leader [unit] type=Great Troll id=Troll Chieftain name= _ "Troll Chieftain" canrecruit=yes x=48 y=22 side=4 [modifications] {TRAIT_STRONG} {TRAIT_RESILIENT} [/modifications] [/unit] [modify_side] side=4 {INCOME 10 15 20} {GOLD 100 140 180} [/modify_side] #capture troll chieftan's villages [capture_village] x,y=39-49,20-29 side=4 [/capture_village] [/event] #reveal cavern when player enters [event] name=moveto [filter] x=33-39 y=24-28 side=1 [/filter] #create troll defenders {NAMED_GENERIC_UNIT 4 (Troll Whelp) 36 25 () ( _ "Troll Guard")} {NAMED_GENERIC_UNIT 4 (Troll Whelp) 37 29 () ( _ "Troll Guard")} {NAMED_GENERIC_UNIT 4 (Troll Rocklobber) 39 27 () ( _ "Troll Guard")} #ifdef EASY {NAMED_GENERIC_UNIT 4 (Troll Whelp) 42 25 () ( _ "Troll Guard")} #else {NAMED_GENERIC_UNIT 4 (Troll) 42 25 () ( _ "Troll Guard")} #endif [remove_shroud] x=33-50 y=19-29 side=1 [/remove_shroud] [unit] type=Troll Shaman id=High Advisor name= _ "High Advisor" x=48 y=23 side=4 ai_special=guardian [modifications] {TRAIT_LOYAL} {TRAIT_RESILIENT} [/modifications] [/unit] [message] speaker=High Advisor message= _ "Invade our most holy cavern at your peril. Long have we protected our sacred burial grounds from your foul kind, and we shall scatter your bones next to those of our ancestors." [/message] [message] speaker=Troll Chieftain message= _ "Destroy the invaders! Make them pay for the murders they have done!" [/message] [/event] # Event 24: Troll Undead Uprising # count number of elves that have entered the trolls cave. Once 3 elves # are in the cave, then activate the troll undead uprising [event] name=new turn [filter_condition] [have_unit] x=35-50 y=23-29 side=1 count=3-infinity [/have_unit] [/filter_condition] [message] speaker=High Advisor message= _ "Arise, our brothers of ages past! Arise and destroy the intruders!" [/message] {UNIT 4 (Walking Corpse) 39 22 (variation=troll)} {UNIT 4 (Walking Corpse) 40 28 (variation=troll)} {UNIT 4 (Walking Corpse) 36 23 (variation=troll)} {UNIT 4 (Walking Corpse) 37 29 (variation=troll)} #ifdef NORMAL {UNIT 4 (Walking Corpse) 34 25 (variation=troll)} {UNIT 4 (Walking Corpse) 34 28 (variation=troll)} #endif #ifdef HARD {UNIT 4 (Soulless) 42 21 (variation=troll)} {UNIT 4 (Soulless) 43 26 (variation=troll)} #endif [modify_unit] [filter] type=Walking Corpse variation=troll [/filter] description={UNDEAD_TROLL_DESCRIPTION} [/modify_unit] [gold] amount={ON_DIFFICULTY 80 120 160} side=4 [/gold] [/event] [event] name=last breath [filter] id=Troll Chieftain [/filter] [message] speaker=Troll Chieftain message= _ "Argh! Curse you! May you never live to see daylight again!" [/message] {CHECK_SPEAKER} [message] speaker=$speaking_unit.id message= _ "And so, at last, it ends." [/message] {CLEAR_VARIABLE speaking_unit} [message] side=4 # wmllint: local spelling Da message= _ "Da big troll is dead. Run for your lives!" [/message] [kill] side=4 animate=no [/kill] [terrain] x=41,41,42,43,44,45,45 y=15,16,16,17,17,18,19 terrain=Uu [/terrain] [move_unit_fake] type=Dwarvish Scout side=2 x=41,41,42,43,44,45,45 y=15,16,16,17,17,18,19 [/move_unit_fake] {NAMED_NOTRAIT_UNIT 2 (Dwarvish Pathfinder) 45 19 (Grimnir) ( _ "Grimnir")} [remove_shroud] x=43-46 y=17-20 side=1 [/remove_shroud] [redraw][/redraw] [delay] time=200 [/delay] [message] speaker=Grimnir message= _ "News travels fast. The chaos you have sown has caused the foul trolls to start retreating. And now the architect of our suffering is dead. This war is far from over, but with your help we won this battle. You have our gratitude. Our king has instructed us to bring you to him; he wants to talk with you and reward you. He waits in our most hallowed hall, a place that no elf has seen for generations upon generations. It is a great honor, but you have done great deeds this day. Elves killing a troll chieftain! We will tell this story for years." [/message] [message] speaker=Nym message= _ "With their knowledge of all these secret tunnels, you’d think they could have led us straight here instead of making us go through those ‘light defenses’. It would have saved us a lot of unnecessary fighting in actually getting to the troll chieftain." [/message] [message] speaker=Zhul message= _ "Perhaps they wanted to further test our prowess in battle. And besides, every troll we kill is one they don’t have to. Still, I think we caused a bigger distraction than they were expecting." [/message] [message] speaker=Kaleh message= _ "Shhhh, you two. Yes, of course, we would be honored to come and meet your king. But first, we left many of our people back up near the entrance to the great cave where you first met us and I fear that even now those caves aren’t safe. Can you help us escort my people to safety?" [/message] [message] speaker=Grimnir message= _ "Hmmmm, yes, after what you have done, I think I could arrange something. We have a few larger halls that should hold your people, a bit cramped, but safe. Since you first arrived, we’ve had a few lads watch over them; you hid your folk in a good defensive location, but you can never be too sure. I’ll get them to help escort your people to safety. We certainly wouldn’t want any surprises." [/message] [message] speaker=Kaleh message= _ "You are full of surprises. But I feel better knowing a few of your kind were watching out for the rest of my people. All right everyone, no celebrating yet, we still have work left to do!" [/message] [endlevel] result=victory bonus=yes {NEW_GOLD_CARRYOVER 40} [/endlevel] [/event] # TROLL EASTER EGG EVENTS # Event 25: Dwarf Ghost [event] name=moveto [filter] x=7-11 y=17-21 side=1 [/filter] [remove_shroud] x=7-12 y=17-21 side=1 [/remove_shroud] {CHECK_EXPLORER} [message] speaker=$explorer.id message= _ "It’s cooler here, there seems to be a draft to the west." [/message] [terrain] x,y=8,22 terrain=Uu [/terrain] {NAMED_NOTRAIT_UNIT 2 (Haunt) 8 20 (Dwarf Ghost) ( _ "Dwarf Ghost")} [redraw][/redraw] [delay] time=300 [/delay] [message] speaker=Dwarf Ghost message= _ "Hail, friend. Ages ago, I too fought the trolls and came to this place. But by ill luck I was burned to death by the lava and died nearby unblessed and unhonored. Find my body and grant me the peace I so dearly wish for. Do this and I will let you pass." [/message] {CLEAR_VARIABLE explorer} [/event] # Event 26: Dwarf Corpse [event] name=moveto [filter] x=14 y=12-13 side=1 [/filter] [filter_condition] [have_unit] id=Dwarf Ghost [/have_unit] [/filter_condition] [message] speaker=unit message= _ "Look, a crumbling skeleton. I think this might be the body of the dwarven ghost. It shouldn’t take long to dig a shallow grave." [/message] [redraw] [/redraw] [delay] time=1000 [/delay] [message] speaker=unit message= _ "May Eloh, or whatever god you worship, grant you peace and safe passage to the afterlife. We will avenge your death." [/message] # kills dwarf ghost blocking passage [kill] id=Dwarf Ghost animate=no [/kill] [terrain] x=7-9 y=23 terrain=Re [/terrain] # create new unit so that ghost can deliver final dialogue before leaving {NAMED_NOTRAIT_UNIT 2 (Haunt) 14 13 (Dwarf Ghost) ( _ "Dwarf Ghost")} [redraw] [/redraw] [message] speaker=Dwarf Ghost message= _ "Thank you. You have done for me what all my dwarven kin never could. I will no longer block your way. I leave now for the halls of my ancestors..." [/message] [kill] id=Dwarf Ghost animate=yes [/kill] [/event] # Event 27: Troll Crypt Guardian [event] name=moveto [filter] x=7-9 y=20-25 side=1 [/filter] {NAMED_UNIT 4 (Soulless) 7 25 cryptguard ( _ "Crypt Guardian") (variation=troll)} [modify_unit] [filter] id=cryptguard [/filter] description={UNDEAD_TROLL_DESCRIPTION} [/modify_unit] {CHECK_EXPLORER} [message] speaker=$explorer.id message= _ "This looks like a troll crypt. Whoever it was must have been very important, because they have their own undead guardian." [/message] {CLEAR_VARIABLE explorer} [/event] # Event 28: Troll Coffin [event] name=moveto [filter] x=5-6 y=26 side=1 [/filter] {CHECK_EXPLORER} [message] speaker=$explorer.id message= _ "There is a chasm here cutting off the end of the crypt. It must be rather recent; the edges are still raw and crumbling. It cuts off the path leading to a rather ornate stone coffin." [/message] {CLEAR_VARIABLE explorer} [/event] # Ransack Troll Coffin [event] name=moveto id=take_wand first_time_only=no [filter] x=3 y=28 side=1 [not] type=Dust Devil [/not] [/filter] [message] speaker=unit message= _ "For a troll this is quite an ornate tomb. The coffin itself is quite impressive. Inside, the skeleton has crumbled to dust and there are a few colored stones and trinkets, but what really sticks out is this emerald wand. I don’t have much experience with magical items, but the asp with emerald eyes and large fangs carved around its shaft leave little doubt as to its power. We may find this useful before our journey is over." [option] label= _ "It might be useful, I’ll take it." [command] [remove_event] id=take_wand [/remove_event] [message] speaker=unit message= _ "The wand fits comfortably in my hand. It doesn’t seem to have much of a range, but in close combat it could be quite useful." [/message] [object] [filter] x,y=$x1,$y1 [/filter] id=Troll Wand name= _ "Emerald Wand of Poison" description= _ "This wand makes this unit’s melee attacks deal poison damage." [effect] apply_to=attack range=melee [set_specials] mode=append {WEAPON_SPECIAL_POISON} [/set_specials] [/effect] [effect] apply_to=attack range=melee increase_damage=2 [/effect] [/object] [/command] [/option] [option] label= _ "On second thought, it’s better to leave the dead in peace." [command] [allow_undo] [/allow_undo] [/command] [/option] [/message] [/event] #at victory, clear variables: [event] name=victory {CLEAR_VARIABLE heat_damage} {CLEAR_VARIABLE summon_flame_guardian} {CLEAR_VARIABLE flame_guardian_turn_counter} [/event] [event] name=time over [message] speaker=Kaleh message= _ "Oh no, we took too long and enemy reinforcements have arrived. We’ll surely be overwhelmed now!" [/message] [/event] {UTBS_INCLUDE utils/deaths.cfg} [/scenario]
#textdomain wesnoth-utbs [scenario] id=06b_In_the_Domain_of_the_Dwarves name= _ "In the Domain of the Dwarves" {UTBS_MAP 06b_In_the_Domain_of_the_Dwarves.map} {STORY_IN_THE_DOMAIN_OF_THE_DWARVES} {SCENARIO_MUSIC "knolls.ogg"} next_scenario=07b_Talking_with_Trolls {TURNS 60 58 56} victory_when_enemies_defeated=no {UNDERGROUND} #Side=1 elf player [side] side=1 id=Kaleh type=Quenoth Youth canrecruit=yes {GOLD 235 190 135} {INCOME 8 6 4} controller=human shroud=yes fog=no team_name=Allies user_team_name= _ "team_name^Quenoth Elves" {FLAG_VARIANT long} [/side] #Side=2 dwarf 1 (guarding advance base) [side] side=2 color=orange no_leader=yes gold=0 income=0 controller=ai shroud=no fog=no #so that the lake bats won't go after dwarves team_name=enemies user_team_name=_"Enemies" [ai] aggression=0.9 caution=0.1 #defend advance outpost, don't retreat [avoid] x=19-26,16-18 y=30-32,33-35 [/avoid] [/ai] {FLAG_VARIANT knalgan} [/side] #Side=3 troll 3 (troll allies) [side] side=3 no_leader=yes gold=0 income=0 controller=ai shroud=no fog=no team_name=Allies user_team_name=_"Allies" [/side] #Side=4 vampire bats [side] side=4 no_leader=yes gold=0 {NO_INCOME} color=white controller=ai shroud=no fog=no team_name=enemies user_team_name=_"Enemies" #ifdef EASY recruit=Vampire Bat, Blood Bat #endif #ifdef NORMAL recruit=Vampire Bat, Blood Bat, Dread Bat #endif #ifdef HARD recruit=Vampire Bat, Blood Bat, Dread Bat #endif [ai] aggression=0.8 caution=0.1 village_value=0 recruitment_pattern=scout #bats can't go down SW tunnel or go west and attack dwarves [avoid] x=24-42,33-35 y=23-50,13-15 [/avoid] passive_leader=yes [/ai] [/side] #Side=5 Secrets & Tentacles [side] side=5 no_leader=yes gold=0 income=0 controller=ai shroud=yes fog=no team_name=enemies user_team_name=_"Enemies" color=brown [ai] aggression=0.90 caution=0.10 [/ai] [/side] #Side=6 dwarf 2 (main base guards) [side] side=6 type=Dwarvish Lord id=Dwarf Chieftain name= _ "Dwarf Chieftain" canrecruit=yes color=purple x=6 y=16 side=6 [modifications] {TRAIT_STRONG} {TRAIT_RESILIENT} [/modifications] gold=0 # set income extra low to compensate for prestart villages income=-20 controller=ai shroud=no fog=no #so that lake bats won't go after dwarves team_name=enemies user_team_name=_"Enemies" #ifdef EASY recruit=Dwarvish Fighter, Dwarvish Steelclad, Dwarvish Thunderer, Dwarvish Berserker, Dwarvish Thunderguard, Dwarvish Guardsman, Dwarvish Pathfinder #endif #ifdef NORMAL recruit=Dwarvish Fighter, Dwarvish Steelclad, Dwarvish Thunderer, Dwarvish Berserker, Dwarvish Thunderguard, Dwarvish Guardsman, Dwarvish Pathfinder, Dwarvish Explorer #endif #ifdef HARD recruit=Dwarvish Fighter, Dwarvish Steelclad, Dwarvish Thunderer, Dwarvish Berserker, Dwarvish Thunderguard, Dwarvish Guardsman, Dwarvish Dragonguard, Dwarvish Sentinel, Dwarvish Pathfinder, Dwarvish Explorer #endif [ai] #ifdef EASY recruitment_pattern=scout,fighter,mixed fighter,mixed fighter,fighter #endif #ifdef NORMAL recruitment_pattern=scout,fighter,mixed fighter,mixed fighter,fighter #endif #ifdef HARD recruitment_pattern=scout,fighter,mixed fighter,mixed fighter,fighter,archer #endif aggression=0.6 # makes the guards avoid weird retreats, has to be modified after guards are defeated [avoid] x=12-15,22-27 y=19-22,18-25 [/avoid] # makes the dwarves group defensively grouping=defensive [/ai] {FLAG_VARIANT knalgan} [/side] #ifdef EASY {LIMIT_CONTEMPORANEOUS_RECRUITS 4 "Vampire Bat" 2} {LIMIT_CONTEMPORANEOUS_RECRUITS 4 "Blood Bat" 2} #else {LIMIT_CONTEMPORANEOUS_RECRUITS 4 "Dread Bat" 2} #endif # Prestart functions: # set starting scenario objectives # increase cost of recruiting units # place item images on map # recall main heroes # initialize starting variables # create tentacle location variable # remove keep # create elf units # create AI=guardian starting units # create Grog [event] name=prestart #set starting scenario objectives [objectives] summary= _ "Starting Objectives:" [objective] description= _ "Kill dwarf chieftain" condition=win [/objective] [objective] description= _ "Death of Kaleh" condition=lose [/objective] [objective] description= _ "Death of Nym" condition=lose [/objective] [objective] description= _ "Death of Zhul" condition=lose [/objective] {TURNS_RUN_OUT} [gold_carryover] bonus=yes carryover_percentage=40 [/gold_carryover] [/objectives] {INCREASE_RECRUIT_COSTS 1} # Try simulating tentacles preferring Kaleh as a target. # No more than 2 tentacles should focus him, the others # will choose other victims. [micro_ai] side=5 ai_type=simple_attack action=add [filter_second] id=Kaleh [not] [filter_adjacent] side=5 count=3-6 [/filter_adjacent] [/not] [/filter_second] [/micro_ai] #secret tomb furnishings {PLACE_IMAGE items/rune-violet2.png 45 21} {PLACE_IMAGE items/coffin-closed.png 49 24} #recall heroes [recall] id=Nym [/recall] [recall] id=Zhul [/recall] [recall] id=Elyssa [/recall] #initialize starting variables [set_variable] name=tentacle_count value=0 [/set_variable] {VARIABLE Grog_found no} {VARIABLE hermit_trigger no} #possible locations for tentacle spawning (27-30 & 13-17 -> 4*5=20) [for] end=20 [do] [store_locations] x=27-30 y=13-17 terrain=Ww*, Wo* variable=locs [/store_locations] [/do] [/for] # Pre-set units # Event 2.1 # Dwarvish sergeant guardian [unit] type=Dwarvish Steelclad id=Dwarf Sergeant name= _ "Dwarf Sergeant" x=11 y=36 side=2 ai_special=guardian facing=nw [modifications] {TRAIT_RESILIENT} {TRAIT_STRONG} [/modifications] [/unit] # Event 2.2 # Vengeful Dwarf [unit] type=Dwarvish Fighter id=Vengeful Dwarf name= _ "Vengeful Dwarf" x=7 y=29 side=2 ai_special=guardian [modifications] {TRAIT_RESILIENT} {TRAIT_QUICK} [/modifications] [/unit] #Troll ally shaman, doesn't move {NAMED_NOTRAIT_UNIT 3 (Troll Shaman) 33 30 (Zurg) ( _ "Zurg")} {GUARDIAN} # Event 3: Tunnel cave-ins [unit] type=Dwarvish Stalwart id=East Scout name= _ "Dwarf Scout" x=22 y=30 side=6 ai_special=guardian [modifications] {TRAIT_STRONG} {TRAIT_RESILIENT} [object] id=o1 [effect] apply_to=movement_costs replace=yes [movement_costs] cave={UNREACHABLE} flat={UNREACHABLE} [/movement_costs] [/effect] [/object] [/modifications] [/unit] [unit] type=Dwarvish Stalwart id=West Scout name= _ "Dwarf Scout" x=17 y=31 side=6 ai_special=guardian [modifications] {TRAIT_STRONG} {TRAIT_RESILIENT} [object] id=o2 [effect] apply_to=movement_costs replace=yes [movement_costs] cave={UNREACHABLE} flat={UNREACHABLE} [/movement_costs] [/effect] [/object] [/modifications] [/unit] #capture dwarf chieftan's villages [capture_village] x= 6, 8, 9,14,11 y=11,14,19,16,10 side=6 [/capture_village] # show where to go at start {PLACE_IMAGE items/gohere.png 28 32} # create Grog [unit] type=Troll id=Grog name= _ "Grog" profile=portraits/trolls/troll-hero-alt.png x=7 y=28 side=3 unrenamable=yes hitpoints=25 facing=s [modifications] {TRAIT_LOYAL} {TRAIT_STRONG} [/modifications] [/unit] [/event] # starting events [event] name=start # starting dialogue [message] speaker=Zurg message= _ "This amazing tunnel, it leads very close to dwarves’ main lair. You can hear their tiny footsteps just on other side of wall. All that separates us from the dwarves is a thin wall of stone. When you move a unit adjacent to the final wall, on your order Zurg will destroy it with fire magic. Dwarf chieftain is only lightly guarded, he send best warriors to hunt trolls. Heh, we give you easy task. You know dwarf chieftain when you see him, he shorter and uglier than most." [/message] [message] speaker=Zhul message= _ "Did you dig these tunnels all by yourselves?" [/message] [message] speaker=Zurg message= _ "No, most are tiny dwarf tunnels. We like natural tunnels, big and tall enough for mighty trolls. When the world was young, Griknagh cut many tunnels and caverns into the rock far below us. We traveled deep deep down, following the trickle of ancient streams, far deeper than the puny dwarves. But now we come back up, great leader say there bad things now deep below. Bad for trolls. We come back up to reclaim ancient lands. But we find them filled with many many little stinky dwarves. All the beautiful stones are gone, greedy dwarves take them all. So we fight to reclaim our lands. But Zurg talk too much. We have job to do. Find dwarven leader and kill him and we will reward you well." [/message] [message] speaker=Kaleh message= _ "It shall be done." [/message] [/event] # Event 1: Blow up wall, encounter advance dwarf guards # when player moves next wall trigger variable [event] name=moveto [filter] x,y=28,32 side=1 [/filter] [message] speaker=Zurg message= _ "Once you done moving into position, Zurg will destroy wall." [/message] {REMOVE_IMAGE 28 32} # at start of player’s next turn, blow charges and destroy wall [event] name=new turn # Place dwarf guards # EASY: 1 dwarf steelclad, 2 thunderer, 3 scouts # NORMAL: 1 dwarf steelclad, 2 thunderguard, 3 scouts # HARD: 1 dwarf steelclad, 2 thunderguard, 3 pathfinders # 1 Dwarf Sergeant {NAMED_NOTRAIT_UNIT 2 (Dwarvish Steelclad) 22 33 (Advance Sergeant) ( _ "Dwarf Sergeant")} # 2 Dwarf shooters #ifdef EASY {NAMED_NOTRAIT_UNIT 2 (Dwarvish Thunderer) 21 34 (Dwarf Guard) ( _ "Dwarf Guard")} {NAMED_NOTRAIT_UNIT 2 (Dwarvish Thunderer) 23 34 () ( _ "Dwarf Guard")} #else {NAMED_NOTRAIT_UNIT 2 (Dwarvish Thunderguard) 21 34 (Dwarf Guard) ( _ "Dwarf Guard")} {NAMED_NOTRAIT_UNIT 2 (Dwarvish Thunderguard) 23 34 () ( _ "Dwarf Guard")} #endif # 3 dwarf scouts occupy base and villages #ifdef HARD {NAMED_NOTRAIT_UNIT 2 (Dwarvish Pathfinder) 22 34 () ( _ "Dwarf Guard")} {NAMED_NOTRAIT_UNIT 2 (Dwarvish Pathfinder) 20 34 () ( _ "Dwarf Guard")} {NAMED_NOTRAIT_UNIT 2 (Dwarvish Pathfinder) 24 34 () ( _ "Dwarf Guard")} #else {NAMED_NOTRAIT_UNIT 2 (Dwarvish Scout) 22 34 () ( _ "Dwarf Guard")} {NAMED_NOTRAIT_UNIT 2 (Dwarvish Scout) 20 34 () ( _ "Dwarf Guard")} {NAMED_NOTRAIT_UNIT 2 (Dwarvish Scout) 24 34 () ( _ "Dwarf Guard")} #endif # Have Zurg cast spell to destroy wall [message] speaker=Zurg message= _ "Fist and fire, crumble stone!" [/message] # Have screen flash red [color_adjust] red,green,blue=255,0,0 [/color_adjust] [redraw] [/redraw] [sound] name=explosion.ogg [/sound] [delay] time=100 [/delay] [color_adjust] red,green,blue=0,0,0 [/color_adjust] [redraw] [/redraw] # Have wall shake, then be replaced by dirt, then add rubble {UTBS_SHAKE_SCREEN} [sound] name=rumble.ogg [/sound] [terrain] x=27-28 y=33 terrain=Re [/terrain] {PLACE_IMAGE scenery/rubble.png 27 33} {PLACE_IMAGE scenery/rubble.png 28 33} # Reveal dwarven cavern [remove_shroud] x=19-30 y=32-39 side=1 [/remove_shroud] [redraw][/redraw] # Have Zurg say goodbye [message] speaker=Zurg message= _ "My work here is done. Zurg must report back to Great Leader. Many things to do and dwarves to kill before rest. Zurg return later to see how little elves are doing. Fight well!" [/message] # Have Zurg leave [move_unit] id=Zurg to_x=39 to_y=31 [/move_unit] [kill] id=Zurg animate=no fire_event=no [/kill] [terrain] x,y=48,38 terrain=Xu [/terrain] {PLACE_IMAGE scenery/rubble.png 44 35} # Have dwarf guards talk [message] speaker=Dwarf Guard message= _ "Intruders! Sound the alarm!" [/message] # If player tries to go back up escape passage [event] name=moveto [filter] x,y=47-48,37 side=1 [/filter] [message] speaker=unit message= _ "Zurg must have collapsed the tunnel. Perhaps he didn’t want to give the dwarves an easy access route if they defeated us. So much for an escape route, I guess we’ll just have to be sure not to fail." [/message] [/event] [/event] [/event] # Event 2.1 2.2: Dwarf Sergeant and his Conscripts # moveto version, when dwarf sees enemy (sighted version disabled) [event] name=moveto [filter] x,y=9-16,35-38 side=1 [/filter] # make sure the sergeant is not facing the player's unit [modify_unit] [filter] id=Dwarf Sergeant [/filter] facing=nw [/modify_unit] [remove_shroud] side=1 x=8-14 y=33-38 [/remove_shroud] # if Hard, add a third Dwarf Conscript {NAMED_GENERIC_UNIT 2 (Dwarvish Thunderer) 9 36 (Dwarf Conscript) ( _ "Dwarf Conscript")} {NAMED_GENERIC_UNIT 2 (Dwarvish Scout) 10 34 () ( _ "Dwarf Conscript")} #ifdef HARD {NAMED_GENERIC_UNIT 2 (Dwarvish Fighter) 9 35 () ( _ "Dwarf Conscript")} #endif [message] speaker=Dwarf Sergeant message= _ "Do you know what the first task of any dwarven warrior is, runt?" [/message] [message] x,y=10,34 message= _ "Sir?" [/message] [message] speaker=Dwarf Sergeant message= _ "Constant vigilance, boys; the enemy could be anywhere!" [/message] [message] x,y=9,36 message= _ "But sir—" [/message] [message] speaker=Dwarf Sergeant message= _ "Did I give you permissions to speak? Did I?" [/message] [message] speaker=Dwarf Sergeant message= _ "I was killing trolls when you were in swaddling clothes. I wrote the book on killing trolls. And you’re not going anywhere until I’m done with you." [/message] [message] x,y=10,34 message= _ "But sir, behind you...!" [/message] [message] speaker=Dwarf Sergeant message= _ "Oh let me guess, a big nasty troll, right? And when I turn around you flee like the cowards you are. Do you think I’m stupid enough to fall for that one?" [/message] [switch] variable=unit.race [case] value=quenoth, elf [message] x,y=9,36 message= _ "No, it’s an elf!" [/message] [modify_unit] [filter] id=Dwarf Sergeant [/filter] facing=se [/modify_unit] [message] id=Dwarf Sergeant message= _ "What...?! Right... First task, boys, kill the intruder!" [/message] [/case] [case] value=troll [message] x,y=9,36 message= _ "I’m too young to die, save me!" [/message] [modify_unit] [filter] id=Dwarf Sergeant [/filter] facing=se [/modify_unit] [message] speaker=Dwarf Sergeant message= _ "Oh, grow a backbone... Huh? Hey, for once the runt was telling the truth. Come on, boys, kill the intruder!" [/message] [/case] [case] value=human [message] x,y=10,34 message= _ "No, it’s a... human?" [/message] [modify_unit] [filter] id=Dwarf Sergeant [/filter] facing=se [/modify_unit] [message] speaker=Dwarf Sergeant message= _ "What is a human doing here? Come on, boys, kill the intruder!" [/message] [/case] [case] value=monster [message] x,y=10,34 #po: "it" is referring to the dust devil message= _ "No, it’s a... what is that?" [/message] [modify_unit] [filter] id=Dwarf Sergeant [/filter] facing=se [/modify_unit] [message] speaker=Dwarf Sergeant #po: 'earth’s guts' references the underground. What is being talked about is the dust devil. message= _ "What in the earth’s guts is that? Kill it!" [/message] [/case] [else] [message] x,y=9,36 message= _ "No, look behind you!" [/message] [modify_unit] [filter] id=Dwarf Sergeant [/filter] facing=se [/modify_unit] [message] id=Dwarf Sergeant message= _ "What...?! Right... First task, boys, kill the intruder!" [/message] [/else] [/switch] [/event] # funny death message from one of the conscripts [event] name=last breath [filter] id=Dwarf Conscript [/filter] [filter_condition] [have_unit] id=Dwarf Sergeant [/have_unit] [/filter_condition] [message] speaker=unit message= _ "I love you, Sarge..." [/message] [/event] # Event 2.2: Wounded Troll # When player sees Vengeful Dwarf and troll prisoner (sighted version disabled) # Grog and the Dwarf cannot kill eachother unless dwarf advances (many turns) [event] name=attack first_time_only=no [filter] id=Grog, Vengeful Dwarf [/filter] [store_unit] [filter] id=Grog [/filter] variable=Grog_var [/store_unit] [store_unit] [filter] id=Vengeful Dwarf [/filter] variable=VDwarf_var [/store_unit] [/event] {FORCE_CHANCE_TO_HIT id="Vengeful Dwarf" id=Grog 0 ( [variable] name=Grog_var.hitpoints less_than_equal_to=24 [/variable] [variable] name=VDwarf_var.level equals=1 [/variable] )} {FORCE_CHANCE_TO_HIT id=Grog id="Vengeful Dwarf" 0 ( [variable] name=VDwarf_var.hitpoints less_than_equal_to=31 [/variable] [variable] name=VDwarf_var.level equals=1 [/variable] )} # Everytime Grog is attacked, he loses 1 xp and the dwarf loses 2 xp until the fight is found [event] name=attack end first_time_only=no [filter] id=Vengeful Dwarf, Grog [/filter] [filter_second] id=Grog, Vengeful Dwarf [/filter_second] [filter_condition] [and] [variable] name=Grog_found equals=no [/variable] [/and] [/filter_condition] [modify_unit] [filter] id=Grog [/filter] [effect] apply_to=experience set=0 [/effect] [/modify_unit] [modify_unit] [filter] id=Vengeful Dwarf [/filter] [effect] apply_to=experience set=0 [/effect] [/modify_unit] [/event] # When Grog is found, the following event triggers. [event] name=moveto [filter] x,y=6-8,28-34 side=1 [/filter] [remove_shroud] side=1 x=5-9 y=27-34 [/remove_shroud] {CLEAR_VARIABLE Grog_found} [message] speaker=Vengeful Dwarf message= _ "Ha, you’re trapped. I’ve got you right where I want you, and this time no one is gonna save you." [/message] {CHECK_SPEAKER} [message] speaker=$speaking_unit.id message= _ "How did a troll get stuck all the way back here?" [/message] {CLEAR_VARIABLE speaking_unit} [/event] # When Vengeful Dwarf dies [event] name=die [filter] id=Vengeful Dwarf [/filter] [filter_condition] [have_unit] id=Grog [/have_unit] [/filter_condition] {VARIABLE saved_grog yes} [message] speaker=Grog message= _ "Thank you. Grog got lost and there were so many smelly dwarves. If you hadn’t come Grog would have been killed. Grog owes you his life." [/message] [modify_unit] [filter] id=Grog [/filter] side=1 moves=5 [/modify_unit] [/event] # Event 3: Tunnel cave-ins # Eastern tunnel [event] name=moveto [filter] x,y=22-24,30-32 side=1 [/filter] [if] [have_location] x,y=16,31 terrain=Xu count=0 [/have_location] [then] [delay] time=200 [/delay] [message] speaker="East Scout" message= _ "Here they come! Blow the charges!" [/message] [kill] id="East Scout" animate=no [/kill] [move_unit_fake] type=Dwarvish Stalwart side=6 x=22,21,20,20,20,19,18,18 y=30,30,29,28,27,27,26,25 [/move_unit_fake] [sound] name=explosion.ogg [/sound] {UTBS_SHAKE_SCREEN} [sound] name=rumble.ogg [/sound] [terrain] x,y=22,30 terrain=Xu [/terrain] {SCROLL_TO 22 30} {PLACE_IMAGE scenery/rubble.png 21 30} {PLACE_IMAGE scenery/rubble.png 23 30} [/then] [else] [message] speaker="East Scout" message= _ "They’re coming this way too! Blow the charges!" [/message] [redraw] [/redraw] [delay] time=1000 [/delay] [message] speaker="East Scout" message= _ "What?! Nothing happened! Who rigged the darn charges anyway? I’m going to have to hold them off by myself." [/message] [/else] [/if] [/event] # Western tunnel [event] name=moveto [filter] x,y=15-16,31-34 side=1 [/filter] [if] [have_location] x,y=22,30 terrain=Xu count=0 [/have_location] [then] [delay] time=200 [/delay] [message] speaker=West Scout message= _ "Here they come! Blow the charges!" [/message] [kill] id=West Scout animate=no [/kill] [move_unit_fake] type=Dwarvish Stalwart side=6 x=17,18,18,18,18,18,18,18,17,17 y=31,30,29,28,27,26,25,24,24,23 [/move_unit_fake] [sound] name=explosion.ogg [/sound] {UTBS_SHAKE_SCREEN} [sound] name=rumble.ogg [/sound] [terrain] x,y=16,31 terrain=Xu [/terrain] {SCROLL_TO 16 31} [if] [have_unit] x,y=16,31 [/have_unit] [then] [teleport] [filter] x,y=16,31 [/filter] x=15 y=32 [/teleport] [/then] [/if] {PLACE_IMAGE scenery/rubble.png 15 32} {PLACE_IMAGE scenery/rubble.png 17 31} [/then] [else] [message] speaker="West Scout" message= _ "They’re coming this way too! Blow the charges!" [/message] [redraw] [/redraw] [delay] time=1000 [/delay] [message] speaker="West Scout" message= _ "What?! Nothing happened! Who rigged the darn charges anyway? I’m going to have to hold them off by myself." [/message] [/else] [/if] [/event] # Event 4: Bridge/Chasm Fight # Dwarf guards challenge elves to stand and fight, Jorgi doesn't want # to have to resort to trickery [event] name=moveto [filter] x=17-21 y=24-31 side=1 [/filter] [remove_shroud] x=16-23 y=23-32 side=1 [/remove_shroud] {NAMED_GENERIC_UNIT 6 (Dwarvish Sentinel) 19 25 (Jorgi) ( _ "Jorgi")} #ifdef HARD {NAMED_GENERIC_UNIT 6 (Dwarvish Steelclad) 18 26 () ( _ "Dwarf Guard")} {NAMED_GENERIC_UNIT 6 (Dwarvish Steelclad) 19 27 () ( _ "Dwarf Guard")} {NAMED_GENERIC_UNIT 6 (Dwarvish Steelclad) 20 26 () ( _ "Dwarf Guard")} #else {NAMED_GENERIC_UNIT 6 (Dwarvish Fighter) 18 26 () ( _ "Dwarf Guard")} {NAMED_GENERIC_UNIT 6 (Dwarvish Steelclad) 19 27 () ( _ "Dwarf Guard")} {NAMED_GENERIC_UNIT 6 (Dwarvish Fighter) 20 26 () ( _ "Dwarf Guard")} #endif {NAMED_GENERIC_UNIT 6 (Dwarvish Pathfinder) 18 25 () ( _ "Dwarf Guard")} #ifdef HARD {NAMED_GENERIC_UNIT 6 (Dwarvish Explorer) 20 25 () ( _ "Dwarf Guard")} #else {NAMED_GENERIC_UNIT 6 (Dwarvish Pathfinder) 20 25 () ( _ "Dwarf Guard")} #endif #ifdef EASY {NAMED_GENERIC_UNIT 6 (Dwarvish Thunderguard) 19 26 () ( _ "Dwarf Guard")} #else {NAMED_GENERIC_UNIT 6 (Dwarvish Dragonguard) 19 26 () ( _ "Dwarf Guard")} #endif [message] speaker=Jorgi message= _ "It was a mistake to depend on trickery. We will defeat you fighting face to face. A true dwarf always looks his opponent in the eye when he kills him!" [/message] [message] speaker=Jorgi message= _ "So I challenge you, man to man. If you are not cowards, step out onto these bridges and meet your fate!" [/message] [/event] # defines macro to explode backup charges to destroy tunnel leading # directly to main dwarf base #define BACKUP_CHARGES [sound] name=explosion.ogg [/sound] {UTBS_SHAKE_SCREEN} [sound] name=rumble.ogg [/sound] [terrain] x=12,12 y=19,20 terrain=Xu [/terrain] {PLACE_IMAGE scenery/rubble.png 11 19} {PLACE_IMAGE scenery/rubble.png 13 21} #enddef # When Jorgi dies, blow charges to destroy tunnel leading to dwarf base [event] name=last breath id=death_blows_charges [filter] id=Jorgi [/filter] [message] speaker=Jorgi message= _ "I couldn’t do it. Blow the backup charges! If we can’t stop them then maybe the black lake will." [/message] {BACKUP_CHARGES} [remove_event] id=move_blows_charges [/remove_event] [/event] # if player crosses bridge before killing Jorgi, then blow charges # to destroy tunnel leading to dwarf base [event] name=moveto id=move_blows_charges [filter] x=12-21 y=19-26 side=1 [/filter] [message] speaker=Jorgi message= _ "They’ve crossed the chasm! Blow the backup charges! If we can’t stop them then maybe the black lake will." [/message] {BACKUP_CHARGES} [remove_event] id=death_blows_charges [/remove_event] [/event] # Event 5: Vampire Bats [event] name=moveto [filter] x=25-34 y=10-22 side=1 [/filter] {CHECK_EXPLORER} [message] speaker=$explorer.id message= _ "It’s a huge underground lake. The water looks dark and deep and is cold to the touch. There also seems to be some glowing moss on the walls which illuminates the cavern, making it easier to see." [/message] {CLEAR_VARIABLE explorer} [/event] #activate bats and create dwarvish hermit unit [event] name=moveto [filter] x=26-28 y=15-20 side=1 [/filter] [unit] id=Extra Hairy Bat name= _ "Extra Hairy Bat" type=Dread Bat x=42 y=9 side=4 canrecruit=yes [modifications] {TRAIT_STRONG} {TRAIT_RESILIENT} [/modifications] [/unit] #on easy, don't allow side to recruit dread bats, but create one at start #ifdef EASY [unit] type=Dread Bat side=4 x=41 y=10 moves=0 [/unit] #endif [modify_side] side=4 {INCOME 8 12 16} {GOLD 75 110 145} [/modify_side] [unit] type=Dwarvish Stalwart id=Dwarf Hermit name= _ "Dwarf Hermit" x=21 y=6 side=6 ai_special=guardian [modifications] {TRAIT_STRONG} {TRAIT_QUICK} [/modifications] [/unit] [capture_village] x,y=22,5 side=6 [/capture_village] [/event] # when player sees bats [event] name=sighted [filter] type=Vampire Bat,Blood Bat,Dread Bat [/filter] [filter_second] side=1 [/filter_second] {CHECK_SPEAKER} [message] speaker=$speaking_unit.id message= _ "Incoming! Ugh, it’s big, hairy, and nasty. I hate bats, I really hate bats." [/message] {CLEAR_VARIABLE speaking_unit} [/event] [event] name=last breath # wmllint: recognize Big Hairy Bat [filter] id=Big Hairy Bat [/filter] [message] speaker=unit message= _ "Graaawk!" # wmllint: no spellcheck [/message] {CHECK_SPEAKER} [message] speaker=$speaking_unit.id message= _ "Good riddance." [/message] {CLEAR_VARIABLE speaking_unit} [/event] # Event 6: Tentacles attack # (2-3 level 1 tentacles appear every turn that player # is in 27-30,13-16) Give warning when player reaches edge of ledge # tentacles appear at start of player’s turn [event] name=enter_hex [filter] x=27-29,28-29 y=17,18 side=1 [/filter] {CHECK_EXPLORER} [message] speaker=$explorer.id message= _ "The ledge just drops off here. The water might be shallow enough to wade across, but I think I vaguely see something moving underneath the surface. Maybe it’s just fish, but I don’t like the look of it." [/message] {CLEAR_VARIABLE explorer} [/event] #define CREATE_TENTACLE {RANDOM 1..$locs.length} {VARIABLE_OP random sub 1} [unit] type=Tentacle of the Deep side=5 x=$locs[$random].x y=$locs[$random].y placement=map passable=yes [modifications] {TRAIT_STRONG} {TRAIT_QUICK} [/modifications] role=large_tentacles [/unit] #enddef # create a bunch of tentacles every time a side 1 unit is in area # do this 3 times, then stop [event] name=new turn first_time_only=no [filter_condition] [have_unit] x=27-30 y=13-17 side=1 [/have_unit] [variable] name=tentacle_count less_than=3 [/variable] [/filter_condition] {CREATE_TENTACLE} {CREATE_TENTACLE} #ifndef EASY {CREATE_TENTACLE} #endif #ifdef HARD {CREATE_TENTACLE} #endif #choose what message to say [if] [variable] name=tentacle_count numerical_equals=0 [/variable] [then] [message] x,y=24-30,12-20 side=1 message= _ "What are those?!" [/message] [/then] [else] [message] x,y=24-30,12-20 side=1 message= _ "Here come more of them!" [/message] [/else] [/if] [set_variable] name=tentacle_count add=1 [/set_variable] [if] [variable] name=tentacle_count equals=3 [/variable] [then] [event] name=die [filter] type=Tentacle of the Deep [/filter] [filter_condition] [have_unit] role=large_tentacles count=0 [/have_unit] [/filter_condition] [message] x,y=21-30,12-19 side=1 message= _ "The movement under the water has stopped. I think we killed the last of them. Whatever ‘them’ was." [/message] #once all the tentacles have been killed, locs is no longer needed {CLEAR_VARIABLE locs} [modify_side] side=4 income=2 [/modify_side] [/event] [/then] [/if] [/event] # Event 7: Trigger Dwarf Lord's side [event] name=moveto [filter] x=13-22 y=11-17 side=1 [/filter] [modify_side] side=6 {INCOME 10 15 20} {GOLD 100 150 200} [/modify_side] # Delete the avoidance factor [modify_ai] side=6 action=delete path=aspect[avoid].facet[*] [/modify_ai] #create dwarven defenders: #on EASY difficulty, don't create Dwarvish Pathfinder #ifdef HARD {NAMED_GENERIC_UNIT 6 (Dwarvish Steelclad) 11 10 () ( _ "Dwarf High Guard")} #else {NAMED_GENERIC_UNIT 6 (Dwarvish Fighter) 11 10 () ( _ "Dwarf High Guard")} #endif #ifndef EASY {NAMED_GENERIC_UNIT 6 (Dwarvish Pathfinder) 5 13 () ( _ "Dwarf High Guard")} #endif {NAMED_GENERIC_UNIT 6 (Dwarvish Thunderguard) 7 15 () ( _ "Dwarf High Guard")} {NAMED_GENERIC_UNIT 6 (Dwarvish Stalwart) 7 19 () ( _ "Dwarf High Guard")} [/event] # Event 8: Dwarf Lord sighted event and death event [event] name=sighted [filter] id=Dwarf Chieftain [/filter] [filter_second] side=1 [/filter_second] [message] speaker=Dwarf Chieftain message= _ "So you’ve come at last. Let it end, here and now!" [/message] [gold] amount={ON_DIFFICULTY 80 120 160} side=6 [/gold] [/event] [event] name=last breath [filter] id=Dwarf Chieftain [/filter] [message] speaker=Dwarf Chieftain message= _ "Faugh! Even in death I curse you! You will never escape these tunnels alive!" [/message] {CHECK_SPEAKER} [message] speaker=$speaking_unit.id message= _ "And so, at last, it ends." [/message] {CLEAR_VARIABLE speaking_unit} [message] side=6 [not] canrecruit=yes [/not] message= _ "The chieftain has fallen! Flee for your lives!" [/message] [kill] side=6 animate=no [/kill] [terrain] x=0,1,2,3,4,5,5,6 y=20,21,21,22,21,21,20,19 terrain=Uu [/terrain] [remove_shroud] x=2-7 y=18-22 side=1 [/remove_shroud] [redraw][/redraw] [move_unit_fake] type=Troll Shaman side=2 x=1,6 y=21,19 [/move_unit_fake] {NAMED_NOTRAIT_UNIT 3 (Troll Shaman) 6 19 (Zurg) ( _ "Zurg")} [delay] time=200 [/delay] [message] speaker=Zurg message= _ "Little elves fight good. Zurg impressed. With dwarf chieftain dead, cowardly dwarves flee before us. Our struggle not over, still much more fighting, but elf and troll have won this battle. We thank you. Great Leader has allowed you to come speak with him. Great honor, never has one of your kind been allowed in his presence. But he wishes to talk with you and reward you. Please come with me." [/message] [message] speaker=Nym message= _ "With their knowledge of all these secret tunnels, you’d think they could have led us straight here instead of making us go through those ‘light defenses’. It would have saved us a lot of unnecessary fighting in actually getting to the dwarf chieftain." [/message] [message] speaker=Zhul message= _ "Perhaps they wanted to further test our prowess in battle. And besides, every dwarf we kill is one they don’t have to. Still, I think we caused a bigger distraction than they were expecting." [/message] [message] speaker=Kaleh message= _ "Shh, you two. Yes, of course, we would be honored to come and meet the Great Leader. But first, we left many of our people back up near the entrance to the great cave where you first met us and I fear that even now those caves aren’t safe. Can you help us escort my people to safety?" [/message] [message] speaker=Zurg message= _ "Hmm, yes, yes we can help. We have a few big caves you little people can stay in, and I get some big trolls to help escort you there. The Great Leader wouldn’t want any unpleasant surprises. Show me where your people are hiding and we will help you move them to our caves." [/message] [message] speaker=Kaleh message= _ "I thank you. Come on people, no celebrating yet, we still have work left to do!" [/message] [endlevel] result=victory bonus=yes {NEW_GOLD_CARRYOVER 40} [/endlevel] [/event] # DWARF EASTER EGG EVENTS # Event 19: Hermit Intro and Death events (sighted intro version disabled) # Hermit lives alone on island in the lake, guarding his amulet # The two following events are mutually exclusive [event] name=moveto [filter] x,y=18-24,3-8 side=1 [/filter] [if] [variable] name=hermit_trigger equals=no [/variable] [then] [message] speaker=Dwarf Hermit message= _ "They’ve come for my precious. It’s mine, yes it is. They shan’t have it, no they shan’t. We shall kill them all, yes, yes we will." [/message] {CLEAR_VARIABLE hermit_trigger} [/then] [/if] [/event] [event] name=attack [filter] id=Dwarf Hermit [/filter] [if] [variable] name=hermit_trigger equals=no [/variable] [then] [message] speaker=Dwarf Hermit message= _ "They’ve come for my precious. It’s mine, yes it is. They shan’t have it, no they shan’t. We shall kill them all, yes, yes we will." [/message] {CLEAR_VARIABLE hermit_trigger} [/then] [/if] [/event] [event] name=last breath [filter] id=Dwarf Hermit [/filter] [message] speaker=Dwarf Hermit message= _ "Curse them! We hates them!" [/message] {CHECK_SPEAKER} [message] speaker=$speaking_unit.id message= _ "What’s this? His clothes were in rags, and yet he had this ancient jeweled amulet hanging around his neck. It contains a huge amethyst that seems to glow faintly with a strange purple light. I wonder where he got such a trinket?" [/message] {CLEAR_VARIABLE speaking_unit} [event] name=open_door [message] speaker=unit message= _ "Hey, wait a minute, that amulet glows the same color as this rune. Maybe if I put the amulet on and step into the rune..." [/message] [color_adjust] red,green,blue=246,0,243 [/color_adjust] {UTBS_SHAKE_SCREEN} [terrain] x,y=46,21 terrain=Uu [/terrain] {PLACE_IMAGE scenery/rubble.png 46 21} [redraw][/redraw] [color_adjust] red,green,blue=0,0,0 [/color_adjust] [remove_item] x,y=45,21 [/remove_item] [message] speaker=unit message= _ "Whoa. That was pretty impressive. The amulet stopped glowing and the rune is gone, but what have they revealed?" [/message] [remove_event] id=door_message [/remove_event] [/event] [/event] # Event 19.5 baby tentacles attack any unit that tries to walk around # the edge of cave (except for flying shyde/star) # 2 if easy difficulty, 3 if challenging or hard difficulty [event] name=moveto [filter] [not] type=Quenoth Sun Sylph,Quenoth Shyde [/not] x=17-21 y=8-11 side=1 [/filter] #ifdef HARD [unit] type=Tentacle of the Deep side=5 x,y=18,10 [modifications] {TRAIT_INTELLIGENT} {TRAIT_QUICK} [/modifications] [/unit] #endif [unit] type=Tentacle of the Deep id=Smaller Tentacle side=5 x,y=19,9 [modifications] {TRAIT_INTELLIGENT} {TRAIT_QUICK} [/modifications] [/unit] [unit] type=Tentacle of the Deep side=5 x,y=20,10 [modifications] {TRAIT_INTELLIGENT} {TRAIT_QUICK} [/modifications] [/unit] [message] speaker=Smaller Tentacle message= _ "<i>Splash! Splash!</i>" [/message] {CHECK_EXPLORER} [message] speaker=$explorer.id message= _ "More tentacles?! What, did that thing have a baby?" [/message] {CLEAR_VARIABLE explorer} [/event] # Event 20: Moveto rune statue, open door events [event] name=moveto [filter] x,y=45,21 side=1 [not] type=Dust Devil [/not] [/filter] [message] speaker=unit message= _ "What in Eloh’s name is this? Someone has carved a glowing purple rune in the floor at the end of this passage. It must be magical. And this passage ends suddenly in a smooth stone wall. This can’t be a coincidence. But the wall seems quite solid. I wonder who carved that rune and why?" [/message] [fire_event] name=open_door [primary_unit] id=$unit.id [/primary_unit] [/fire_event] [event] name=moveto first_time_only=no id=door_message [filter] x,y=45,21 side=1 [not] type=Dust Devil [/not] [/filter] [message] speaker=unit message= _ "The rune is still there, glowing mysteriously. I still have no idea why it was put here, but it’s obviously powerful and magical, a combination of things which I am hesitant to mess with." [/message] [fire_event] name=open_door [primary_unit] id=$unit.id [/primary_unit] [/fire_event] [/event] [/event] # Event 21: Ransack Dwarven Tomb [event] name=moveto id=take_belt first_time_only=no [filter] x=49 y=24 side=1 [not] type=Dust Devil [/not] [/filter] [message] speaker=unit message= _ "Based on the runes covering the walls this must be the tomb of some ancient dwarf. The tomb seems empty except for this ornate stone coffin. The skeleton inside the coffin has long since vanished into dust. All that’s left are a few ceremonial trinkets and this shining golden belt. Inscribed on this inside are the words: <i>“May you have the toughness to stay standing long after your enemies fall.”</i> Grave robbing is never a good thing to do, but this belt looks magical and its former owner certainly won’t miss it." [option] label= _ "I fear no ghosts, I’ll take it." [command] [remove_event] id=take_belt [/remove_event] [message] speaker=unit message= _ "The belt fits perfectly! Somehow I feel stronger and tougher. This is too easy, there seem to have been no traps set upon the coffin. Today’s my lucky day." [/message] [object] [filter] x=49 y=24 side=1 [/filter] id=DwarvenBelt name= _ "Dwarven Belt" description= _ "The maximum hit points of the unit who wears this belt will increase by 12." [effect] apply_to=hitpoints increase_total=12 [/effect] [/object] {NAMED_NOTRAIT_UNIT 5 (Ghost) 47 22 (Angry Ghost) ( _ "Angry Ghost")} [message] speaker=Angry Ghost message= _ "You who disturb my rest, come and join me in death!" [/message] [message] speaker=unit message= _ "Then again, maybe I spoke too soon." [/message] [/command] [/option] [option] label= _ "On second thought, it’s better to leave the dead in peace." [command] [allow_undo] [/allow_undo] [/command] [/option] [/message] [/event] #at victory, clear variables: [event] name=victory [micro_ai] side=5 ai_type=simple_attack action=delete [/micro_ai] {CLEAR_VARIABLE tentacle_count,Grog_var,VDwarf_var} [/event] [event] name=time over [message] speaker=Kaleh message= _ "Oh no, we took too long and enemy reinforcements have arrived. We’ll surely be overwhelmed now!" [/message] [/event] {UTBS_INCLUDE utils/deaths.cfg} [/scenario]
#textdomain wesnoth-utbs [scenario] id=07a_Dealing_with_Dwarves name= _ "Dealing with Dwarves" {UTBS_MAP 07a_Dealing_with_Dwarves.map} {STORY_DEALING_WITH_DWARVES} {SCENARIO_MUSIC "knalgan_theme.ogg"} next_scenario=08_Out_of_the_Frying_Pan turns=unlimited victory_when_enemies_defeated=no {UNDERGROUND} [side] side=1 id=Kaleh type=Quenoth Youth canrecruit=yes gold=0 {NO_INCOME} controller=human shroud=no fog=no team_name=ally user_team_name= _ "team_name^Quenoth Elves" {FLAG_VARIANT long} [/side] #side=2 Dwarf king [side] id=King Thurongar name= _ "King Thurongar" type=Dwarvish Lord side=2 canrecruit=no [modifications] {TRAIT_INTELLIGENT} {TRAIT_RESILIENT} [/modifications] ai_special=guardian gold=0 income=0 controller=ai shroud=no fog=no team_name=ally user_team_name=_"Allies" {FLAG_VARIANT knalgan} [/side] # Prestart functions: # set starting scenario objectives # keep cost of recruiting units the same # recall main heroes # initialize starting variables # create starting guards [event] name=prestart # set starting scenario objectives [objectives] summary= _ "Starting Objectives:" [objective] description= _ "Choose a unit to take the Fire Blade" condition=win [/objective] [/objectives] #add furnishings [item] image=items/dragonstatue.png x,y=8,7 [/item] [item] image=items/dragonstatue.png~FL() x,y=12,7 [/item] #recall heroes [recall] id=Nym x,y=9,10 [/recall] [recall] id=Zhul x,y=11,10 [/recall] [recall] id=Elyssa x,y=10,11 [/recall] #recall other dwarves [recall] id=Rogrimir x,y=8,12 [/recall] [recall] id=Dwalim x,y=12,12 [/recall] [recall] id=Moin x,y=11,13 [/recall] [recall] id=Nordi x,y=13,12 [/recall] [recall] id=Byorn x,y=12,13 [/recall] [recall] id=Runin x,y=13,13 [/recall] [modify_unit] [filter] id=Dwalim,Moin,Nordi,Byorn,Runin [/filter] side=2 [/modify_unit] #initialize starting variables [if] [have_unit] id=Rogrimir [/have_unit] [then] [set_variable] name=ally_name value=Rogrimir [/set_variable] [/then] [else] [set_variable] name=ally_name value=Jarl [/set_variable] # Jarl's traits are intentionally inferior to Rogrimir's [unit] type=Dwarvish Stalwart id=Jarl name= _ "Jarl" profile=portraits/dwarves/fighter-2.png x=8 y=12 side=1 unrenamable=yes [modifications] {TRAIT_LOYAL} {TRAIT_INTELLIGENT} [/modifications] [/unit] [/else] [/if] #create starting dwarf guards #all have special AI guardian, so that they won't move [unit] type=Dwarvish Sentinel name= _ "Dwarf Guard" x=9 y=14 side=2 ai_special=guardian facing=se [modifications] {TRAIT_LOYAL} {TRAIT_RESILIENT} [/modifications] [/unit] [unit] type=Dwarvish Sentinel name= _ "Dwarf Guard" x=11 y=14 side=2 ai_special=guardian facing=sw [modifications] {TRAIT_LOYAL} {TRAIT_QUICK} [/modifications] [/unit] [unit] type=Dwarvish Steelclad name= _ "Dwarf Guard" x=9 y=6 side=2 ai_special=guardian facing=se [modifications] {TRAIT_LOYAL} {TRAIT_STRONG} [/modifications] [/unit] [unit] type=Dwarvish Steelclad name= _ "Dwarf Guard" x=11 y=6 side=2 ai_special=guardian facing=se [modifications] {TRAIT_LOYAL} {TRAIT_INTELLIGENT} [/modifications] [/unit] [unit] type=Dwarvish Berserker name= _ "Dwarf Guard" x=7 y=8 side=2 ai_special=guardian facing=se [modifications] {TRAIT_LOYAL} {TRAIT_QUICK} [/modifications] [/unit] [unit] type=Dwarvish Berserker name= _ "Dwarf Guard" x=13 y=8 side=2 ai_special=guardian facing=sw [modifications] {TRAIT_LOYAL} {TRAIT_RESILIENT} [/modifications] [/unit] [unit] type=Dwarvish Dragonguard name= _ "Dwarf Guard" x=6 y=9 side=2 ai_special=guardian facing=se [modifications] {TRAIT_LOYAL} {TRAIT_RESILIENT} [/modifications] [/unit] [unit] type=Dwarvish Dragonguard name= _ "Dwarf Guard" x=6 y=11 side=2 ai_special=guardian facing=se [modifications] {TRAIT_LOYAL} {TRAIT_RESILIENT} [/modifications] [/unit] [unit] type=Dwarvish Dragonguard name= _ "Dwarf Guard" x=14 y=9 side=2 ai_special=guardian facing=sw [modifications] {TRAIT_LOYAL} {TRAIT_RESILIENT} [/modifications] [/unit] [unit] type=Dwarvish Dragonguard name= _ "Dwarf Guard" x=14 y=11 side=2 ai_special=guardian facing=sw [modifications] {TRAIT_LOYAL} {TRAIT_RESILIENT} [/modifications] [/unit] [/event] # starting dialogue [event] name=start [message] speaker=narrator message= _ "This chamber is beautifully decorated. Ornate frescoes and dwarven runes cover the walls, and the room is dominated by a large intricately-carved stone throne. Flanking the throne are two detailed statues of some sort of beast you aren’t familiar with. The floor is covered in dark slate, and a path of smooth tiles directs visitors up to a small stone seat which faces the throne." image=wesnoth-icon.png [/message] # wmllint: local spelling Thurongar [message] speaker=King Thurongar message= _ "Hail Kaleh, I am Thurongar, King of the Dwarves." [/message] [message] speaker=Kaleh message= _ "I am Kaleh, leader of the Quenoth Elves." [/message] [message] speaker=King Thurongar message= _ "I’ve heard of your recent exploits against the troll menace. They’ve been quite a thorn in our side for a while now. They used to be just an occasional pest, but now wherever we go we find another infestation. They’ve been getting smarter with their tactics; we’ve lost several of our outlying settlements to their attacks. Still, we’re not done fighting and with your recent victory perhaps this battle is turning in our favor. But tell me, what are so many elves doing so deep under the earth?" [/message] [message] speaker=Kaleh message= _ "It’s a long story, but we come from the south, where we lived in the desert. Our village was destroyed, and I am leading my people on a journey to find a new home. Our god Eloh appeared to me in a vision, and told me to go north, but when we came to the mountains she said I should go under them instead of trying to cross the snowy peaks. So that’s how several thousand of us ended up down here." [/message] [message] speaker=King Thurongar message= _ "Interesting. We’d offer to let you live with us, but I’m afraid we don’t have much free space; this city is almost filled to capacity. And looking at you, I don’t think that the under-realm is quite the place for your kind. I think your god may have somewhere else intended for you." [/message] [message] speaker=Kaleh message= _ "Indeed, although I admire this great city you have carved from the rock, I think many of my people find these tunnels scary and alien. All we really want to do is to find a way back to the surface on the northern side of the mountains." [/message] [message] speaker=King Thurongar message= _ "That I may be able to help you with. We haven’t sent anyone to the surface in years, but we do know of a passage that leads to the ancient northern gate. Several generations ago we used to trade heavily with humans that lived north of the mountains, but then some new human came to power and decreed that all contact with us should be cut off. We sent messengers to find out why, but they never returned." [/message] [if] [variable] name=ally_name equals=Rogrimir [/variable] [then] [message] speaker=King Thurongar message= _ "But dwarves are excellent delvers, and we keep meticulous maps of all the tunnels we have explored. We should still have maps of the tunnels leading back to the surface. Of course I doubt you would be able to understand them, so, Rogrimir here has volunteered to lead you to the surface." [/message] [/then] [else] [message] speaker=King Thurongar message= _ "But dwarves are excellent delvers, and we keep meticulous maps of all the tunnels we have explored. We should still have maps of the tunnels leading back to the surface. Of course I doubt you would be able to understand them, so, Jarl here has volunteered to lead you to the surface." [/message] [/else] [/if] [if] [variable] name=saved_rogrimir boolean_equals=yes [/variable] [then] [message] speaker=Rogrimir message= _ "You saved my life and my debt to you is still unpaid. Showing you the way to the surface and protecting you is the least I can do." [/message] [message] speaker=Jarl message= _ "You rescued my brother, and though he died fighting, he died a warrior’s death instead of a coward’s. For that I thank you. I will take his place and help you get to the surface." [/message] [/then] [else] [message] speaker=$ally_name message= _ "You did a great service for my brothers. In exchange, as much as I hate the light, I am the one who knows the upper tunnels the best, so I’ll be your guide." [/message] [/else] [/if] {CLEAR_VARIABLE saved_rogrimir} [if] [variable] name=ally_name equals=Rogrimir [/variable] [then] [message] speaker=Kaleh message= _ "Thank you very much for your help. We were worried about getting lost in all these twisting tunnels. And we would be honored to have you come with us, Rogrimir." [/message] [/then] [else] [message] speaker=Kaleh message= _ "Thank you very much for your help. We were worried about getting lost in all these twisting tunnels. And we would be honored to have you come with us, Jarl." [/message] [/else] [/if] [if] [have_unit] x,y=12-14,12-14 [/have_unit] [then] [message] speaker=King Thurongar message= _ "The dwarves who fought by your side have come to pay their respects as well." [/message] [message] x,y=12-14,12-14 message= _ "You helped us strike a huge blow against those savages and it was an honor to fight by your side. You are the bravest elves we have ever known. We’d like to come with you, but, well, we don’t like going that close to the surface, and besides there’s still lots of fighting to be done down here. Don’t you worry, we won’t rest until we have killed every one of trolls." [/message] [message] speaker=Kaleh message= _ "I understand. Thank you, you were a huge help to us. It was an honor to fight by your side." [/message] [/then] [/if] [if] [have_unit] id=Elyssa [/have_unit] [then] [message] speaker=Elyssa message= _ "I’m afraid, Kaleh, that the time has come for our paths to separate." [/message] [message] speaker=Kaleh message= _ "What?!" [/message] [message] speaker=Elyssa #the sceptre of fire always has the 're' writing, this is intentional! message= _ "I have learned a lot about the dwarves in my time here, and yet there’s so much more to learn. Have you seen their forges? They really know how to work fire and use it in amazing ways. They have some interesting ideas about how they might improve their smithing with my magical fire. And have you seen their records? They have kept records of their dealings that go back generations upon generations. They even know of the dwarven clan who helped craft the Sceptre of Fire. Imagine if I could find the dwarves who helped build such an artifact!" [/message] [message] speaker=Nym message= _ "But we need you! What would we do without you?" [/message] [message] speaker=Elyssa message= _ "With the help of the dwarves, I think you will do just fine. I don’t know what home your god has planned for you, Kaleh, but I believe in you, and I know that you will find a place for your people. My place is here, with the dwarves. And you don’t really need me, you have each other." [/message] [message] speaker=Kaleh message= _ "If your mind is set, then I won’t try to convince you. But we will miss you." [/message] [message] speaker=Zhul message= _ "I thank Eloh for the brief time that she has let you spend with us." [/message] [message] speaker=Nym message= _ "You take care of yourself, and someday maybe we’ll meet again." [/message] [message] speaker=Elyssa message= _ "Thank you. And I owe you so much for helping me meet the dwarves. I never would have come down here myself. With some help from the dwarves I have enchanted this fire blade for you. May its flames always light your path, and strike down your enemies. I give this to all of you as a token of my gratitude." [/message] {PLACE_IMAGE items/flame-sword.png 10 10} [message] speaker=Kaleh message= _ "A flaming sword. That’s amazing. I just don’t know who should use it." [/message] [message] speaker=Elyssa message= _ "I will let you decide; use it in the best way that you see fit." [/message] [message] speaker=narrator message= _ "You can choose which unit you want to take the flaming sword. If you want another unit to wield the sword, Kaleh can recruit or recall other units." image=wesnoth-icon.png [/message] # here we store the player’s actual gold and set it to 100 instead, # since otherwise they might be unable to recruit or recall due to # lack of gold [store_side] side=1 variable=stored_side_1 [/store_side] [modify_side] side=1 gold=100 [/modify_side] [/then] [else] [message] speaker=King Thurongar message= _ "And now I think you should be off as soon as possible. The trolls have retreated into their holes for the present, but who knows when they will strike again." [/message] [message] speaker=Nym message= _ "This is a marvelous city, but I for one can’t wait to feel the sun upon my face again and the wind in my hair." [/message] [endlevel] result=victory carryover_report=no {NEW_GOLD_CARRYOVER 100} [/endlevel] [/else] [/if] [/event] [event] name=moveto first_time_only=no [filter] x=10 y=10 [not] id=Elyssa [/not] [not] type=Dust Devil [/not] side=1 [/filter] [message] speaker=unit message= _ "Should I take this sword?" [option] label= _ "Yes, I’ll take it." [command] [object] [filter] # TODO: decide which units should be able to take it, # or change the item into something else x=10 y=10 side=1 [/filter] id=FlamingSword image=attacks/sword-flaming.png name= _ "Flaming Sword" description= _ "This sword will make all your melee attacks do fire damage." [effect] apply_to=attack range=melee set_type=fire [set_specials] mode=append {WEAPON_SPECIAL_MAGICAL} [/set_specials] [/effect] [/object] [message] speaker=unit message= _ "I will wield this blade proudly, and whenever I look upon it I shall remember you, Elyssa." [/message] [message] speaker=King Thurongar message= _ "And now I think you should be off as soon as possible. The trolls have retreated back into their holes for the present, but who knows when they will strike again." [/message] [message] speaker=Nym message= _ "This is a marvelous city, but I for one can’t wait to feel the sun upon my face again and the wind in my hair." [/message] # let's give the player their actual starting gold back [modify_side] side=1 gold=$stored_side_1.gold [/modify_side] {CLEAR_VARIABLE stored_side_1} [endlevel] result=victory carryover_report=no {NEW_GOLD_CARRYOVER 100} [/endlevel] [/command] [/option] [option] label= _ "No, I think someone else should wield it." [command] [allow_undo] [/allow_undo] [/command] [/option] [/message] [/event] [/scenario]
#textdomain wesnoth-utbs [scenario] id=07b_Talking_with_Trolls name= _ "Talking with Trolls" {UTBS_MAP 07b_Talking_with_Trolls.map} {STORY_TALKING_WITH_TROLLS} {SCENARIO_MUSIC "northerners.ogg"} next_scenario=08_Out_of_the_Frying_Pan turns=unlimited victory_when_enemies_defeated=no {UNDERGROUND} [side] side=1 id=Kaleh type=Quenoth Youth canrecruit=yes gold=0 {NO_INCOME} controller=human shroud=no fog=no team_name=ally user_team_name= _ "team_name^Quenoth Elves" {FLAG_VARIANT long} [/side] #side=2 Troll Leader [side] id=Great Leader Darmog name= _ "Great Leader Darmog" # wmllint: local spelling Darmog type=Great Troll side=2 canrecruit=no [modifications] {TRAIT_INTELLIGENT} {TRAIT_STRONG} [/modifications] ai_special=guardian gold=0 income=0 controller=ai shroud=no fog=no team_name=ally user_team_name=_"Allies" [/side] # Prestart functions: # set starting scenario objectives # keep cost of recruiting units the same # recall main heroes # initialize starting variables # create starting guards [event] name=prestart # set starting scenario objectives [objectives] summary= _ "Starting Objectives:" [objective] description= _ "Choose a unit to take the Fire Blade" condition=win [/objective] [/objectives] #add rubble and other items {PLACE_IMAGE scenery/rubble.png 9 9} {PLACE_IMAGE scenery/rubble.png 12 9} {PLACE_IMAGE scenery/rubble.png 11 7} {PLACE_IMAGE scenery/rubble.png 13 10} {PLACE_IMAGE scenery/rubble.png 7 12} {PLACE_IMAGE scenery/rubble.png 8 7} {PLACE_IMAGE scenery/rubble.png 12 7} #recall heroes [recall] id=Nym x,y=9,10 [/recall] [recall] id=Zhul x,y=11,10 [/recall] [recall] id=Elyssa x,y=10,11 [/recall] #recall other trolls [recall] id=Grog x,y=8,12 [/recall] [recall] id="Thu'lok" x,y=12,12 [/recall] [recall] id=Harpo x,y=11,13 [/recall] [recall] id=Groucho x,y=13,12 [/recall] [recall] id=Chico x,y=12,13 [/recall] [recall] id=Groo x,y=13,13 [/recall] [modify_unit] [filter] id="Thu'lok,Groucho,Harpo,Chico,Groo" [/filter] side=2 [/modify_unit] #initialize starting variables [if] [have_unit] id=Grog [/have_unit] [then] [set_variable] name=ally_name value=Grog [/set_variable] [/then] [else] [set_variable] name=ally_name value=Nog [/set_variable] # Nog's traits are intentionally inferior to Grog's [unit] type=Troll id=Nog name= _ "Nog" profile=portraits/trolls/troll-hero-alt.png x=8 y=12 side=1 unrenamable=yes [modifications] {TRAIT_LOYAL} {TRAIT_QUICK} [/modifications] [/unit] [/else] [/if] #create starting dwarf guards #all have special AI guardian, so that they won't move [unit] type=Troll name= _ "Troll Guard" x=9 y=14 side=2 ai_special=guardian facing=se [modifications] {TRAIT_LOYAL} {TRAIT_RESILIENT} [/modifications] [/unit] [unit] type=Troll name= _ "Troll Guard" x=11 y=14 side=2 ai_special=guardian facing=sw [modifications] {TRAIT_LOYAL} {TRAIT_QUICK} [/modifications] [/unit] [unit] type=Troll Shaman id=Spiritual Advisor name= _ "Spiritual Advisor" x=9 y=6 side=2 ai_special=guardian facing=se [modifications] {TRAIT_LOYAL} {TRAIT_STRONG} [/modifications] [/unit] [unit] type=Troll Shaman name= _ "Spiritual Advisor" x=11 y=6 side=2 ai_special=guardian facing=se [modifications] {TRAIT_LOYAL} {TRAIT_INTELLIGENT} [/modifications] [/unit] [unit] type=Troll Rocklobber name= _ "Troll Guard" x=7 y=8 side=2 ai_special=guardian facing=se [modifications] {TRAIT_LOYAL} {TRAIT_QUICK} [/modifications] [/unit] [unit] type=Troll Rocklobber name= _ "Troll Guard" x=13 y=8 side=2 ai_special=guardian facing=sw [modifications] {TRAIT_LOYAL} {TRAIT_RESILIENT} [/modifications] [/unit] [unit] type=Troll Whelp name= _ "Troll Guard" x=6 y=9 side=2 ai_special=guardian facing=se [modifications] {TRAIT_LOYAL} {TRAIT_RESILIENT} [/modifications] [/unit] [unit] type=Troll Whelp name= _ "Troll Guard" x=6 y=11 side=2 ai_special=guardian facing=se [modifications] {TRAIT_LOYAL} {TRAIT_RESILIENT} [/modifications] [/unit] [unit] type=Troll Whelp name= _ "Troll Guard" x=14 y=9 side=2 ai_special=guardian facing=sw [modifications] {TRAIT_LOYAL} {TRAIT_RESILIENT} [/modifications] [/unit] [unit] type=Troll Whelp name= _ "Troll Guard" x=14 y=11 side=2 ai_special=guardian facing=sw [modifications] {TRAIT_LOYAL} {TRAIT_RESILIENT} [/modifications] [/unit] [/event] # starting dialogue [event] name=start [message] speaker=narrator message= _ "It is clear that this chamber used to be quite ornately decorated, but almost all of it has been destroyed, revealing a stone and dirt floor. What remains is a large stone throne, which has been covered with skulls and animal skins and bright paint. The walls were once covered with frescoes and dwarven runes, but several trolls are busy chipping them off. The floor was once tiled in dark slate, but only two small patches of tiles remain around the two chairs in this chamber. You’re surprised to see that small tile path running up the center of the chamber has been left untouched. It leads to a small stone chair facing the large throne." image=wesnoth-icon.png [/message] [message] speaker=Great Leader Darmog message= _ "I, Great Leader Darmog, greet you, Kaleh." [/message] [message] speaker=Kaleh message= _ "I Kaleh, leader of the Quenoth Elves, thank you for meeting with me." [/message] [message] speaker=Great Leader Darmog message= _ "On behalf of all trolls, Darmog thank you for great victory over the dwarves. You have helped drive back the nasty dwarves and given us time to strengthen our defenses. Us trolls not always enemies of dwarves. Until recently we not have much contact with small people. But dwarves invade our tunnels, defile our holy places and kill our women and young. Dwarf not care about anything except gold and pretty gems. The shamans say that the spirits of our kin cry out for vengeance and Darmog will not rest until every dwarf is dead!" [/message] [message] speaker=Spiritual Advisor message= _ "But I am curious, we do not know of your kind. We thank you for your help, but who are you and why do you come down here with so many of your people?" [/message] [message] speaker=Kaleh message= _ "It’s a long story, but we come from the south, where we lived above ground in the desert. Our village was destroyed, and I am leading my people on a journey to find a new home. Our god Eloh appeared to me in a vision, and told me to go north, but when we came to the mountains she said I should go under them instead of trying to cross the snowy peaks. We do not want to live down here, we are just trying to find a way to the other side of the mountains." [/message] [message] speaker=Great Leader Darmog message= _ "Darmog has never been above ground, but Darmog understand your story. A leader must protect and care for his people. Every people deserve to find their own home. If we can help you we will." [/message] [if] [variable] name=ally_name equals=Grog [/variable] [then] [message] speaker=Spiritual Advisor message= _ "We may be able to help you find a way back to the sunlit lands. In our temples we do keep records of the past. We have not walked above the earth for many many generations, not since the darkness drove us underground. But we are masters of the underground lands, and we have explored many tunnels. Recently one of our scouts found a path that leads north back to the sunlit lands, I think it may be the way you are trying to go. In reward for your achievements, we will help you. Grog has volunteered to protect you and lead you back to the sunlight lands." [/message] [/then] [else] [message] speaker=Spiritual Advisor message= _ "We may be able to help you find a way back to the sunlit lands. In our temples we do keep records of the past. We have not walked above the earth for many many generations, not since the darkness drove us underground. But we are masters of the underground lands, and we have explored many tunnels. Recently one of our scouts found a path that leads north back to the sunlit lands, I think it may be the way you are trying to go. In reward for your achievements, we will help you. Nog has volunteered to protect you and lead you back to the sunlight lands." [/message] [/else] [/if] [if] [variable] name=saved_grog boolean_equals=yes [/variable] [then] [message] speaker=Grog message= _ "You saved Grog’s life. Grog still owe you a debt of thanks. In return Grog will protect little elves and show them the way back to lighted lands." [/message] [message] speaker=Nog message= _ "You rescued Nog’s brother, and he died like a warrior in battle, not like a coward in chains. Nog is very grateful. You proved yourselves to be brave strong warriors, and Nog will help you find way back to lighted lands." [/message] [/then] [else] [message] speaker=Nog message= _ "You did trolls big service. Nog like to wander in tunnels, and Chief say that he knows the upper tunnels the best. Nog want to help elves so even though he not want to leave battle, he agrees to show elves way back to lighted lands." [/message] [/else] [/if] {CLEAR_VARIABLE saved_grog} [if] [variable] name=ally_name equals=Grog [/variable] [then] [message] speaker=Kaleh message= _ "Thank you very much for your help. We were worried about getting lost in all these twisting tunnels. And we would be honored to have you come with us, Grog." [/message] [/then] [else] [message] speaker=Kaleh message= _ "Thank you very much for your help. We were worried about getting lost in all these twisting tunnels. And we would be honored to have you come with us, Nog." [/message] [/else] [/if] [if] [have_unit] x,y=12-14,12-14 [/have_unit] [then] [message] speaker=Great Leader Darmog message= _ "The trolls who fought with you also want to thank you. They tell great tales of your valor." [/message] [message] x,y=12-14,12-14 message= _ "We thank you for all you have done for trolls. You are bravest small people we know. We will tell stories of your battles to all our families so that none will forget. We wish we could come with you and fight more, but Great Leader need us to protect this city. Many dwarves still left, much fighting still to do. Griknagh will protect us, may he watch over you too." [/message] [message] speaker=Kaleh message= _ "I understand. Thank you, you were a huge help to us. It was an honor to fight by your side." [/message] [/then] [/if] [if] [have_unit] id=Elyssa [/have_unit] [then] [message] speaker=Elyssa message= _ "I’m afraid, Kaleh, that the time has come for our paths to separate." [/message] [message] speaker=Kaleh message= _ "What?!" [/message] [message] speaker=Elyssa message= _ "I have learned a lot about the trolls in my time here, and yet there’s so much more to learn. Their magic is amazing. Have you seen their shamans? They make fire with their bare hands. They are very interested in my magic and they have offered to teach me how they create fire. I thought I was one of the last people still practicing magic, who knew I would find trolls still teaching it deep under the earth? There is just so much that I can learn from them, I can’t leave now." [/message] [message] speaker=Nym message= _ "But we need you! What would we do without you?" [/message] [message] speaker=Elyssa message= _ "With the help of the trolls, I think you will do just fine. I don’t know what home your god has planned for you, Kaleh, but I believe in you, and I know that you will find a place for your people. My place is here, with the trolls. And you don’t really need me, you have each other." [/message] [message] speaker=Kaleh message= _ "If your mind is set, then I won’t try to convince you. But we will miss you." [/message] [message] speaker=Zhul message= _ "I thank Eloh for the brief time that she has let you spend with us." [/message] [message] speaker=Nym message= _ "You take care of yourself, and someday maybe we’ll meet again." [/message] [message] speaker=Elyssa message= _ "Thank you. And I owe you so much for helping me discover the trolls. I never would have come down here myself. I found this sword when we were fighting the dwarves and with some help from the trolls I have enchanted this fire blade for you. May its flames always light your path, and strike down your enemies. I give this to all of you as a token of my gratitude." [/message] {PLACE_IMAGE items/flame-sword.png 10 10} [message] speaker=Kaleh message= _ "A flaming sword. That’s amazing. I just don’t know who should use it." [/message] [message] speaker=Elyssa message= _ "I will let you decide; use it in the best way that you see fit." [/message] [message] speaker=narrator message= _ "You can choose which unit you want to take the flaming sword. If you want another unit to wield the sword, Kaleh can recruit or recall other units." image=wesnoth-icon.png [/message] # here we store the player’s actual gold and set it to 100 instead, # since otherwise they might be unable to recruit or recall due to # lack of gold [store_side] side=1 variable=stored_side_1 [/store_side] [modify_side] side=1 gold=100 [/modify_side] [/then] [else] [message] speaker=Great Leader Darmog message= _ "And now Darmog think you should be off as soon as possible. The dwarves are sneaky, they retreat today but may attack again tomorrow. The sooner you leave the safer you will be." [/message] [message] speaker=Nym message= _ "I heartily agree, I for one can’t wait to feel the sun upon my face again and the wind in my hair." [/message] [endlevel] result=victory carryover_report=no {NEW_GOLD_CARRYOVER 100} [/endlevel] [/else] [/if] [/event] [event] name=moveto first_time_only=no [filter] x=10 y=10 [not] id=Elyssa [/not] [not] type=Dust Devil [/not] side=1 [/filter] [message] speaker=unit message= _ "Should I take this sword?" [option] label= _ "Yes, I’ll take it." [command] [object] [filter] # TODO: decide which units should be able to take it, # or change the item into something else x=10 y=10 side=1 [/filter] id=FlamingSword image=attacks/sword-flaming.png name= _ "Flaming Sword" description= _ "This sword will make all your melee attacks do fire damage." [effect] apply_to=attack range=melee set_type=fire [/effect] [/object] [message] speaker=unit message= _ "I will wield this blade proudly, and whenever I look upon it I shall remember you, Elyssa." [/message] [message] speaker=Great Leader Darmog message= _ "And now Darmog think you should be off as soon as possible. The dwarves are sneaky, they retreat today but may attack again tomorrow. The sooner you leave the safer you will be." [/message] [message] speaker=Nym message= _ "This is a marvelous city, but I for one can’t wait to feel the sun upon my face again and the wind in my hair." [/message] # let's give the player their actual starting gold back [modify_side] side=1 gold=$stored_side_1.gold [/modify_side] [endlevel] result=victory carryover_report=no {NEW_GOLD_CARRYOVER 100} [/endlevel] [/command] [/option] [option] label= _ "No, I think someone else should wield it." [command] [allow_undo] [/allow_undo] [/command] [/option] [/message] [/event] [/scenario]
#textdomain wesnoth-utbs [scenario] id=08_Out_of_the_Frying_Pan name= _ "Out of the Frying Pan" next_scenario=09_Blood_is_Thicker_Than_Water {UTBS_MAP 08_Out_of_the_Frying_Pan.map} {STORY_OUT_OF_THE_FRYING_PAN} {SCENARIO_MUSIC "underground.ogg"} {EXTRA_SCENARIO_MUSIC "loyalists.ogg"} {EXTRA_SCENARIO_MUSIC "suspense.ogg"} #TODO redo the playlist {TURNS 76 72 68} victory_when_enemies_defeated=no {TWO_SUNS_DEFAULT_SCHEDULE} #Side 1: elves [side] side=1 id=Kaleh type=Quenoth Youth canrecruit=yes {GOLD 160 120 80} # this basically forces you to lose all your gold this scenario unless you recall a small number of loyals only {INCOME 2 1 0} controller=human shroud=yes fog=no team_name=elf_ally user_team_name= _ "team_name^Quenoth Elves" {FLAG_VARIANT long} [/side] #Side 2: Human forces (blue) [side] side=2 no_leader=yes gold=0 income=0 controller=ai team_name=human_ally user_team_name=_"Humans" {FLAG_VARIANT undead} #ifdef EASY recruit=Spearman, Pikeman, Swordsman, Javelineer, Cavalryman, Bowman, Longbowman #else recruit=Spearman, Pikeman, Swordsman, Javelineer, Cavalryman, Bowman, Longbowman, Dragoon #endif [ai] recruitment_pattern=scout,fighter,archer aggression=0.6 caution=0.1 passive_leader=yes [goal] name=target [criteria] side=1 [/criteria] value=10 [/goal] [/ai] [/side] #Side=3 undead cultists (green) [side] side=3 no_leader=yes gold=0 income=0 controller=ai team_name=cultists user_team_name=_"Cultists" {FLAG_VARIANT undead} [ai] aggression=0.8 caution=0.1 [/ai] {FLAG_VARIANT undead} [/side] #Side=4 confused ants (yellow) [side] side=4 no_leader=yes gold=0 income=0 controller=ai hidden=yes [ai] aggression=-0.99 caution=0.99 #keep ants from running too far down the tunnel [avoid] x=31-36 y=45-49 [/avoid] [/ai] [/side] #Side=5 Vengeful Undead [side] side=5 no_leader=yes gold=0 income=0 controller=ai team_name=human_ally user_team_name=_"Human Ally" {FLAG_VARIANT undead} recruit=EGhost, EWraith, EShadow hidden=yes [ai] aggression=0.75 caution=0.1 recruitment_pattern=scout # keep undead away from player’s base # option 1 is to avoid x=1-19 (let them enter cave but not # sneak around behind base) # option 2 is to avoid x=1-25 (lets them get near cave # but not enter it) [avoid] x,y=1-25,1-60 [/avoid] [/ai] {FLAG_VARIANT undead} [/side] #Side=6 dwarf/troll pursuers [side] side=6 no_leader=yes gold=0 income=0 controller=ai hidden=yes [ai] aggression=0.8 caution=0.1 [/ai] [/side] #Side=7 Assassin/Cloaked Figure's side [side] side=7 no_leader=yes gold=0 income=0 controller=ai team_name=monster hidden=yes [ai] aggression=0.90 caution=0.10 [avoid] x=10-20 y=10-18 [/avoid] [goal] name=target [criteria] id=Kaleh [/criteria] value=20 [/goal] [/ai] [/side] #Side=8 Human messengers [side] side=8 no_leader=yes gold=0 income=0 controller=ai team_name=human_ally user_team_name=_"Humans" {FLAG_VARIANT undead} [/side] {LOYALIST_COLOR_SHIFT} # Prestart functions: # insert items onto map # kill Elyssa to keep her from being recruited # increase cost of recruiting units # place item images on map # recall main heroes # initialize starting variables # remove shroud surrounding starting position # add more dirt at easier difficulties # set starting scenario objectives [event] name=prestart # add items to map # main gate guardian runes {PLACE_IMAGE items/rune2-burning.png 23 48} {PLACE_IMAGE items/rune2-burning.png 20 45} # wizard chamber guardian rune {PLACE_IMAGE items/rune4-burning.png 18 34} # wizard's monster trapping runes {PLACE_IMAGE items/rune3-burning.png 17 32} {PLACE_IMAGE items/rune3-burning.png 19 32} # wizard's magic circle {PLACE_IMAGE items/magiccircle-nw.png 17 29} {PLACE_IMAGE items/magiccircle-n.png 18 28} {PLACE_IMAGE items/magiccircle-ne.png 19 29} {PLACE_IMAGE items/magiccircle-sw.png 17 30} {PLACE_IMAGE items/magiccircle-s.png 18 30} {PLACE_IMAGE items/magiccircle-se.png 19 30} # golem trapped in magic circle {PLACE_IMAGE "units/monsters/flesh-golem.png~RC(magenta>red)" 18 29} # Miscellaneous potions {PLACE_IMAGE items/potion-poison.png 18 27} {PLACE_IMAGE items/potion-red.png 17 28} {PLACE_IMAGE items/potion-grey.png 19 28} {PLACE_IMAGE items/potion-yellow.png 16 29} {PLACE_IMAGE items/potion-green.png 20 29} # wizard's dragon statues [item] image=items/dragonstatue.png x,y=16,28 [/item] [item] image=items/dragonstatue.png~FL() x,y=20,28 [/item] # center chamber healing runes {PLACE_IMAGE items/rune-lightblue-small.png 17 44} {PLACE_IMAGE items/rune-lightblue-small.png 19 43} # kitchen trash + rocks {PLACE_IMAGE scenery/trash.png 12 46} {PLACE_IMAGE scenery/trash.png 10 49} {PLACE_IMAGE scenery/trash.png 9 47} {PLACE_IMAGE scenery/rubble.png 10 48} # barracks trash + rocks {PLACE_IMAGE scenery/trash.png 15 40} {PLACE_IMAGE scenery/trash.png 14 36} {PLACE_IMAGE scenery/trash.png 13 39} {PLACE_IMAGE scenery/rubble.png 15 38} {PLACE_IMAGE scenery/rubble.png 18 39} {PLACE_IMAGE items/bones.png 15 36} {PLACE_IMAGE items/bones.png 16 39} # training hall skeletons (remains of students + trainer) {PLACE_IMAGE items/bones.png 9 40} {PLACE_IMAGE items/bones.png 9 43} {PLACE_IMAGE items/bones.png 11 41} {PLACE_IMAGE items/bones.png 12 42} # crypt coffins + rocks {PLACE_IMAGE items/coffin-closed.png 10 26} {PLACE_IMAGE items/coffin-closed.png 10 28} {PLACE_IMAGE items/coffin-closed.png 12 25} {PLACE_IMAGE items/coffin-closed.png 12 27} {PLACE_IMAGE scenery/rubble.png 12 28} # cloaked figure chamber {PLACE_IMAGE scenery/rubble.png 8 21} # temple altar {PLACE_IMAGE items/altar-evil.png 6 33} {PLACE_IMAGE items/bones.png 7 36} # rocks in human outpost/elves base cave {PLACE_IMAGE scenery/rubble.png 16 17} # chest of gold in human outpost at cave mouth {PLACE_IMAGE items/chest-plain-closed.png 17 21} # kill Elyssa to keep her from being recruited [kill] id=Elyssa animate=no fire_event=no [/kill] {INCREASE_RECRUIT_COSTS 1} # Place units in the encampment [recall] id=Nym x,y=52,42 [/recall] [recall] id=Zhul x,y=52,41 [/recall] # recall dwarf/troll ally [recall] id=$ally_name x,y=51,43 [/recall] # wmllint: recognize Grog # wmllint: recognize Nog # wmllint: recognize Rogrimir # wmllint: recognize Jarl # put hero icon on troll/dwarf ally [unit_overlay] id=$ally_name image=misc/hero-icon.png [/unit_overlay] # initialize starting variables [set_variable] name=ally_must_live value=yes [/set_variable] [set_variable] name=healing_rune1 value=1 [/set_variable] #ifdef EASY [set_variable] name=healing_rune2 value=2 [/set_variable] #else [set_variable] name=healing_rune2 value=1 [/set_variable] #endif # timer to store when to send off a human messenger [set_variable] name=messenger_timer value=0 [/set_variable] #remove shroud surrounding starting position [remove_shroud] x=48-64,48-57 y=41-49,38-42 side=1 [/remove_shroud] # add more dirt to secret passage at easier difficulties #ifndef HARD [terrain] x,y=20,51 terrain=Re [/terrain] #endif #ifdef EASY [terrain] x,y=17,51 terrain=Re [/terrain] #endif # set starting scenario objectives [objectives] [objective] description= _ "Escape the caves" condition=win [show_if] {VARIABLE_CONDITIONAL ally_must_live boolean_equals yes} [/show_if] [/objective] [objective] description= _ "Explore outside" condition=win [show_if] [not] [have_unit] # wmllint: recognize Sergeant Durstrag # wmllint: recognize Esanoo id=Sergeant Durstrag,Esanoo [/have_unit] [/not] {VARIABLE_CONDITIONAL ally_must_live boolean_equals no} [/show_if] [/objective] [objective] description= _ "Defeat Sergeant Durstrag" condition=win [show_if] [have_unit] id=Sergeant Durstrag [/have_unit] [/show_if] [/objective] [objective] description= _ "Death of Kaleh" condition=lose [/objective] [objective] description= _ "Death of Nym" condition=lose [/objective] [objective] description= _ "Death of Zhul" condition=lose [/objective] [objective] description= _ "Death of Grog" condition=lose [show_if] {VARIABLE_CONDITIONAL ally_name equals "Grog"} {VARIABLE_CONDITIONAL ally_must_live boolean_equals yes} [/show_if] [/objective] [objective] description= _ "Death of Nog" condition=lose [show_if] {VARIABLE_CONDITIONAL ally_name equals "Nog"} {VARIABLE_CONDITIONAL ally_must_live boolean_equals yes} [/show_if] [/objective] [objective] description= _ "Death of Rogrimir" condition=lose [show_if] {VARIABLE_CONDITIONAL ally_name equals "Rogrimir"} {VARIABLE_CONDITIONAL ally_must_live boolean_equals yes} [/show_if] [/objective] [objective] description= _ "Death of Jarl" condition=lose [show_if] {VARIABLE_CONDITIONAL ally_name equals "Jarl"} {VARIABLE_CONDITIONAL ally_must_live boolean_equals yes} [/show_if] [/objective] [objective] description= _ "A human messenger escapes the valley" condition=lose [show_if] {VARIABLE_CONDITIONAL messengers_incoming boolean_equals yes} [/show_if] [/objective] {TURNS_RUN_OUT} [note] description= _ "The messenger is the leader of the special white colored units" [show_if] {VARIABLE_CONDITIONAL messengers_incoming boolean_equals yes} [/show_if] [/note] [gold_carryover] bonus=yes carryover_percentage=40 [/gold_carryover] [/objectives] [/event] # Event 1: Starting dialogue & dwarves/troll appear [event] name=start [message] speaker=$ally_name message= _ "We’ve come far and we’re almost to the surface. But first we should stop and rest here for a while." [/message] [message] speaker=Kaleh message= _ "That’s a big river; the water is really moving fast." [/message] [if] [variable] name=ally_race equals=dwarf [/variable] [then] [message] speaker=$ally_name message= _ "Yes, this time of year the snow melts from the mountains, and rivers like this often go deep underground. Sometimes the rivers break through and flood caverns, a deadly accident that has occasionally befallen my kind." [/message] [/then] [else] [message] speaker=$ally_name message= _ "Deep and dark are the waters that flow in our caves. Sometimes raging waters flood tunnels without warning. A stream can sustain a village, a sudden flood can destroy it." [/message] [/else] [/if] [message] speaker=Nym message= _ "Well, the faster we get out of here, the happier I’ll be." [/message] [sound] name=cave-in.ogg [/sound] {UTBS_SHAKE_SCREEN} [message] speaker=Zhul message= _ "Wait, did you feel that?" [/message] [message] speaker=Nym message= _ "What?" image=portraits/nym_moody.png [/message] [message] speaker=Zhul message= _ "It felt like a distant rumbling. And what’s that roaring sound?" [/message] # create trolls/dwarves #in easier difficulties, I wound troll/dwarf units [if] [variable] name=ally_race equals=dwarf [/variable] [then] [move_unit_fake] type=Troll Rocklobber side=6 x=52,52,53,53,53,53,52,51 y=50,49,49,48,47,46,45,45 [/move_unit_fake] [unit] type=Troll Rocklobber name= _ "Troll Avenger" side=6 x=51 y=45 #ifdef EASY hitpoints=36 #endif #ifdef NORMAL hitpoints=42 #endif [/unit] [move_unit_fake] type=Troll Whelp side=6 x=52,52,53,53,53,53,52,52 y=50,49,49,48,47,46,45,44 [/move_unit_fake] [unit] type=Troll Whelp name= _ "Troll Avenger" side=6 x=52 y=44 #ifdef EASY hitpoints=28 #endif #ifdef NORMAL hitpoints=32 #endif [/unit] [move_unit_fake] type=Troll Shaman side=6 x=52,52,53,53,53,53,52 y=50,49,49,48,47,46,45 [/move_unit_fake] [unit] type=Troll Shaman name= _ "Troll Avenger" role=avenger side=6 x=52 y=45 #ifdef EASY hitpoints=34 #endif #ifdef NORMAL hitpoints=38 #endif [/unit] [message] role=avenger message= _ "Foul elves, you not escaped us yet. Great Leader will be avenged! We plugged river and you all drown with us!" [/message] [/then] [else] [move_unit_fake] type=Dwarvish Fighter side=6 x=52,52,53,53,53,53,52,51 y=50,49,49,48,47,46,45,45 [/move_unit_fake] [unit] type=Dwarvish Fighter name= _ "Dwarf Avenger" side=6 x=51 y=45 #ifdef EASY hitpoints=26 #endif #ifdef NORMAL hitpoints=30 #endif [/unit] [move_unit_fake] type=Dwarvish Thunderguard side=6 x=52,52,53,53,53,53,52,52 y=50,49,49,48,47,46,45,44 [/move_unit_fake] [unit] type=Dwarvish Thunderguard name= _ "Dwarf Avenger" side=6 x=52 y=44 #ifdef EASY hitpoints=31 #endif #ifdef NORMAL hitpoints=37 #endif [/unit] [move_unit_fake] type=Dwarvish Pathfinder side=6 x=52,52,53,53,53,53,52 y=50,49,49,48,47,46,45 [/move_unit_fake] [unit] type=Dwarvish Pathfinder name= _ "Dwarf Avenger" role=avenger side=6 x=52 y=45 #ifdef EASY hitpoints=25 #endif #ifdef NORMAL hitpoints=32 #endif [/unit] [message] role=avenger message= _ "Foul elves, you have not escaped yet. Our chieftain shall be avenged! We have dammed the river and soon all shall drown in its dark waters. Come join us in death!" [/message] [/else] [/if] [message] speaker=Kaleh message= _ "That sound must be the rushing water. We have to get our people out of here, and fast!" [/message] [message] speaker=$ally_name message= _ "Quick, the southern passage!" [/message] [message] speaker=Zhul message= _ "We haven’t a moment to lose!" [/message] [/event] # Event 2: confused ants #EASY: 3 fleeing ants, 1 normal ant #NORMAL: 3 fleeing ants, 2 normal ants #HARD: 3 fleeing ants, 3 normal ants [event] name=moveto [filter] x=36-42 y=45-53 side=1 [not] type=Dust Devil [/not] [/filter] #create confused ants [unit] type=Giant Ant x=42 y=49 side=4 goto_x=39 goto_y=49 [/unit] [unit] type=Giant Ant x=40 y=52 side=4 goto_x=38 goto_y=50 [/unit] [unit] type=Giant Ant x=43 y=51 side=4 goto_x=38 goto_y=49 [/unit] [unit] type=Giant Ant x=39 y=50 side=4 [/unit] #ifndef EASY [unit] type=Giant Ant x=38 y=52 side=4 [/unit] #endif #ifdef HARD [unit] type=Giant Ant x=41 y=52 side=4 [/unit] #endif [remove_shroud] side=1 x=37-46 y=46-53 [/remove_shroud] [if] # The ally has not seen the first set of ants, so has a different reaction. [variable] name=unit.id equals=$ally_name [/variable] [then] [message] speaker=unit message= _ "Hey look, ants!" [/message] [/then] [else] [message] speaker=unit message= _ "Hey look, more ants!" [/message] [/else] [/if] [if] # check to see if Nym is the unit that triggered this event # to keep her from talking to herself during the dialogue [variable] name=unit.id not_equals=Nym [/variable] [then] [message] speaker=Nym message= _ "Are you sure there aren’t any spiders?" [/message] [message] speaker=unit message= _ "No, but the water is rising to the southeast as well. The river must lead to more tunnels than we first thought." [/message] [/then] [else] [message] speaker=unit message= _ "I don’t see any spiders, but the water is rising to the southeast as well. The river must lead to more tunnels than we first thought." [/message] [/else] [/if] [message] speaker=Zhul message= _ "The ants must be fleeing from the flood too." [/message] [message] speaker=unit message= _ "They seem confused, leaderless. I guess it’s every ant for itself. Uh, oh. Some of them seem to have noticed us." [/message] [message] speaker=Kaleh message= _ "Well, we have to get out of here too. Looks like we don’t have any choice but to fight our way through the chaos." [/message] [/event] # Event 3: human explorers / cave delvers / spelunkers [event] name=moveto [filter] x=30-34 y=43-48 side=1 [not] type=Dust Devil [/not] [/filter] [remove_shroud] side=1 x=29-35,28-30 y=41-49,44-46 [/remove_shroud] [move_unit_fake] type=Javelineer side=2 x=36,35,34,33 y=42,43,43,44 image_mods={ARMOR_SHIFT_IPF} [/move_unit_fake] {NAMED_UNIT 2 (Javelineer) 33 44 (Bellerin) ( _ "Bellerin") (upkeep,role,facing=free,human_scout,sw)} [move_unit_fake] type=Halberdier side=2 x=36,35,34,34 y=42,43,43,44 image_mods={ARMOR_SHIFT_IPF} [/move_unit_fake] {NAMED_UNIT 2 (Halberdier) 34 44 (Durth) ( _ "Durth") (upkeep,role,facing=free,human_scout,sw)} [move_unit_fake] type={ON_DIFFICULTY (Longbowman) (Longbowman) (Master Bowman)} side=2 x=36,35,34 y=42,43,43 image_mods={ARMOR_SHIFT_IPF} [/move_unit_fake] {NAMED_UNIT 2 {ON_DIFFICULTY (Longbowman) (Longbowman) (Master Bowman)} 34 43 (Othgar) ( _ "Othgar") (upkeep,role,facing=free,human_scout,sw)} [message] speaker=Durth # wmllint: local spelling durn message= _ "<i>Huff, huff.</i> First the boss tells us to patrol these caves, and then these durn caves start flooding. What next?" [/message] [message] speaker=Bellerin message= _ "Shut up and keep running, or we’ll be fish-bait for sure!" [/message] [switch] variable=unit.race [case] value=troll [message] speaker=Othgar message= _ "Hey look! It’s a troll!" [/message] [message] speaker=Durth message= _ "Huh? A troll?" [/message] [message] speaker=Bellerin message= _ "Yeah, just like my old grandmam used to tell us: dark gray skin, beady red eyes, hulking brutes with brains as small as a barnacle. They lurk deep in the earth and hate everything that lives above ground. This must be an invasion! The trolls must have started the flood!" [/message] [set_variable] name=sealife_response value= _ "Fish bait? Barnacles? Who are these humans and what were they talking about?" [/set_variable] [/case] [case] value=dwarf [message] speaker=Othgar message= _ "Hey look! It’s a dwarf!" [/message] [message] speaker=Durth message= _ "Huh? A dwarf?" [/message] [message] speaker=Bellerin message= _ "Yeah, just like my old grandmam used to tell us: short and stocky, long beards, filthy bastards who are as sneaky as a cuttlefish. They lurk underground and only come up to steal whatever valuables they can get their hands on. This must part of their plot. The dwarves must have started the flood!" [/message] [set_variable] name=sealife_response value= _ "Fish bait? Cuttlefish? Who are these humans and what were they talking about?" [/set_variable] [/case] [else] [message] speaker=Othgar message= _ "Hey look! Those must be elves!" [/message] [message] speaker=Durth message= _ "Huh? Elves?" [/message] [message] speaker=Bellerin message= _ "Yeah, just like my old grandmam used to tell us: pointy ears, those shifty eyes, hearts as hard as a hermit crab’s shell. It must be an invasion! They must have started the flood!" [/message] [set_variable] name=sealife_response value= _ "Fish bait? Hermit Crabs? Who are these humans and what were they talking about?" [/set_variable] [/else] [/switch] [message] speaker=Othgar message= _ "Then let’s kill them!" [/message] [message] speaker=Durth message= _ "Yeah!" [/message] [message] speaker=unit message= _ "They’re definitely of the ‘attack first, ask questions later’ variety." [/message] [/event] # when all humans are dead, play victory conversation [event] name=die [filter] side=2 role=human_scout [/filter] [filter_condition] [have_unit] role=human_scout count=0 [/have_unit] [/filter_condition] # Vary dialogue depending on what kind of sea life the humans originally # mentioned. Also if last human died from drowning instead of being killed # have Kaleh ask the question, instead of the victorious unit. # Set speaker before checking for dialog [if] # Checks if the unit was killed by the player or whether it drowned [have_unit] side=1 x,y=$x2,$y2 [/have_unit] [then] {CHECK_SPEAKER} [/then] [else] [set_variable] name=speaking_unit.id value=Kaleh [/set_variable] [/else] [/if] # Ensure all humans are removed from display [kill] role=human_scout [/kill] [message] speaker=$speaking_unit.id message=$sealife_response [/message] {CLEAR_VARIABLE speaking_unit,sealife_response} [message] speaker=Zhul message= _ "No time for questions now, the water shows no signs of stopping. We’ve got to get out of here while we still can!" [/message] [message] speaker=$ally_name message= _ "Curses, the water is rising too fast. That tunnel those humans were fleeing down was the fastest way out of here, but it’s already flooding." [/message] [message] speaker=Kaleh message= _ "There must be another way out. There must!" [/message] [message] speaker=$ally_name message= _ "There might be, but I don’t—" [/message] [message] speaker=Nym message= _ "Then show us the way already! We’re running out of time." [/message] [message] speaker=$ally_name message= _ "Fine. Just keep going west, but be careful." [/message] [/event] # Event 4: Discovers Cultists Fort [event] name=moveto [filter] x=20-27 y=45-50 side=1 [/filter] [remove_shroud] x=20-27 y=45-50 side=1 [/remove_shroud] [if] [variable] name=unit.id not_equals=$ally_name [/variable] [then] {CHECK_EXPLORER} [message] speaker=$explorer.id message= _ "Whoa, what is this place? It sure seems well protected." [/message] {CLEAR_VARIABLE explorer} [message] speaker=$ally_name message= _ "This is an ancient fortress. Who lived here I do not know, but it has been long since abandoned." [/message] [/then] [else] [message] speaker=$ally_name message= _ "Behold, we come now to an ancient fortress. Who lived here I do not know, but it has been long since abandoned." [/message] [/else] [/if] [message] speaker=Nym message= _ "You’ve been this way before?" [/message] [message] speaker=$ally_name message= _ "Yes, but I didn’t explore very far. This foul place is still protected by wards and guards. It reeks of dark magic." [/message] [message] speaker=Kaleh message= _ "I wish there was another path, but it seems we have no choice." [/message] [message] speaker=$ally_name message= _ "Wait. The chamber in front of us is probably trapped and well guarded. There is another way. When I explored here before, I found a secret passage that bypassed the main gate. Search along the southern wall of this cave and you should find it. The only problem is that the passage is long and windy, and it will cost us precious minutes. With the water rising that may be time we don’t have to spend. I leave the final decision up to you, Kaleh." [/message] [/event] # Event 4a: discover entrance to secret tunnel [event] name=moveto [filter] x=24 y=49 side=1 [not] type=Dust Devil [/not] [/filter] [if] [have_unit] x,y=$x1,$y1 id=$ally_name [/have_unit] [then] [message] speaker=unit message= _ "Hmmm, the entrance to the secret tunnel should be right around here somewhere." [/message] [message] speaker=unit message= _ "Got it!" [/message] [/then] [else] [message] speaker=unit message= _ "I think I see a door-shaped crack in this wall." [/message] [message] speaker=$ally_name message= _ "Good, that should be the entrance to the secret tunnel. Now just push hard inwards." [/message] [message] speaker=unit message= _ "Got it!" [/message] [/else] [/if] [terrain] x,y=24,50 terrain=Uu [/terrain] [redraw] clear_shroud=yes [/redraw] [/event] # Event 4b: discover exit from secret tunnel [event] name=moveto [filter] x=13 y=50 side=1 [not] type=Dust Devil [/not] [/filter] [if] [have_unit] x,y=$x1,$y1 id=$ally_name [/have_unit] [then] [message] speaker=unit message= _ "Well, this is the end of the tunnel. Which means the other secret door should be right here." [/message] [message] speaker=unit message= _ "Hold on, I think I’ve found it." [/message] [/then] [else] [message] speaker=unit message= _ "The passage just halts at a dead end." [/message] [message] speaker=$ally_name message= _ "You didn’t expect the other end to be left wide open did you? There should be another secret door hidden right in front of you." [/message] [message] speaker=unit message= _ "Oh, right. Hold on, I think I’ve found it." [/message] [/else] [/if] [terrain] x,y=13,49 terrain=Uu [/terrain] [redraw] clear_shroud=yes [/redraw] [/event] # Event 5: Enter warded cave # remove runes at 20,45 and 23,48 # do 25% 30% 35% damage to unit # awaken guardian undead: # EASY: 2 ghouls, 2 revenants, 1 skeleton # NORMAL: 1 ghoul, 1 necrophage, 3 revenants # HARD: 2 necrophages, 2 skeletons [event] name=moveto [filter] x,y=23,48 side=1 [not] type=Dust Devil [/not] [/filter] [color_adjust] red,green,blue=255,0,0 [/color_adjust] [redraw] [/redraw] [sound] name=magic-dark-big-miss.ogg [/sound] [delay] time=100 [/delay] [color_adjust] red,green,blue=0,0,0 [/color_adjust] [redraw] [/redraw] [remove_item] x,y=20,45 [/remove_item] [remove_item] x,y=23,48 [/remove_item] [terrain] x=22,23 y=47,47 layer=overlay terrain="^" [/terrain] [object] [filter] x=$x1 y=$y1 [/filter] id=RuneDamage silent=yes [effect] apply_to=hitpoints increase={ON_DIFFICULTY (-25%) (-30%) (-35%)} [/effect] [/object] # EASY: 1 ghoul, 1 soulless, 2 skeletons # NORMAL: 1 ghoul, 1 necrophage, 2 skeletons # HARD: 2 necrophages, 2 skeletons #ifdef EASY {NAMED_UNIT 3 (Ghoul) 21 48 () ( _ "Gate Guard") (upkeep=free)} {NAMED_UNIT 3 (Ghoul) 24 46 () ( _ "Gate Guard") (upkeep=free)} #endif #ifdef NORMAL {NAMED_UNIT 3 (Ghoul) 21 48 () ( _ "Gate Guard") (upkeep=free)} {NAMED_UNIT 3 (Necrophage) 24 46 () ( _ "Gate Guard") (upkeep=free)} #endif #ifdef HARD {NAMED_UNIT 3 (Necrophage) 21 48 () ( _ "Gate Guard") (upkeep=free)} {NAMED_UNIT 3 (Necrophage) 24 46 () ( _ "Gate Guard") (upkeep=free)} #endif #ifdef HARD {NAMED_UNIT 3 (Draug) 20 45 () ( _ "Gate Guard") (upkeep=free)} #else {NAMED_UNIT 3 (Revenant) 20 45 () ( _ "Gate Guard") (upkeep=free)} #endif {NAMED_UNIT 3 (Revenant) 19 47 () ( _ "Gate Guard") (upkeep=free)} #ifdef EASY {NAMED_UNIT 3 (Skeleton) 22 45 () ( _ "Gate Guard") (upkeep=free)} #else {NAMED_UNIT 3 (Revenant) 22 45 () ( _ "Gate Guard") (upkeep=free)} #endif [store_unit] [filter] side=3 x=18-24 y=45-48 [/filter] variable=guards [/store_unit] [foreach] array=guards [do] [object] [filter] id=$this_item.id [/filter] silent=yes [effect] apply_to=movement_costs replace=yes [movement_costs] cave={UNREACHABLE} flat={UNREACHABLE} [/movement_costs] [/effect] [/object] [/do] [/foreach] {CLEAR_VARIABLE guards} [/event] # Event 6: Enter central cave [event] name=moveto [filter] x=16-21 y=41-45 side=1 [not] type=Dust Devil [/not] [/filter] [remove_shroud] x=15-22,15-20 y=41-44,45 side=1 [/remove_shroud] [if] [variable] name=unit.id not_equals=$ally_name [/variable] [then] {MESSAGE_DEPEND_ON_ALLY ( [message] speaker=unit message= _ "This cave seems pretty empty, except for those two glowing runes in the center. This fort must have once been heavily occupied because countless feet have left well worn paths leading in several directions. Grog, which way should we go?" [/message] ) ( [message] speaker=unit message= _ "This cave seems pretty empty, except for those two glowing runes in the center. This fort must have once been heavily occupied because countless feet have left well worn paths leading in several directions. Nog, which way should we go?" [/message] ) ( [message] speaker=unit message= _ "This cave seems pretty empty, except for those two glowing runes in the center. This fort must have once been heavily occupied because countless feet have left well worn paths leading in several directions. Rogrimir, which way should we go?" [/message] ) ( [message] speaker=unit message= _ "This cave seems pretty empty, except for those two glowing runes in the center. This fort must have once been heavily occupied because countless feet have left well worn paths leading in several directions. Jarl, which way should we go?" [/message] )} [message] speaker=$ally_name message= _ "I don’t know. When I last came this way I got scared by all the runes and things moving in the shadows, and I explored no further." [/message] [/then] [else] [message] speaker=unit message= _ "The many tracks left by countless feet clearly show that this fort must have once been heavily occupied, but now this area is empty, except for those two glowing runes in the center. When I last came this way I got scared by the runes and other things moving in the shadows and explored no further. I’m afraid I cannot advise you which way to go from here." [/message] [/else] [/if] [message] speaker=Nym message= _ "Well, we can’t spend all day thinking about it. Pick a direction, Kaleh." [/message] [message] speaker=Zhul message= _ "Wait, those runes are giving off a cool blue light and for some reason they don’t seem as threatening as the burning red ones we saw before. Perhaps some of the magic left behind here could help us, if someone was brave enough to step into them." [/message] [/event] # Event 6a: Step on healing runes (17,44) (19,43) # EASY: rune1 heals 1 time, rune2 heals 2 times # NORMAL: rune1 heals 1 times, rune2 heals 1 time # HARD: rune1 heals 1 time, rune2 heals 1 time # when a unit steps on the runes, it is healed #define UTBS_HEALING_RUNE X Y RUNE_VAR [event] name=moveto first_time_only=no [filter] x={X} y={Y} side=1 [not] type=Dust Devil [/not] [/filter] [filter_condition] [variable] name={RUNE_VAR} greater_than=0 [/variable] [/filter_condition] [color_adjust] red,green,blue=31,122,255 [/color_adjust] [redraw] [/redraw] [sound] name=heal.wav [/sound] [delay] time=100 [/delay] [color_adjust] red,green,blue=0,0,0 [/color_adjust] [redraw] [/redraw] [heal_unit] [/heal_unit] {CLEAR_VARIABLE heal_amount} [message] speaker=unit message= _ "I feel refreshed and rejuvenated!" [/message] [set_variable] name={RUNE_VAR} sub=1 [/set_variable] [if] [variable] name={RUNE_VAR} numerical_equals=0 [/variable] [then] [remove_item] x,y=$x1,$y1 [/remove_item] [message] speaker=unit message= _ "The rune is gone. I guess the magic only had limited uses." [/message] [/then] [/if] [/event] #enddef {UTBS_HEALING_RUNE 17 44 healing_rune1} {UTBS_HEALING_RUNE 19 43 healing_rune2} #undef UTBS_HEALING_RUNE # Event 7: Enter dining cavern # water pours in from the west # 1/2/3 water snakes come out of the water and attack [event] name=moveto [filter] x=7-14 y=46-49 side=1 [/filter] [remove_shroud] x=5-11,12-15 y=46-51,46-49 side=1 [/remove_shroud] {CHECK_EXPLORER} [message] speaker=$explorer.id message= _ "There isn’t much left of the furnishings of this room. I think it was some sort of storeroom, but it looks like scavengers have taken anything useful." [/message] [message] speaker=$explorer.id message= _ "Curse Uria! The water is rising over here as well. Already the western end of this chamber is flooded. And I think I see shapes rising out of the water. Whatever they are, it can’t be good." [/message] {NOTRAIT_UNIT 3 (Water Serpent) 7 48} {NOTRAIT_UNIT 3 (Water Serpent) 6 49} #ifndef EASY {NOTRAIT_UNIT 3 (Water Serpent) 8 49} #endif #ifdef HARD {NOTRAIT_UNIT 3 (Water Serpent) 7 49} #endif [/event] # Event 8: Training Hall # one turn after you enter the hall, ghostly warriors arise and attack # should be harder because it's the fast path [event] name=moveto [filter] x=8-13 y=40-44 side=1 [not] type=Dust Devil [/not] [/filter] [remove_shroud] x=7-12,13-14 y=39-45,40-45 side=1 [/remove_shroud] [message] speaker=unit message= _ "This looks like a training hall. There are still a few old swords and spears lying in the corners. But otherwise it seems quite abandoned." [/message] [event] #at next turn create haunt trainer and ghost novices name=new turn [fire_event] name=start training [/fire_event] [/event] [/event] [event] name=start training # create wraith and ghosts {NAMED_UNIT 3 (Haunt) 9 40 (Blessed Kali) ( _ "Blessed Kali") (upkeep=free)} [fire_event] name=respawn_trainees [/fire_event] # wmllint: local spelling Kali Pior Iona Dani # wmllint: recognize Novice Pior # wmllint: recognize Novice Dani # wmllint: recognize Novice Iona [message] speaker=Blessed Kali message= _ "All right you runts, let’s try this again. Pior, remember to swing your sword with your whole body, not just your arms." [/message] [message] speaker=Novice Pior message= _ "Yes, sir." [/message] [message] speaker=Blessed Kali message= _ "Dani, keep your feet moving. If you stand still you’re a dead man." [/message] [message] speaker=Novice Dani message= _ "Right, sir." [/message] [message] speaker=Blessed Kali message= _ "Iona, try to vary your attacks more. You’re becoming too predictable." [/message] [message] speaker=Novice Iona message= _ "I’ll try, sir." [/message] [message] speaker=Blessed Kali message= _ "And remember, everyone, we’re going to keep practicing until I’m satisfied. So, ready... attack!" [/message] [message] x,y=8-14,40-45 side=1 [not] type=Dust Devil [/not] message= _ "Wait a minute, I don’t see any targets or practice dummies. Who are they supposed to be attacking?" [/message] [message] speaker=Kaleh message= _ "I believe that would be us. But perhaps we can give them a few lessons in proper fighting style." [/message] [/event] # while trainer is alive, replace any defeated ghosts [event] name=new turn first_time_only=no [filter_condition] [have_unit] id=Blessed Kali [/have_unit] [not] [have_unit] id=Novice Iona,Novice Dani,Novice Pior count=3 [/have_unit] [/not] [/filter_condition] [message] speaker=Blessed Kali message= _ "Come on! I ain’t going anywhere for the rest of the day, and unless you can fight better than that, neither are you. Now get your sorry behinds up off the ground and do it all over again. You numbskulls aren’t getting the easy treatment on my watch, no sir!" [/message] [fire_event] name=respawn_trainees [/fire_event] [/event] #when blessed kali dies, the rest of his ghost students leave too [event] name=die [filter] id=Blessed Kali [/filter] [kill] id=Blessed Kali animate=no fire_event=no [/kill] [fire_event] name=respawn_trainees [/fire_event] [message] speaker=Novice Pior message= _ "Finally, we get to take a break. I am so sick of fighting practice." [/message] [message] speaker=Novice Dani message= _ "Kali’s just a hardass because he’s bitter that he never became a high priest." [/message] [message] speaker=Novice Iona # wmllint: local spelling c'mon message= _ "Hey, c’mon, maybe we can grab some food from the kitchen before we have to go to prayers." [/message] [message] speaker=Novice Pior message= _ "Good idea! I hope they let us go outside tomorrow; I so miss the sun." [/message] [kill] id=Novice Iona,Novice Dani,Novice Pior animate=no fire_event=no [/kill] [message] speaker=Nym message= _ "Still lambasting those novices after all these years, that guy definitely had too much of a work ethic." [/message] [message] speaker=Zhul message= _ "Sniff, who were those children? Why did they die, in the dark, so many years ago? May Eloh shine her eternal light upon their souls." [/message] [message] speaker=Kaleh message= _ "The past is the past, and there’s nothing we can do about it. Right now we have our own people to worry about." [/message] [/event] [event] name=respawn_trainees first_time_only=no [if] [not] [have_unit] id=Novice Dani [/have_unit] [/not] [then] {NAMED_UNIT 3 (Ghost) 12 42 (Novice Dani) ( _ "Novice Dani") (upkeep=free)} [+unit] animate=yes [/unit] [/then] [/if] [if] [not] [have_unit] id=Novice Iona [/have_unit] [/not] [then] {NAMED_UNIT 3 (Ghost) 11 41 (Novice Iona) ( _ "Novice Iona") (upkeep=free)} [+unit] animate=yes [/unit] [/then] [/if] [if] [not] [have_unit] id=Novice Pior [/have_unit] [/not] [then] {NAMED_UNIT 3 (Ghost) 9 43 (Novice Pior) ( _ "Novice Pior") (upkeep=free)} [+unit] animate=yes [/unit] [/then] [/if] [/event] # Event 9: Enter sleeping area # several skeletons arise and attack # EASY: 1 revenant, 1 skeletons, 1 bone shooter # NORMAL: 1 revenant, 1 skeleton, 1 bone shooter, 1 skeleton archer # HARD: 1 deathblade, 1 skeleton, 2 bone shooters [event] name=moveto [filter] x=13-19 y=36-40 side=1 [/filter] [remove_shroud] x=11-20 y=35-39 side=1 [/remove_shroud] [remove_shroud] x=14-17 y=38-41 side=1 [/remove_shroud] {CHECK_EXPLORER} [message] speaker=$explorer.id message= _ "This must have been the barracks. Remains of cots and beds litter the floor. Whatever happened here, it must have been sudden. Several skeletons still lie in their beds, sleeping for eternity." [/message] {CLEAR_VARIABLE explorer} {NAMED_UNIT 3 (Skeleton) 15 40 () ( _ "Restless Dead") (upkeep,animate=free,yes)} {NAMED_UNIT 3 (Bone Shooter) 14 36 () ( _ "Restless Dead") (upkeep,animate=free,yes)} #ifdef HARD {NAMED_UNIT 3 (Deathblade) 13 39 () ( _ "Restless Dead") (upkeep,animate=free,yes)} #else {NAMED_UNIT 3 (Revenant) 13 39 () ( _ "Restless Dead") (upkeep,animate=free,yes)} #endif #ifdef HARD {NAMED_UNIT 3 (Bone Shooter) 17 37 () ( _ "Restless Dead") (upkeep,animate=free,yes)} #endif #ifdef NORMAL {NAMED_UNIT 3 (Skeleton Archer) 17 37 () ( _ "Restless Dead") (upkeep,animate=free,yes)} #endif [message] side=3 type=Skeleton x,y=14-16,39-41 message= _ "Revenge!" [/message] [message] speaker=Nym message= _ "Well, so much for sleeping for eternity." [/message] [/event] # event for secret door to wizard's lair [event] name=moveto [filter] x=17 y=36 side=1 [not] type=Dust Devil [/not] [/filter] [message] speaker=unit message= _ "Hey, what’s this? There seems to be an outline of a door in this wall. Maybe if I give it a push..." [/message] [terrain] x,y=18,35 terrain=Uu [/terrain] [redraw] clear_shroud=yes [/redraw] [message] speaker=unit message= _ "What do you know? A secret door!" [/message] [message] speaker=Kaleh message= _ "Well, what’s behind the door?" [/message] [message] speaker=unit message= _ "Uh oh. The path is blocked by another of those red glowing runes. I’m not sure crossing it would be a good idea." [/message] [/event] # Event 10: Enter Wizard's Lair # strange monsters are trapped on the runes # Kromph offers to help you (10-3 impact berserk chaotic) [event] name=moveto [filter] x=16-20 y=27-34 side=1 [not] type=Dust Devil [/not] [/filter] [remove_shroud] x=15-21 y=27-34 side=1 [/remove_shroud] # upon entering chamber, remove entry rune and damage and # poison invading unit [color_adjust] red,green,blue=255,0,0 [/color_adjust] [redraw] [/redraw] [sound] name=magic-dark-big-miss.ogg [/sound] [delay] time=100 [/delay] [color_adjust] red,green,blue=0,0,0 [/color_adjust] [redraw] [/redraw] [remove_item] x,y=18,34 [/remove_item] [store_unit] [filter] x,y=$x1,$y1 [/filter] variable=unitstats [/store_unit] [harm_unit] [filter] x,y=$x1,$y1 [/filter] amount=$($unitstats.max_hitpoints/{ON_DIFFICULTY 5 4 3}) kill=no poisoned=yes [/harm_unit] {CLEAR_VARIABLE unitstats} {NAMED_UNIT 3 (Crab Man) 17 32 (Failed Experiment 1) ( _ "Failed Experiment") (upkeep=free)} {NAMED_UNIT 3 (Young Ogre) 19 32 (Failed Experiment 2) ( _ "Failed Experiment") (upkeep=free)} [message] speaker=unit message= _ "This chamber seems to have been some sort of laboratory. The floor is littered with broken bottles and other strange equipment. What is more striking are the glowing runes and the creatures that just appeared on them. Some sort of clawed creature and a tortured young ogre. And behind them is some huge beast floating in the middle of a magic circle. The beast seems asleep, but the front two are very much awake. And boy do they seem angry." [/message] [message] speaker=Failed Experiment 1 message= _ "Graaww!" # wmllint: no spellcheck [/message] [message] speaker=Failed Experiment 2 message= _ "Make pain end!" [/message] [/event] #disrupt magical circle [event] name=moveto id=break_circle first_time_only=no [filter] x=17-19 y=28-30 side=1 [not] type=Dust Devil [/not] [/filter] [message] speaker=unit message= _ "In the center of this circle is a huge creature, with surging muscles and bloodshot eyes. I would think it was just a very big man, except for the fine stitches that cover its entire body. In fact it seems to be composed of many body parts all sewn together. It seems to be floating asleep in the center of the glowing magical circle. I could scratch out part of the circle and break it, but I have no idea what the consequences would be. I’m not sure I want something with that kind of strength attacking me." [option] label= _ "Break the circle." [command] [remove_event] id=break_circle [/remove_event] [remove_item] x,y=$x1,$y1 [/remove_item] # Kill old unit which couldn’t move and # Just replace with new version of unit # since new golem is on player’s side, it is # no longer allied with undead [remove_item] x,y=18,29 [/remove_item] {NAMED_UNIT 1 (Flesh Golem) 18 29 (Kromph) ( _ "Kromph") (upkeep=loyal)} [message] speaker=Kromph message= _ "Master, what is your command?" [/message] [message] speaker=unit message= _ "What?!" [/message] [message] speaker=Kromph message= _ "Kromph need command. Command me!" [/message] [message] speaker=Nym message= _ "Follow us. Attack our enemies." [/message] [message] speaker=Kromph message= _ "Yes, mistress. Kromph follow you. Kill enemies." [/message] [message] speaker=Zhul message= _ "Quick thinking, Nym. It seems to be some sort of magical creation. Lucky that it thought we were its master." [/message] [message] speaker=Kaleh message= _ "Looks like you have your own rather large pet, Nym." [/message] [message] speaker=Nym message= _ "It wouldn’t have been my first choice. But it could prove useful. I wonder what it likes to eat?" [/message] [/command] [/option] [option] label= _ "Leave that thing alone." [command] [allow_undo] [/allow_undo] [/command] [/option] [/message] [/event] # Event 11: Enter Unholy Sanctuary [event] name=moveto [filter] x=5-10 y=32-37 side=1 [not] type=Dust Devil,Flesh Golem [/not] [/filter] [remove_shroud] x=3-11 y=31-37 side=1 [/remove_shroud] [message] speaker=unit message= _ "All the paths lead to this chamber. Is this just a dead end? It seems to be some sort of temple, but it has obviously been abandoned for a long time. All that is left is that stone altar. What god they were worshiping I have no idea, but the dried blood and cracked bones on the altar do not bode well." [/message] [message] speaker=$ally_name message= _ "I don’t like the smell of this place." [/message] [message] speaker=Zhul message= _ "I feel some sort of presence... Ugh... it makes my skin crawl." [/message] {MESSAGE_DEPEND_ON_ALLY ( [message] speaker=Nym message= _ "Grog, I thought you said that you’d been here before? Where are we supposed to go from here?" [/message] ) ( [message] speaker=Nym message= _ "Nog, I thought you said that you’d been here before? Where are we supposed to go from here?" [/message] ) ( [message] speaker=Nym message= _ "Rogrimir, I thought you said that you’d been here before? Where are we supposed to go from here?" [/message] ) ( [message] speaker=Nym message= _ "Jarl, I thought you said that you’d been here before? Where are we supposed to go from here?" [/message] )} [message] speaker=$ally_name message= _ "I never explored this deep into the complex. But every lair has to have a back door somewhere." [/message] [message] speaker=Kaleh message= _ "Well I refuse to give up. There must be some way out. Search everywhere, people." [/message] [event] name=new turn [color_adjust] red,green,blue=255,0,0 [/color_adjust] [redraw] [/redraw] [sound] name=magic-dark-big-miss.ogg [/sound] [delay] time=100 [/delay] [color_adjust] red,green,blue=0,0,0 [/color_adjust] [redraw] [/redraw] {NAMED_UNIT 3 (Ixthala Demon) 5 35 (Ancient Guardian 1) ( _ "Ancient Guardian") (upkeep=free)} {NAMED_UNIT 3 (Ixthala Demon) 8 33 (Ancient Guardian 2) ( _ "Ancient Guardian") (upkeep=free)} #ifdef HARD {NAMED_UNIT 3 (Ixthala Demon) 5 33 (Ancient Guardian 3) ( _ "Ancient Guardian") (upkeep=free)} #endif [message] speaker=Ancient Guardian 1 message= _ "Zantoff tharqan yur glit zarf!" # wmllint: no spellcheck [/message] [message] speaker=Ancient Guardian 2 message= _ "Uqtor dunil olgluck vara nir!" # wmllint: no spellcheck [/message] [message] speaker=Zhul message= _ "It seems that the temple had some power left in it after all." [/message] [message] speaker=Nym message= _ "I have no idea what they just said, but their meaning is quite clear." [/message] [message] speaker=Kaleh message= _ "Actions speak louder than words, and I intend to send them back to whatever stygian pits they came from!" [/message] [/event] [/event] # Altar contains hidden lever which open secret exit [event] name=moveto id=pull_lever first_time_only=no [filter] [filter_location] x,y=6,33 radius=1 [/filter_location] side=1 [not] type=Dust Devil,Flesh Golem [/not] [/filter] [message] speaker=unit message= _ "What’s this? Hidden underneath the edge of the altar is an iron lever. It looks slightly rusted, but with some effort I could pull it. I have no idea what it will do, but we’re running out of options." [option] label= _ "Pull the lever." [command] [remove_event] id=pull_lever [/remove_event] {UTBS_SHAKE_SCREEN} [sound] name=rumble.ogg [/sound] [terrain] x=9,9,3 y=31,32,33 terrain=Uu [/terrain] [redraw] [/redraw] [message] speaker=unit message= _ "What?! Two secret passages? What do you think this once was, a trap? Or possibly a back door?" [/message] [message] speaker=Zhul message= _ "I can’t even begin to fathom what these cultists were up to. But more importantly, which way do we go?" [/message] [if] [variable] name=turn_number less_than=31 [/variable] [then] [message] speaker=unit message= _ "I think I hear the sound of rushing water down the western passage; it might already be flooding! It must connect back somehow to the other tunnels." [/message] [/then] [else] [message] speaker=unit message= _ "Look, the western passage is already flooding! It must connect back somehow to the other tunnels." [/message] [/else] [/if] [message] speaker=Nym message= _ "There’s no time to ponder the history of this place. We’ve got to get out of here!" [/message] [message] speaker=Kaleh message= _ "Right, the eastern passage it is. I have no idea where it goes, but with the water rising, soon anywhere will be better than here." [/message] [/command] [/option] [option] label= _ "Leave it alone." [command] [allow_undo] [/allow_undo] [/command] [/option] [/message] [/event] # Event 12: Enter Secret Crypt [event] name=moveto [filter] x=8-14 y=24-30 side=1 [/filter] [remove_shroud] x=8-14 y=24-31 side=1 [/remove_shroud] {CHECK_EXPLORER} [message] speaker=$explorer.id message= _ "This looks like some kind of burial chamber." [/message] {CLEAR_VARIABLE explorer} [message] speaker=Zhul message= _ "Crypts like these are often heavily guarded, we would do well not to disturb the sarcophagi." [/message] #create crypt guardian unit {REMOVE_IMAGE 12 25} {PLACE_IMAGE items/coffin-open.png 12 25} {NAMED_UNIT 3 (Spider Lich) 12 25 (Crypt Guardian) ( _ "Crypt Guardian") (upkeep=free)} [message] speaker=Crypt Guardian message= _ "I have long waited for fools such as yourselves to dare to disturb our rest, elf. Pay the price of all such defilers!" [/message] [message] speaker=Nym message= _ "Got any other timely advice, Zhul?" [/message] [message] speaker=$ally_name message= _ "We’re in luck, a fissure has opened up a crack in the northern wall. We may be able to escape that way." [/message] [/event] # Event 13: Encounter Cloaked Figure for a third time [event] name=moveto [filter] x=8-12 y=19-23 side=1 [/filter] [remove_shroud] x=7-13 y=19-24 side=1 [/remove_shroud] [unit] type=Dark Assassin Cloaked id=Cloaked Figure name= _ "Cloaked Figure" side=7 x=10 y=19 placement=map passable=yes [modifications] {TRAIT_INTELLIGENT} {TRAIT_RESILIENT} [/modifications] [/unit] [message] speaker=Cloaked Figure image=portraits/cloaked.png message= _ "You run, but you shall not escape death!" [/message] [message] speaker=Kaleh message= _ "In Eloh’s name, not you again. Must I fight you a third time?" [/message] [message] speaker=Cloaked Figure image=portraits/cloaked.png message= _ "You abandoned them, Kaleh, to eternal suffering and torment. And now you shall pay the price! You too shall watch the black waters consume those you love. Embrace the darkness, Kaleh, it is coming for you too." [/message] [message] speaker=Kaleh message= _ "Even you shall not stop me. You shall taste the might of the Quenoth Elves!" [/message] [message] speaker=Cloaked Figure image=portraits/cloaked.png message= _ "Ha! Foolish boy, you know nothing." [/message] [/event] # Event 14: Defeat of Cloaked Figure (kaleh carries him himself) [event] name=last breath [filter] id=Cloaked Figure [/filter] [message] speaker=Kaleh message= _ "Quick, grab him! Don’t let him escape again." [/message] [message] speaker=Cloaked Figure image=portraits/cloaked.png message= _ "No, no, no more escaping. Please kill me, just make the pain end." [/message] [message] speaker=Kaleh message= _ "No, you have hounded me with your riddles for too long. I want some answers. Who are you? What’s behind that black mask?" [/message] [transform_unit] id=Cloaked Figure transform_to=Dark Assassin Uncloaked [/transform_unit] [message] speaker=Cloaked Figure message= _ "Behold, Kaleh, your own worst enemy. Do you now see the irony?" [/message] [message] speaker=Nym message= _ "Oh Eloh save us, it’s... it’s an elf." [/message] [message] speaker=Kaleh message= _ "Keratur, son of Tanuil. What in Eloh’s name are you doing here? How could you do this? We thought you were dead." [/message] [message] speaker=Zhul message= _ "Kaleh, we don’t have time for questions. The water is still rising and we must get our people to safety." [/message] [message] speaker=Kaleh message= _ "No matter what you have done, you are one of us, Keratur, and I will not leave you here to die in the darkness. I will carry you myself if I have to." [/message] [message] speaker=Cloaked Figure image=portraits/uncloaked.png message= _ "So be it. I care not." [/message] # storing and modifying so whatever XP, traits, etc. he got are carried over to his final dialog [store_unit] [filter] id=Cloaked Figure [/filter] kill=yes variable=cloaked_figure [/store_unit] [set_variable] name=cloaked_figure.name value="Keratur" [/set_variable] [set_variable] name=cloaked_figure.hitpoints value=5 [/set_variable] [set_variable] name=cloaked_figure.side value=1 [/set_variable] # When a unit moves into human outpost cavern, they see the human base # and the dead guards. If unit is not Kaleh, Kaleh comes up to see. # Then Cloaked Figure asks Kaleh to put him down and a conversation ensues. [event] name=moveto [filter] x=17-24 y=15-23 side=1 [/filter] # reveal interior of entrance cave [remove_shroud] x=16-21,21-24 y=15-22,17-21 side=1 [/remove_shroud] {CHECK_EXPLORER} [message] speaker=$explorer.id message= _ "Look, daylight! I think we finally made it out of the caves!" [/message] [find_path] [traveler] id=Nym [/traveler] [destination] x=$explorer.x y=$explorer.y [/destination] allow_multiple_turns=yes variable=nym_path [/find_path] [if] [variable] name=explorer.id not_equals=Nym [/variable] [and] [variable] name=nym_path.hexes numerical_equals=0 [/variable] [/and] [then] # Nym is blocked by deep water [message] speaker=Nym message= _ "Kaleh? Zhul? I’m still stuck back here..." image=portraits/nym_moody.png [/message] [endlevel] result=defeat [/endlevel] [return] [/return] [/then] [/if] [message] speaker=$explorer.id message= _ "What’s this? Someone has built an outpost at the end of the cave. Where are its occupants?" [/message] [if] [variable] name=unit.id not_equals=Kaleh [/variable] [then] [message] speaker=$explorer.id message= _ "Kaleh, I think you should come up and see this." [/message] [find_path] [traveler] id=Kaleh [/traveler] [destination] x=$explorer.x y=$explorer.y [/destination] allow_multiple_turns=yes variable=kaleh_path [/find_path] [if] [variable] name=kaleh_path.hexes numerical_equals=0 [/variable] [then] # Kaleh is blocked by deep water [message] speaker=Kaleh message= _ "Ack, I’m surrounded by water!" [/message] [endlevel] result=defeat [/endlevel] [return] [/return] [/then] [/if] {MOVE_UNIT (id=Kaleh) $x1 $y1} [/then] [/if] {CLEAR_VARIABLE explorer,kaleh_path,nym_path} [message] speaker=Kaleh message= _ "Oh, Eloh. They’re all dead. Butchered. Quick, we have to clean this up, we don’t want the rest of our people to have to see such horror." [/message] [message] speaker=Kaleh message= _ "Now, Keratur, I will have my answers. Did you have a hand in this?" [/message] #unstore keratur in a blank space near kaleh [unstore_unit] variable=cloaked_figure x,y=$x1,$y1 find_vacant=yes advance=no [/unstore_unit] {CLEAR_VARIABLE cloaked_figure} [message] speaker=Cloaked Figure message= _ "They heard me and... and they got in the way. But they aren’t even elves, what do they matter?" [/message] [message] speaker=Nym message= _ "You idiot—" [/message] [message] speaker=Kaleh message= _ "Quiet, Nym. But I still don’t understand how you got here. We were sure you were dead. We searched and searched, but never found your body." [/message] [message] speaker=Cloaked Figure message= _ "Heh, heh, no you didn’t find me. I awoke trapped under the rubble, and when I finally escaped the village was deserted. Just the stink of death and destruction. And then I saw them, hordes of undead pouring down from across the dunes. A cabal of necromancers... they found me and made me watch, they made me watch it all!" [/message] [message] speaker=Kaleh message= _ "Watch what?" [/message] [message] speaker=Cloaked Figure message= _ "They brought some humans, bound up tight. So beautiful... she had flaming red hair... they cut her... I can still hear her screaming. But that was only the beginning. They chanted words of power, and spilled the hot blood onto the sand and then I heard their screams of agony and pain..." [/message] [message] speaker=Kaleh message= _ "From the humans?" [/message] [message] speaker=Cloaked Figure message= _ "Faugh. No, I heard the screams of the dead, torn from their rest, their souls rose into the air howling in agony." [/message] [message] speaker=Zhul message= _ "But, but we burned the bodies so they couldn’t be raised." [/message] [message] speaker=Cloaked Figure message= _ "Fool. That did not stop their dark power. Nothing could stop them. I felt the rush of flying spirits, and the unbearable cold, so cold. For a moment I felt their torment. But no, they wouldn’t kill me. They let me go as a witness and laughed as I scrambled over the dunes." [/message] [message] speaker=Cloaked Figure message= _ "I was able to follow your trail, and I slipped among your people. No one noticed me, no I was too sneaky. And you wondered how I managed to follow you through the tunnels? Hah, you escorted me." [/message] [message] speaker=Kaleh message= _ "But why, why did you want to kill us?" [/message] [message] speaker=Cloaked Figure message= _ "You abandoned them! The pain, the agony, I still see their ghostly faces and hear their wails. And the necromancers kept chanting one name over and over: Yechnagoth, Yechnagoth, it reverberated in my ears. And every time I sleep I hear that name, and laughter, hideous laughter. She kept telling me it was your fault. And I believed her. Kaleh, forgive me, I just wanted to make the pain stop." [/message] [message] speaker=Kaleh message= _ "I... I forgive you." [/message] [message] speaker=Cloaked Figure message= _ "I do not fear death any more." [/message] #kill keratur [kill] id=Cloaked Figure animate=yes fire_event=no [/kill] [message] speaker=Kaleh message= _ "He’s dead. Rest in peace. Oh, what have I done? All our dead kin, desecrated and tormented for eternity." [/message] [message] speaker=Zhul message= _ "As you said yourself, the past is the past, there is nothing you can do now." [/message] [message] speaker=Nym message= _ "Don’t blame yourself. You didn’t know. If we had stayed behind we too would have been killed by the undead; we could not have defended our village against so many. We had no choice." image=portraits/nym_moody.png [/message] [message] speaker=Kaleh message= _ "That is small consolation. My deeds have turned to ashes in my mouth. Eloh forgive me. I did not know." [/message] [delay] time=1000 [/delay] # Nym asks to be allowed to scout outside [message] speaker=Nym message= _ "With your permission, Kaleh, I think I should go scout around a bit outside. We have no idea what lies out there. And I can sneak around unseen many places you can’t." [/message] [message] speaker=Kaleh message= _ "You can go Nym, just be careful." [/message] [message] speaker=Nym message= _ "I’m always careful. I’ll be back soon." [/message] [store_unit] [filter] id=Nym [/filter] kill=yes variable=Nymstats [/store_unit] [delay] time=500 [/delay] [message] speaker=Kaleh message= _ "Well, at least we can use this outpost to rally our surviving troops. How many of our people made it out of the caves, Zhul?" [/message] [message] speaker=Zhul message= _ "We’re still trying to get a head count, but between the underground horrors and the water, we lost quite a few. Recruiting new warriors is going to be even more difficult. Still we should thank Eloh, and you, Kaleh, that so many of us did survive." [/message] {INCREASE_RECRUIT_COSTS 2} [message] speaker=Kaleh message= _ "Well, Nym’s right, we don’t know what’s out there. So we should set up a perimeter guard around the cave mouth and start discovering what this side of the mountains looks like." [/message] {VARIABLE ally_must_live no} [show_objectives] [/show_objectives] [event] name=new turn [fire_event] name=ally_conversation [/fire_event] [/event] # change the music playing [music] name=elf-land.ogg immediate=yes [/music] # remove hero icon from troll/dwarf ally [remove_unit_overlay] id=$ally_name image=misc/hero-icon.png [/remove_unit_overlay] [/event] [/event] [event] name=moveto [filter] x=12-20 y=1-18 side=1 [not] type=Dust Devil,Flesh Golem [/not] [/filter] [message] speaker=unit message= _ "Look, the tunnel slopes sharply downwards to the left. And it’s big enough that it should divert most of the rising water." [/message] [message] speaker=unit message= _ "And I think I see a faint light off to the right." [/message] [message] speaker=Zhul message= _ "Could it be? Could we actually be almost out of this seemingly never-ending darkness?" [/message] [/event] # The conversation between Kaleh and the dwarf/troll ally # occurs the turn after the player finds the exit and Keratur dies. # Use custom event to clarify structure [event] name=ally_conversation {MESSAGE_DEPEND_ON_ALLY ( [message] speaker=Kaleh message= _ "Grog, thank you so much for leading us out of the caves. We never would have found our way without your help. But with the tunnels flooded, how are you going to find your way back to your people?" [/message] [message] speaker=Grog message= _ "Grog proud of little elves too. He would not have made it this far without all your help. Grog is surprised by your bravery and strength." [/message] [message] speaker=Grog message= _ "Truth is that Grog not know much of sunlight lands. Sun and stars are scary, everything is open, exposed, no safe places to hide. But Grog cannot go back through all that water. And Grog doesn’t know where to find other tunnels back to his home. He is as lost as elves are." [/message] [message] speaker=Grog message= _ "But Grog not afraid. Great leader told Grog to guide and protect elves, and Grog will keep his oath. Grog will follow elves wherever they may go and protect them from danger as best he can. Maybe later, Grog will find another way back down to the caves of his people. But for now, Grog will continue to serve and protect you." [/message] ) ( [message] speaker=Kaleh message= _ "Nog, thank you so much for leading us out of the caves. We never would have found our way without your help. But with the tunnels flooded, how are you going to find your way back to your people?" [/message] [message] speaker=Nog message= _ "Nog proud of little elves too. He would not have made it this far without all your help. Nog is surprised by your bravery and strength." [/message] [message] speaker=Nog message= _ "Truth is that Nog not know much of sunlight lands. Sun and stars are scary, everything is open, exposed, no safe places to hide. But Nog cannot go back through all that water. And Nog doesn’t know where to find other tunnels back to his home. He is as lost as elves are." [/message] [message] speaker=Nog message= _ "But Nog not afraid. Great leader told Nog to guide and protect elves, and Nog will keep his oath. Nog will follow elves wherever they may go and protect them from danger as best he can. Maybe later, Nog will find another way back down to the caves of his people. But for now, Nog will continue to serve and protect you." [/message] ) ( [message] speaker=Kaleh message= _ "Rogrimir, I want to thank you so much for guiding us out of the caves. We never would have found our way without your help. But with the tunnels flooded, how are you going to find your way back to your people?" [/message] [message] speaker=Rogrimir message= _ "Och, it is I who should be congratulating you, laddie. I showed you the way, but it was you and your people who defeated the many perils and obstacles to your escape. In all my years such bravery and courage I have rarely seen." [/message] [message] speaker=Rogrimir message= _ "But truly I cannot return the way I came and even if there are other tunnels which lead back down to my homeland, I do not know where to search for them. I know as little about the land above ground as you do." [/message] [message] speaker=Rogrimir message= _ "But my king told me to protect you from all dangers, and I plan to keep that oath. I do not like the above ground, it is too open and exposed; I feel that I could be attacked from any direction. But an oath is an oath and so I will follow you and your people wherever you may go and protect you as best I can. The tunnels cannot stay flooded forever; later perhaps if am able to return this way, I may be able to find my way back to my homeland. But for now I am yours to command." [/message] ) ( [message] speaker=Kaleh message= _ "Jarl, I want to thank you so much for guiding us out of the caves. We never would have found our way without your help. But with the tunnels flooded, how are you going to find your way back to your people?" [/message] [message] speaker=Jarl message= _ "Och, it is I who should be congratulating you, laddie. I showed you the way, but it was you and your people who defeated the many perils and obstacles to your escape. In all my years such bravery and courage I have rarely seen." [/message] [message] speaker=Jarl message= _ "But truly I cannot return the way I came and even if there are other tunnels which lead back down to my homeland, I do not know where to search for them. I know as little about the land above ground as you do." [/message] [message] speaker=Jarl message= _ "But my king told me to protect you from all dangers, and I plan to keep that oath. I do not like the above ground, it is too open and exposed; I feel that I could be attacked from any direction. But an oath is an oath and so I will follow you and your people wherever you may go and protect you as best I can. The tunnels cannot stay flooded forever; later perhaps if am able to return this way, I may be able to find my way back to my homeland. But for now I am yours to command." [/message] )} [message] speaker=Kaleh message= _ "Your loyalty is a credit to your people. I am glad indeed to have you fighting by my side." [/message] [/event] # This rather long macro ensures that if Kaleh is asked to come up next to # the unit that fires the event he doesn't appear in a cave wall. Instead # the macro finds an empty hex next to the unit. Since this event fires # the first time any unit moves into target area, I am sure there will # be an empty spot adjacent to the unit. # Event 14.5 Player discovers human’s chest of gold at cave mouth [event] name=moveto [filter] x,y=17,21 side=1 [not] type=Dust Devil,Flesh Golem [/not] [/filter] {PLACE_IMAGE items/chest-plain-open.png 17 21} [sound] name=gold.ogg [/sound] [message] speaker=unit message= _ "Looks like the guards at this outpost had been saving away a bit of loot. I don’t suppose they’re going to mind anymore if we made use of it." [/message] # Modify gold as though the scenario had ended (multiply by 0.4 then add new award) # However, ensure that players receive at least 50 gold if they are doing well # This reduces the tomato surprise aspect of adding a fight at the end and # reduces the reward that careful players will receive, making it slightly harder for them [store_gold] side=1 variable=gold_amount [/store_gold] {VARIABLE min_gold {ON_DIFFICULTY 150 120 90}} [if] [variable] name=gold_amount greater_than=0 [/variable] [then] {VARIABLE profit "$(max([50, $min_gold - $($gold_amount * 6/10)]))"} [gold] side=1 amount=$profit [/gold] {CLEAR_VARIABLE profit} [/then] [else] [modify_side] side=1 gold=$min_gold [/modify_side] [/else] [/if] {CLEAR_VARIABLE gold_amount,min_gold} [/event] # Event 15: Elves step out into the daylight, Eloh appears # asks for Kaleh, he goes outside, conversation ensues # human leader rides up, talks, leaves [event] name=moveto #event should only fire when unit steps several hexes out into the dunes [filter] x=25-50 y=19-31 side=1 [/filter] # in case Kromph or the dust devil trigger the event the unit variable is set to track a different unit [if] [have_unit] x,y=$x1,$y1 type=Dust Devil,Flesh Golem [/have_unit] [then] # if the player only has Zhul and Kaleh, a new unit has to be recalled or respawned, else reassign. Nym should never be # on the map when this is triggered but is being counted anyway to prevent future problems. [role] race=quenoth,elf [not] id=Zhul,Nym,Kaleh [/not] search_recall_list=no role=talker [else] [if] [have_unit] search_recall_list=yes x,y=recall,recall level=1 race=elf,quenoth [/have_unit] [then] [recall] race=elf,quenoth x,y=19,20 level=1 [/recall] [role] race=elf,quenoth level=1 [not] id=Zhul,Nym,Kaleh [/not] role=talker [/role] [/then] [else] {UNIT 1 (Quenoth Fighter) 19 20 (role=talker)} [+unit] passable=yes [/unit] [/else] [/if] [/else] [/role] # There will always be a talker role unit here, whether it has been recalled or "recruited" [store_unit] [filter] role=talker [/filter] variable=talking_unit [/store_unit] {VARIABLE reassigned yes} [/then] [else] # If the unit that triggers the event is not the Dust devil nor Flesh golem (e.g. any elf) [store_unit] [filter] x,y=$x1,$y1 [/filter] variable=talking_unit [/store_unit] {VARIABLE reassigned no} [/else] [/if] [if] [have_unit] x,y=$x1,$y1 race=quenoth,elf [/have_unit] [then] [message] speaker=unit message= _ "Praise Eloh, it is so good to be outside again. To see the sky stretching out above me, to feel the wind in my face..." [/message] [/then] [/if] [if] [have_unit] x,y=$x1,$y1 id=$ally_name [/have_unit] [then] {MESSAGE_DEPEND_ON_ALLY ( [message] speaker=unit message= _ "We made it. Outside look strange to Grog, Grog not used to big open spaces." [/message] ) ( [message] speaker=unit message= _ "We made it. Outside look strange to Nog, Nog not used to big open spaces." [/message] ) ( [message] speaker=unit message= _ "I think we finally made it outside. I’d forgotten how big the sky is and how windy it can be." [/message] ) ( [message] speaker=unit message= _ "I think we finally made it outside. I’d forgotten how big the sky is and how windy it can be." [/message] )} [/then] [/if] #from an elf still in the cave [message] x,y=12-23,15-20 side=1 race=quenoth,elf [not] id=$talking_unit.id [/not] message= _ "Can you see very far? Do you have any idea where we are?" [/message] [if] [variable] name=reassigned equals=yes [/variable] [then] [move_unit] role=talker to_x=24 to_y=22 [/move_unit] [/then] [/if] [message] speaker=$talking_unit.id message= _ "We’ve come out on the side of a mountain, overlooking a large valley. The land seems to be much the same as the foothills south of the mountains. The valley is filled with sand dunes, though the center is flat. There seems to be some sort of settlement in the center of the valley. And far to the north I can see something sparkling on the horizon, but I don’t know what it is." [/message] #reveal most of the valley to player #central corridor [remove_shroud] x=26-49 y=0-30 side=1 [/remove_shroud] #NW cave wall right above unit [remove_shroud] x=25-31 y=19-20 side=1 [/remove_shroud] #SW edge of valley, southern cave wall near player [remove_shroud] x=21-31,23-31,25-31 y=27 ,28 ,29 side=1 [/remove_shroud] #South and SE edge of valley [remove_shroud] x=48-56,48-54,48-53,48-51,27-49,29-31,35-47 y=17-26,27 ,28 ,29-30,31 ,32 ,32 side=1 [/remove_shroud] #eloh appears {NAMED_UNIT 2 (Divine Avatar) 30 22 (Eloh) ( _ "Eloh") ( upkeep=free facing=sw random_traits=no profile=portraits/eloh.png )} [if] [variable] name=unit.id not_equals=Kaleh [/variable] [then] #if Kaleh isn't the unit moving outside then Eloh calls for him [message] speaker=Eloh message= _ "Kaleh, Kaleh, come to me." [/message] [message] speaker=Kaleh message= _ "What is the voice? It sounds so familiar." [/message] [message] speaker=Eloh message= _ "Come out so that I might see you. Your god calls to you." [/message] [message] speaker=Kaleh message= _ "Am I dreaming? Is this real? I’m coming, I’m coming." [/message] {MOVE_UNIT (id=Kaleh) 25 23} [/then] [else] [message] speaker=Eloh message= _ "Hail Kaleh, it is I, Eloh." [/message] [/else] [/if] [message] speaker=Kaleh message= _ "But I am not asleep? And yet I can see you? How is this possible?" [/message] [message] speaker=Eloh message= _ "Do you doubt my powers? You have come out of the darkness, and I appear unto you to congratulate you." [/message] # if kaleh didn't go outside first, the unit who did asks kaleh who is # is talking to. Otherwise Zhul asks him. [if] [variable] name=unit.id not_equals=Kaleh [/variable] [then] [message] speaker=$talking_unit.id message= _ "Kaleh, who are you talking to?" [/message] [message] speaker=Eloh message= _ "For now, I appear only to you, for you, Kaleh, are special, you are the Chosen One." [/message] [message] speaker=Kaleh message= _ "$talking_unit.name, be quiet, I’ll explain it all later." [/message] [/then] [else] [message] speaker=Zhul message= _ "Kaleh, who are you talking to?" [/message] [message] speaker=Eloh message= _ "For now, I appear only to you, for you, Kaleh, are special, you are the Chosen One." [/message] [message] speaker=Kaleh message= _ "Be quiet Zhul, I’ll explain it all later." [/message] [/else] [/if] [message] speaker=Eloh message= _ "Yes, I have chosen you as the one to lead my people out of danger and death and into a life of eternal salvation. Crossing under the mountains was a very important step, and your destruction of the unbelievers proves your—" [/message] #troll/dwarf ally teleports to just outside of cave {MOVE_UNIT (id=$ally_name) 21 23} [message] speaker=$ally_name message= _ "Kaleh, a quick question—" [/message] {MESSAGE_DEPEND_ON_ALLY ( [message] speaker=Kaleh message= _ "Not now Grog, I’m busy." [/message] ) ( [message] speaker=Kaleh message= _ "Not now Nog, I’m busy." [/message] ) ( [message] speaker=Kaleh message= _ "Not now Rogrimir, I’m busy." [/message] ) ( [message] speaker=Kaleh message= _ "Not now Jarl, I’m busy." [/message] )} [message] speaker=Eloh message= _ "What’s this? You did not kill the unbelievers?!" [/message] [if] [variable] name=ally_race equals=dwarf [/variable] [then] [message] speaker=Kaleh message= _ "I am sorry I could not have fulfilled your command, but we found ourselves in the middle of a war. We were vastly outnumbered and we needed help. In fact the dwarves have been very helpful. They helped protect us from the trolls and without their guidance we would not have made it out of the caves alive." [/message] [/then] [else] [message] speaker=Kaleh message= _ "I am sorry I could not have fulfilled your command, but we found ourselves in the middle of a war. We were vastly outnumbered and we needed help. In fact the trolls have been very helpful. They helped protect us from the dwarves and without them we would not have made it out of the caves alive." [/message] [/else] [/if] [message] speaker=Eloh message= _ "You were weak and foolish, but I forgive you. You must remember, Kaleh, that without my guidance, your people would have died out years ago. Believe in me, I alone can save you." [/message] [message] speaker=Eloh message= _ "Now, in the valley live a group of humans who have also seen the light. They may seem strange, but they are my obedient followers. You must trust them, they will show you the way north. Follow them and they will lead you to me." [/message] [message] speaker=Kaleh message= _ "What do you mean ‘lead you to me’? You are a god, don’t you exist everywhere? I thought you were going to show us our new home." [/message] [message] speaker=Eloh message= _ "Of course I am! Oh, how little you understand. Do not worry yourself with such distractions, come to me and all will be made clear." [/message] [delay] time=100 [/delay] # wmllint: directory spelling Durstrag {NAMED_UNIT 2 (Human Commander) 30 25 (Sergeant Durstrag) ( _ "Sergeant Durstrag") (facing=nw)} {NAMED_UNIT 2 (Dragoon) 31 25 () ( _ "Human Guard") (facing=nw)} {NAMED_UNIT 2 (Dragoon) 31 26 () ( _ "Human Guard") (facing=nw)} {NAMED_UNIT 2 (Swordsman) 30 24 () ( _ "Human Guard") (facing=nw)} {NAMED_UNIT 2 (Longbowman) 30 26 () ( _ "Human Guard") (facing=nw)} [message] speaker=Sergeant Durstrag message= _ "I saw the distress signal from the outpost on the bluff. Who in the Dark Lady’s name are you and what have you done with my men?" [/message] [message] speaker=Kaleh message= _ "My name is Kaleh, and these are my people. We come from the south and unfortunately we found your men dead—" [/message] [message] speaker=Sergeant Durstrag message= _ "Dead?! You ‘found’ them you say? You’ll pardon me if I don’t take you at your word. We haven’t seen elves for generations, but we remember your ancient betrayal. What are elves doing sneaking up through the caves out onto our back doorstep?" [/message] [message] speaker=$ally_name message= _ "Well, actually they were fleeing from—" [/message] [if] [variable] name=ally_race equals=troll [/variable] [then] [message] speaker=Sergeant Durstrag message= _ "A troll! This just gets better and better. We haven’t seen one of your kind up here for many years, but I have a long memory. I still remember the troll raids when I was a youth." [/message] [/then] [else] [message] speaker=Sergeant Durstrag message= _ "A dwarf! This just gets better and better. We haven’t seen one of your kind up here for many years, but we have long memories. I remember how your ‘traders’ used to come up and cheat us out of our valuables. You’ll find we’re not so easy to fool this time." [/message] [/else] [/if] [message] speaker=Kaleh message= _ "Look, if you’ll just let me explain—" [/message] [if] [variable] name=ally_race equals=troll [/variable] [then] [message] speaker=Sergeant Durstrag message= _ "Oh there is no need to explain, it’s pretty obvious what you’re up to. Here we have a whole legion of elves, consorting with trolls, sneaking up behind our defenses. This looks an awful lot like an invasion to me." [/message] [/then] [else] [message] speaker=Sergeant Durstrag message= _ "Oh there’s no need to explain, it’s pretty obvious what you’re up to. Here we have a whole legion of elves, consorting with dwarves, sneaking up behind our defenses. This looks an awful lot like an invasion to me." [/message] [/else] [/if] [message] speaker=Kaleh message= _ "No, no. You don’t understand! We were told you could help us." [/message] [message] side=2 type=Swordsman message= _ "Sir, remember the edict passed down by councilman Noblis? About any foreigners spotted on the borders?" [/message] [message] speaker=Sergeant Durstrag message= _ "I have no idea what you’re babbling about, elf, but you’re just lucky you caught me on a good day. You get to explain everything to the Iron Council. Now you and your people just lay down your weapons and we will take you into custody to be judged. They’ll deal with you as they see fit." [/message] [message] speaker=Eloh message= _ "Everything will be fine. Do as he says." [/message] [message] speaker=Kaleh message= _ "I am my own master. I will not be ordered around, not even by you, Eloh." [/message] [message] speaker=Sergeant Durstrag message= _ "What’s that, boy? Are you talking back to me? This isn’t a negotiation. You are on my land, and under my jurisdiction. Lay down your weapons and submit peacefully or I’ll make you sorry you didn’t." [/message] [message] speaker=Eloh # wmllint: local spelling Ishtar message= _ "Kaleh, I am Eloh, bearer of the staff of Ishtar and slayer of the demon-god Zhangor. Submit to him or I shall abandon your people to suffering and death. Your bones will litter the sand dunes, and vultures shall pick at your flesh. I am a just god, Kaleh, but no more forgiving than the harsh desert sun." image=portraits/eloh_rage.png [/message] [message] speaker=Kaleh message= _ "Then kill me if you must, but I will not give myself over to those who threaten me and my people. I have not come through peril and darkness just to surrender to one such as you." [/message] [message] speaker=Sergeant Durstrag message= _ "You dare defy me?! All who refuse to submit to the authority of the Iron Council shall be killed. By the Dark Lady, I shall not put up with this bickering any longer. To battle, men! Drive those heathens back into the caves!" [/message] # Move Durstag and his guards back to human base [kill] side=2 [not] id=Eloh [/not] animate=no fire_event=no [/kill] [unit] type=Human Commander id=Sergeant Durstrag name= _ "Sergeant Durstrag" canrecruit=yes x=44 y=27 side=2 [modifications] {TRAIT_INTELLIGENT} {TRAIT_RESILIENT} [/modifications] [/unit] {NAMED_NOTRAIT_UNIT 2 (Dragoon) 43 28 () ( _ "Human Guard")} {NAMED_NOTRAIT_UNIT 2 (Dragoon) 44 26 () ( _ "Human Guard")} {NAMED_NOTRAIT_UNIT 2 (Swordsman) 43 27 () ( _ "Human Guard")} {NAMED_NOTRAIT_UNIT 2 (Longbowman) 44 27 () ( _ "Human Guard")} [message] speaker=Eloh message= _ "You disappoint me, Kaleh. You are weak, and not worthy of my guidance... Do as you like, but know that while you may be the appointed leader of your people, I am your god, and you defy me at your peril!" [/message] [kill] id=Eloh animate=no fire_event=no [/kill] [message] speaker=Kaleh message= _ "You are not the god I grew up with. You may be all-powerful, but I will not be your puppet. I am still their leader and as long as I draw breath I will do what I think is best for my people." [/message] [message] speaker=Zhul message= _ "Kaleh, would you mind telling me what in Uria’s name is going on." [/message] [message] speaker=Kaleh message= _ "There’s no time. Right now we have to prepare ourselves for another battle. I’d better head back to the outpost and rally our troops. I fear a whole lot of hurt is going to be coming up through those hills very soon." [/message] [message] speaker=Zhul message= _ "Well, now we’re really in for it. I hope you know what you’re doing, Kaleh." [/message] {MOVE_UNIT (id=Kaleh) 18 19} {MESSAGE_DEPEND_ON_ALLY ( [message] speaker=Grog message= _ "Grog no like humans either. They mean. But they sound great when they go squish." [/message] ) ( [message] speaker=Nog message= _ "Nog no like humans either. They mean. But they sound great when they go squish." [/message] ) ( [message] speaker=Rogrimir message= _ "I never liked humans much anyway. I’ll be glad to be fighting something besides undead." [/message] ) ( [message] speaker=Jarl message= _ "I never liked humans much anyway. I’ll be glad to be fighting something besides undead." [/message] )} [modify_side] side=2 {INCOME 15 24 33} {GOLD 150 210 270} [/modify_side] #capture some of the nearby villages [capture_village] x,y=34-37,25-26 side=2 [/capture_village] [capture_village] x,y=41-43,19-23 side=2 [/capture_village] [show_objectives] [/show_objectives] [event] name=new turn [fire_event] name=nym_return [/fire_event] [/event] # change the music playing [music] name=loyalists.ogg immediate=yes [/music] # Clear unnecesary variables {CLEAR_VARIABLE talking_unit,reassigned,2} [/event] # Event 16: Nym returns # Next turn after big Eloh/Durstrag conversation, Nym returns and # tells Kaleh that Durstrag plans to send for reinforcements [event] name=nym_return [store_unit] [filter] id=Kaleh [/filter] variable=kaleh_location kill=no [/store_unit] [unstore_unit] variable=Nymstats find_vacant=yes check_passability=yes x=$kaleh_location.x y=$kaleh_location.y [/unstore_unit] {CLEAR_VARIABLE Nymstats,kaleh_location} [message] speaker=Nym message= _ "I’m back, Kaleh." [/message] [message] speaker=Kaleh message= _ "Ah! You scared me, Nym. I didn’t hear you coming." [/message] [message] speaker=Nym message= _ "Of course you didn’t. That’s why it’s called sneaking." [/message] [message] speaker=Nym message= _ "Anyway you’ve really gotten us into a mess. The good news is that the outpost isn’t guarded as heavily as you might think. The garrison seems only half-manned. They obviously didn’t expect any serious attack to come from this direction." [/message] [message] speaker=Kaleh message= _ "And what’s the bad news?" [/message] [message] speaker=Nym message= _ "The bad news is that I overheard the commander ordering a special group of his men to get ready to ride north and summon reinforcements. It seems that the humans have a bigger village to the north. This outpost is lightly guarded enough that we might be able to defeat them, but in our weakened state if they bring the full strength of their army against us I fear we may be crushed." [/message] [message] speaker=Kaleh message= _ "Then we’ll just have to make sure that no messenger escapes this valley to summon reinforcements." [/message] #set messenger timer at 2, so first messenger goes in 6,5,4 turns [set_variable] name=messenger_timer value=2 [/set_variable] {VARIABLE messengers_incoming yes} [show_objectives] [/show_objectives] # schedule events that occur after the humans start fighting [event] name=new turn [filter_condition] # The first night after meeting the humans [have_location] x,y=44,27 # location of Sgt Durstrag's keep - should be in normal time time_of_day_id=dusk1,dusk2,short_dark,long_dark1,long_dark2,long_dark3,long_dark4 [/have_location] [/filter_condition] [fire_event] name=undead_emissary [/fire_event] [/event] [event] name=new turn first_time_only=no [if] [variable] name=messenger_timer numerical_equals=1 [/variable] [then] [fire_event] name=human_conversation [/fire_event] [/then] [/if] [fire_event] name=messengers [/fire_event] [/event] [/event] # Event 17: Undead Emissary [event] name=undead_emissary [move_unit_fake] type=ENightgaunt side=5 x=34,35,36,36,35 y=32,32,31,30,30 [/move_unit_fake] {NAMED_UNIT 5 (ENightgaunt) 35 30 (Undead Emissary) ( _ "Undead Emissary") ()} [message] speaker=Undead Emissary message= _ "Cursed elves, you tracked your filth through our halls and you defiled our sanctuary. You have besmirched our honor, and we will have our revenge. We are the Order of the Crimson Talon, and even death shall not stop us. You shall rue the day that you ever trespassed into our lair!" [/message] [kill] id=Undead Emissary animate=no [/kill] [move_unit_fake] type=ENightgaunt side=5 x=35,35,35,35 y=30,31,32,33 [/move_unit_fake] [message] speaker=Nym message= _ "Can’t the dead ever just stay dead? And aren’t they trapped by the flooded tunnels and caves?" [/message] [message] speaker=Zhul message= _ "Undead don’t have to breathe and I don’t think a little water is going to stop them. Besides, you saw how the ghost just flew through the rock; if they can move through walls then what do they care about flooded tunnels?" [/message] [message] speaker=Nym message= _ "Great. So now we’re fighting in a haunted valley." [/message] [modify_side] side=5 {INCOME 15 24 33} {GOLD 100 150 200} [/modify_side] [unit] type=Spectre id=Undead Leader name= _ "Undead Leader" canrecruit=yes side=5 x=28 y=37 [/unit] [/event] #Event 17.5 A conversation about the humans [event] name=human_conversation [message] speaker=Kaleh message= _ "I don’t understand. What are these humans doing here? I’ve never seen so many in one place before." [/message] [message] speaker=Zhul message= _ "Humans aren’t just the bandits and outlaws you’re familiar with from the deserts, Kaleh. Remember that long ago the great human empire of Wesnoth spread all across the known lands. Some of our people say that it was the humans who brought the Great Fall upon us. But to blame others is folly. Eloh says that it was not the darkness without, but the darkness within us that was the cause of our corruption and downfall." [/message] [message] speaker=Zhul message= _ "But now is not a time for preaching. Humans once spread to many lands, and despite all the ravages of time, I have no doubt that at least a few of them have survived. They are a hardy people and quickly adapt to new conditions. I only wish that the same could be said of our brethren." [/message] [message] speaker=Nym message= _ "There might be other elves somewhere. We can’t be sure." [/message] [message] speaker=Kaleh message= _ "No, we can’t. But for now we must deal with the problem at hand. Thank you for the information, Zhul; these humans are good fighters but they are no match for our speed and skill. I grew up fighting in dunes such as these, and I will not be bested by a bunch of ruffians." [/message] [/event] # Event 18: Sending for Reinforcements # EASY: 1 dragoon, 2 cavalryman, 1 spearman, 1 bowman # NORMAL: 2 dragoons, 1 cavalryman, 1 javelineer, 1 bowman # HARD: 3 dragoons, 1 swordsman, 1 longbowman # EASY: once every 7 turns # NORMAL: once every 6 turns # HARD: once every 5 turns [event] name=messengers first_time_only=no # timer to store when to send off a human messenger [set_variable] name=messenger_timer add=1 [/set_variable] [if] [variable] name=messenger_timer numerical_equals={ON_DIFFICULTY 7 6 5} [/variable] [then] [set_variable] name=messenger_timer value=0 [/set_variable] [message] speaker=Sergeant Durstrag message= _ "Send forth the messenger and his escort. Go north and bring help as soon as possible!" [/message] [set_variable] name=loc_x rand=44..51 [/set_variable] [set_variable] name=loc_y rand=23..25 [/set_variable] [unit] type=Dragoon id=messenger name= _ "Human Messenger" canrecruit=yes x=$loc_x y=$loc_y side=8 [/unit] [unit] type={ON_DIFFICULTY (Cavalryman) (Cavalryman) (Dragoon)} name= _ "Human Escort" upkeep=free x=$loc_x y=$loc_y side=8 [/unit] [unit] type={ON_DIFFICULTY (Cavalryman) (Dragoon) (Dragoon)} name= _ "Human Escort" upkeep=free x=$loc_x y=$loc_y side=8 [/unit] [unit] type={ON_DIFFICULTY (Spearman) (Javelineer) (Swordsman)} name= _ "Human Escort" upkeep=free x=$loc_x y=$loc_y side=8 [/unit] [unit] type={ON_DIFFICULTY (Bowman) (Bowman) (Longbowman)} name= _ "Human Escort" upkeep=free x=$loc_x y=$loc_y side=8 [/unit] [message] speaker=Kaleh message= _ "If that messenger escapes the valley, we’ll be in trouble. We have to stop him!" [/message] {CLEAR_VARIABLE loc_x} {CLEAR_VARIABLE loc_y} # Set up the Messenger Escort Micro AI [micro_ai] side=8 ai_type=messenger_escort action=add [filter] id=messenger [/filter] waypoint_x,waypoint_y=42,1 [/micro_ai] [/then] [/if] [/event] # Event 18.5: Messenger Dies [event] name=last breath [filter] id=messenger [/filter] [message] speaker=messenger message= _ "No! I must get help!" [/message] [/event] [event] name=die [filter] id=messenger [/filter] [message] speaker=Kaleh message= _ "Good. We’re safe for now. We just have to defeat Durstrag before he sends another messenger for reinforcements." [/message] # Remaining units of the messenger side must remain active [modify_ai] side=8 action=add path=goal[] [goal] [criteria] side=1 [/criteria] value=10 [/goal] [/modify_ai] [/event] # Event 19: Messenger Escapes! [event] name=moveto [filter] side=8 id=messenger y=1 [/filter] [kill] id=messenger animate=no fire_event=no [/kill] [message] speaker=Kaleh message= _ "The messenger has escaped! He will surely return with reinforcements. We are doomed!" [/message] [endlevel] result=defeat [/endlevel] [/event] # Event 20: Defeat of Sergeant Durstrag [event] name=last breath [filter] id=Sergeant Durstrag [/filter] [message] speaker=Kaleh message= _ "Don’t worry. We’re not the monsters you seem to think we are. I will not kill you in cold blood." [/message] [message] speaker=Sergeant Durstrag message= _ "Faugh, boy, you know nothing! There are fates worse than death." [/message] [kill] id=Sergeant Durstrag animate=yes fire_event=no [/kill] [message] speaker=Nym message= _ "He killed himself rather than surrender to us!" [/message] [message] side=2 message= _ "They killed Sergeant Durstrag! Run for your lives!" [/message] [kill] side=2 animate=no fire_event=no [/kill] [kill] side=5 animate=no fire_event=no [/kill] [message] speaker=Zhul message= _ "The rest of the humans are fleeing." [/message] [message] speaker=Kaleh message= _ "Let them go. We have won this battle and I am weary of all this bloodshed." [/message] [message] speaker=Zhul message= _ "What was it that the human Durstrag was so afraid of?" [/message] [message] speaker=Kaleh message= _ "I don’t know, but I fear we may find out." [/message] [message] speaker=Zhul message= _ "You’re being very cryptic, Kaleh. Now that the battle is over would you care to explain to us who you were talking to back when we first met the humans?" [/message] [message] speaker=Kaleh message= _ "No, not yet." [/message] [message] speaker=Nym message= _ "What’s wrong, Kaleh? Don’t you trust us?" [/message] [message] speaker=Kaleh message= _ "Yes, yes of course I do. But it’s just a theory. I don’t want to say more until I have proof. Give me until tomorrow night, then I’ll tell you everything." [/message] [message] speaker=Zhul message= _ "Very well. I’ve trusted your decisions and your leadership so far; I’ll wait a little longer." [/message] [message] speaker=Nym message= _ "So what do we do now? The land seems to be about the same on the northern side of the mountains as it was on the south. And we can’t hang around here forever. The humans will be back with reinforcements eventually, and the valley is still haunted with undead." [/message] [message] speaker=Kaleh message= _ "Yes, I think the sooner we leave this valley the better. But we don’t know anything about the surrounding terrain. Without anyone to guide us, we have no idea what perils may be nearby. I don’t like sending our people across foreign lands when I don’t know what’s in front of us. We’ve lost too many people already. I don’t want to lead us into a trap." [/message] [message] speaker=Nym message= _ "When I was scouting around I think I saw a small oasis near the entrance to this valley. If we move out there we should be out of range of the undead. I think it would be safe, at least for the short term." [/message] [message] speaker=Zhul message= _ "Indeed. Undead ghosts such as these are often bound to the places they died: the farther away they travel, the weaker they are. So if we move out of the immediate vicinity we should be pretty safe." [/message] [message] speaker=Kaleh message= _ "Good, we’ll move our people out and camp by the oasis. Now, Nym, you know who our best scouts are; I want you to lead a few elves to do some reconnaissance. We’ll send out small groups of scouts to the north, northeast and northwest. Don’t go too far, try not to be seen, and please don’t do anything dangerous. But I want to know what’s out there." [/message] [message] speaker=Zhul message= _ "But hasn’t Eloh told you where to go and what dangers you face?" [/message] [message] speaker=Kaleh message= _ "She was... rather vague. I know we’re supposed to generally go north, but I want more information before I commit us to a direction." [/message] [message] speaker=Nym message= _ "Don’t you worry about us, Kaleh. We’ll be careful. I’ll organize five bands to scout out the nearby lands. We should be back in about half a day." [/message] [message] speaker=Kaleh message= _ "Good, until then we’ll settle around that oasis and set up as good a defense as we can. Until I know what’s out there, I’m not taking any chances." [/message] [endlevel] result=victory bonus=yes {NEW_GOLD_CARRYOVER 40} [/endlevel] [/event] # Flooding algorithm # At the end of each turn: # Turn shallow water hexes to deep water and # Turn all cave tiles within one hex of water to shallow water # Step by Step Process: # 1. change all shallow water hexes to deep water # 2. change all hexes adjacent to water to shallow water # 3. destroy any items in the new deep water # 4. kill any units in deep water [event] name=new turn id=do_flooding first_time_only=no [filter_condition] # don't flood before first turn [variable] name=turn_number greater_than=1 [/variable] [/filter_condition] [store_locations] terrain=Ww* # some pools outside of the cave mustn't be turned to deep water. [not] x = 35, 35, 36, 42, 42, 43, 43, 60, 60, 61, 61, 62 y = 25, 26, 25, 20, 21, 21, 22, 4, 5, 4, 5, 5 [/not] variable=shallow_to_deep_locs [/store_locations] [terrain] terrain=Wwgz [filter_adjacent_location] find_in=shallow_to_deep_locs [/filter_adjacent_location] [and] terrain=!,Xu,M*^Xm,Md,W*,Xo* [/and] [/terrain] [terrain] terrain=Wo find_in=shallow_to_deep_locs [/terrain] [remove_item] find_in=shallow_to_deep_locs [/remove_item] [fire_event] name=kill_submerged_units [/fire_event] [fire_event] name=check_flood_end [/fire_event] {CLEAR_VARIABLE shallow_to_deep_locs} [/event] # Killing of units who ended up in deep water [event] name=kill_submerged_units first_time_only=no [store_unit] [filter] [filter_location] terrain=Wo* [/filter_location] # Only units which cannot move in deep water can drown movement_cost=99 [/filter] kill=no variable=drowning_units [/store_unit] [redraw] [/redraw] # If at least one side 1 unit died then display a death message [message] find_in=drowning_units side=1 [not] type=Dust Devil,Flesh Golem [/not] message= _ "Help, I’m drowning!" [/message] [kill] find_in=drowning_units animate=yes fire_event=yes [/kill] {CLEAR_VARIABLE drowning_units} [/event] # when water reaches escape passage, stop flooding and make it pour out # into the valley [event] name=check_flood_end [filter_condition] [have_location] x=12 y=18 terrain=Ww*, Wo* [/have_location] [/filter_condition] [remove_event] id=do_flooding [/remove_event] # flood the secret room [terrain] x=17-19, 16, 20,18,18 y=28-34,28-30,28-30,27,35 terrain=Wo [/terrain] [remove_item] x=17-19, 16, 20,18,18 y=28-34,28-30,28-30,27,35 [/remove_item] # flood rest of side passage with deep water [terrain] x=12,12,12,12,13,14,15,16,17,18,19,20,21,22,23,23,24,25,25,26 y=18,17,16,15,15,15,15,14,14,14,14,13,14,13,14,15,15,16,17,17 terrain=Wo [/terrain] # create shallow water stream in valley [terrain] x=27,28,29,30,31,32,33,34,35,35,36,37,38,39,40,41,41,42,42,42,43,43 y=18,18,18,17,18,17,17,16,16,15,14,14,14,14,14,14,15,13,14,15,13,14 terrain=Ww [/terrain] [fire_event] name=kill_submerged_units [/fire_event] [if] [have_unit] x=21-25,26-50 y=18-33,1-33 side=1 [not] type=Dust Devil,Flesh Golem [/not] [/have_unit] [then] [message] x=21-25,26-50 y=18-33,1-33 side=1 [not] type=Dust Devil,Flesh Golem [/not] message= _ "Look, the water is pouring out the side tunnel into the valley! That’s a lot of water: it’s even creating a small river. I sure wouldn’t want to be downstream of that deluge right now." [/message] [/then] [else] # the player didn't see water when it flooded out into the valley # as soon as he does move a unit out into the valley, comment on it [event] name=moveto [filter] x=26-50 y=1-33 side=1 [not] type=Dust Devil,Flesh Golem [/not] [/filter] [allow_undo] [/allow_undo] [message] speaker=unit message= _ "Look, up there in the valley. The water has poured out of the side tunnel and created a small river and lake. I’m glad we weren’t downstream of that deluge when the water came rushing out of the tunnel." [/message] [/event] [/else] [/if] [/event] #time over event [event] name=time over [message] speaker=Kaleh message= _ "I can see human reinforcements arriving on the horizon. We’ll surely be overwhelmed now! If only we had moved faster." [/message] [/event] #victory event [event] name=victory # reveal map in-between starting valley and location elves move to [remove_shroud] x=45-60 y=1-6 side=1 [/remove_shroud] [teleport] [filter] id=Kaleh [/filter] x,y=61,6 [/teleport] [teleport] [filter] id=Zhul [/filter] x,y=63,5 [/teleport] [teleport] [filter] id=$ally_name [/filter] x,y=60,6 [/teleport] [store_unit] [filter] id=Nym [/filter] kill=yes variable=Nymstats [/store_unit] {UNIT 1 (Quenoth Fighter) 66 2 (id,upkeep,generate_name=Dummy Unit1,free,no)} {UNIT 1 (Quenoth Fighter) 57 3 (id,upkeep,generate_name=Dummy Unit2,free,no)} {UNIT 1 (Quenoth Scout) 65 3 (id,upkeep,generate_name=Dummy Unit3,free,no)} {UNIT 1 (Quenoth Scout) 59 2 (id,upkeep,generate_name=Dummy Unit4,free,no)} {UNIT 1 (Quenoth Scout) 58 5 (id,upkeep,generate_name=Dummy Unit5,free,no)} {UNIT 1 (Quenoth Mystic) 62 2 (id,upkeep,generate_name=Dummy Unit6,free,no)} [scroll_to_unit] id=Kaleh [/scroll_to_unit] [delay] time=500 [/delay] [message] speaker=narrator message= _ "Several hours pass..." image=wesnoth-icon.png [/message] {UNIT 1 (Quenoth Scout) 59 2 (id,upkeep,name=Dummy Unit7,free,_ "Jezhar")} {MOVE_UNIT (id=Dummy Unit7) 66 2} [message] speaker=Dummy Unit7 message= _ "Eastern scouts, reporting back! If you like sand and hot dust, there’s plenty more out there! No water, or signs of others, we had to turn back." [/message] [message] speaker=Kaleh message= _ "No shame in that, Jezhar. Of all the scouts, only Tanstafaal and Nym have yet to return." [/message] [message] speaker=Zhul message= _ "And that has me worried. What if-" [/message] [move_unit_fake] type=$Nymstats.type gender=female side=1 x=51,52,53,54,55,56,57,57,58,59,60,60 y=1,1,1,1,1,1,1,2,2,2,2,3 [/move_unit_fake] [set_variable] name=Nymstats.hitpoints value=12 [/set_variable] [unstore_unit] variable=Nymstats x,y=60,3 [/unstore_unit] {CLEAR_VARIABLE Nymstats} [message] speaker=Zhul message= _ "In Eloh’s name, Nym, you look terrible. Are you well?" [/message] [message] speaker=Nym message= _ "Yes. Just... let me... catch... my breath." [/message] [delay] time=100 [/delay] [move_unit_fake] type=Merman Netcaster side=1 x=51,52,53,54,55,56,57,58,59,59,60 y=1,1,1,1,2,1,2,2,3,4,4 [/move_unit_fake] [unit] type=Merman Netcaster id=Esanoo name= _ "Esanoo" hitpoints=10 x=60 y=4 side=1 unrenamable=yes [modifications] {TRAIT_LOYAL} {TRAIT_RESILIENT} [/modifications] [/unit] [delay] time=200 [/delay] [message] speaker=Esanoo message= _ "Water. Sweet water. By the gods, I thought my scales would fall off." [/message] [message] speaker=Kaleh message= _ "What in Uria’s name is that?" [/message] [message] speaker=Nym message= _ "Relax, he’s a friend. Just let me explain." [/message] [message] speaker=Kaleh message= _ "You’re really beat up, Nym. Are you sure you’re fine?" [/message] [message] speaker=Nym message= _ "I’m fine. But I found someone who really wanted to speak with you." [/message] [message] speaker=$ally_name message= _ "He looks like a half-man half-fish." [/message] [message] speaker=Esanoo message= _ "Indeed. I come from the ocean, and long have I been looking for you." [/message] [message] speaker=Kaleh message= _ "The ocean? What are you talking about?" [/message] [message] speaker=Nym message= _ "Don’t try to explain, Esanoo. We’ll have to show them instead." [/message] # original dialog makes extensive use of "my master" for Esanoo, which might makes sense for a goblin, but seems a bit off here # I went with "wise leader", can probably be improved [message] speaker=Esanoo message= _ "It’s not important. What’s important is that I am an emissary from one who much desires to speak with you, Kaleh. Despite the danger, our wise leader sent me and my brethren to scour the dry land searching for you." [/message] [message] speaker=Zhul message= _ "There are more of you? Where are the others?" [/message] [message] speaker=Esanoo message= _ "They have been captured by the foul humans. I just barely managed to hide and escape, with the help of your friend." [/message] [message] speaker=Zhul message= _ "And why should we trust anything you say?" [/message] [message] speaker=Esanoo message= _ "Our leader thought you might be suspicious. She said that what we must talk with you about concerns the fate of your people. Apparently it concerns ‘Yechnagoth’ and ‘Zhangor’. She said that you would understand, Kaleh." [/message] [message] speaker=Kaleh message= _ "Hmmmm... Yes, yes I think I do. I don’t know why, but I trust you." [/message] [message] speaker=Esanoo message= _ "Thank you, Kaleh. Now I have a favor to ask of you. Our instructions were to find you and to bring you and your people to meet with our wise leader. The problem is that I don’t know where she is hiding." [/message] [message] speaker=Zhul message= _ "You don’t know where to find your master?" [/message] [message] speaker=Esanoo message= _ "It’s complicated, and I don’t know how much I am allowed to tell you. My people are fighting a desperate war against... against a powerful foe. Many times our enemy has tried to assassinate our wise leader, so she worried that her presence was a danger to the rest of us. So right after she sent us on our mission she went into hiding. I am the youngest member of our group, and so I wasn’t told the location. You must understand, there are spies everywhere. Only the leaders of our group knew, but the rest of them were all captured by those foul humans. They are being held in the settlement to the north. If we are to have any chance of finding our wise leader, we must first rescue them. I would do it myself, but..." [/message] [message] speaker=Nym message= _ "...It would be suicide for you to try to rescue them alone. Of course we will help you!" [/message] [message] speaker=Esanoo message= _ "Thank you, Nym. I am not very good at fighting on the dry ground." [/message] [message] speaker=Kaleh message= _ "With you back, Nym, the only scouts yet to return are Tanstafaal’s group." [/message] [message] speaker=Nym message= _ "They were sent due north. From Esanoo’s description it sounds like they were headed right for the human settlement. I hope nothing bad has happened to them." [/message] [message] speaker=Kaleh message= _ "Things are coming to a head, Tanstafaal and our new friends are in trouble. Time is of the essence, so let’s move out as soon as possible." [/message] [kill] id=Dummy Unit1,Dummy Unit2,Dummy Unit3,Dummy Unit4,Dummy Unit5,Dummy Unit6,Dummy Unit7 animate=no [/kill] {CLEAR_VARIABLE healing_rune1,healing_rune2} {CLEAR_VARIABLE messenger_timer,messengers_incoming} [/event] # set time for all underground areas to be always night/underground [time_area] x=0-1,2-3,4-19,10-16,12,14,20-21,20,20-22,22-23,23-24,24,25,25-26,26,26,27,27,27,28,28-36,32-34,37-42,38,40,43-45,46,47,48-49,50,51,52-53,54-55,56,57,58,59,60,61,62-63,64-65,66-67,68-69,70-71,72-73,74-75,76,77 y=9-54,8-54,7-54,6,5,5,7-22,26,27-54,7-21,28-54,7-20,8-20,29-54,8-10,14-18,9-10,16-17,30-54,31,32-54,31,33-56,32,32,34-54,33-54,32-54,31-54,30-54,29-54,28-54,26-54,21-54,19-54,17-54,15-54,13-54,12-54,11-54,10-54,9-54,8-54,6-54,5-54,4-54,2-54,1-54 {UNDERGROUND} [/time_area] {UTBS_INCLUDE utils/deaths.cfg} [/scenario]
#textdomain wesnoth-utbs # This scenario happens in three parts: # * rescuing the merfolk, # * fighting the elvish rebels in the north-east, # * fighting the Iron Council in the north-west [scenario] id=09_Blood_is_Thicker_Than_Water name= _ "Blood is Thicker than Water" next_scenario=10_Speaking_with_the_Fishes {UTBS_MAP 09_Blood_is_Thicker_Than_Water.map} victory_when_enemies_defeated=no {TURNS 58 54 50} [music] name=loyalists.ogg [/music] {STORY_BLOOD_IS_THICKER_THAN_WATER} {TWO_SUNS_DEFAULT_SCHEDULE} # side 1: elves [side] side=1 id=Kaleh type=Quenoth Youth canrecruit=yes {GOLD 270 210 150} {INCOME 8 5 2} village_gold=1 controller=human shroud=yes fog=no {FLAG_VARIANT long} user_team_name= _ "team_name^Quenoth Elves" [/side] # Side 2: Darius, leader of Human forces (blue) [side] side=2 type=Human Commander id=Darius name= _ "Darius" canrecruit=yes [modifications] {TRAIT_STRONG} {TRAIT_RESILIENT} [/modifications] {GOLD 100 150 200} {INCOME 10 15 20} controller=ai shroud=no fog=no team_name=human_ally user_team_name=_"Human Allies" {FLAG_VARIANT undead} #ifdef EASY recruit=Spearman, Pikeman, Swordsman, Javelineer, Cavalryman, Bowman, Longbowman, Heavy Infantryman #endif #ifdef NORMAL recruit=Pikeman, Swordsman, Javelineer, Dragoon, Bowman, Longbowman, Heavy Infantryman, Shock Trooper #endif #ifdef HARD recruit=Pikeman, Swordsman, Javelineer, Dragoon, Longbowman, Shock Trooper #endif [ai] recruitment_pattern=scout, fighter, archer aggression=0.75 caution=0.1 passive_leader=yes [/ai] [/side] # Side=3 traitorous elves (green) [side] side=3 no_leader=yes gold=0 income=0 controller=ai shroud=no fog=no team_name=human_ally user_team_name=_"Human Allies" recruit=Quenoth Fighter,Tauroch Rider,Quenoth Scout,Quenoth Warrior,Quenoth Flanker,Tauroch Vanguard,Quenoth Archer,Quenoth Pathfinder [ai] recruitment_pattern=fighter, mixed fighter, fighter, mixed fighter, scout aggression=0.75 caution=0.25 passive_leader=yes [/ai] {FLAG_VARIANT long} [/side] # Side=4 Iron Council (yellow) [side] side=4 no_leader=yes gold=0 income=0 controller=ai shroud=no fog=no team_name=human_ally user_team_name=_"Iron Council" {FLAG_VARIANT undead} #ifdef EASY recruit=Pikeman, Swordsman, Javelineer, Longbowman, Heavy Infantryman, Necromancer, Skeleton, Skeleton Archer, Bone Shooter #endif #ifdef NORMAL recruit=Pikeman, Swordsman, Javelineer, Dragoon, Longbowman, Shock Trooper, Necromancer, Revenant, Bone Shooter #endif #ifdef HARD recruit=Pikeman, Swordsman, Javelineer, Dragoon, Longbowman, Shock Trooper, Necromancer, Revenant, Bone Shooter #endif [ai] #ifdef EASY recruitment_pattern=fighter, archer, mixed fighter #else recruitment_pattern=scout, fighter, archer, mixed fighter #endif aggression=0.8 caution=0.1 passive_leader=yes [/ai] [/side] # Side=5 Zelgant Human Lieutenant [side] side=5 type=Shock Trooper id=Zelgant name= _ "Zelgant" canrecruit=yes [modifications] {TRAIT_STRONG} [/modifications] {GOLD 90 120 150} {INCOME 8 12 16} controller=ai shroud=no fog=no team_name=human_ally user_team_name=_"Human Allies" {FLAG_VARIANT undead} #ifdef EASY recruit=Spearman, Pikeman, Swordsman, Javelineer, Cavalryman, Bowman, Longbowman, Heavy Infantryman #endif #ifdef NORMAL recruit=Spearman, Pikeman, Swordsman, Javelineer, Cavalryman, Dragoon, Bowman, Longbowman, Shock Trooper #endif #ifdef HARD recruit=Spearman, Pikeman, Swordsman, Javelineer, Cavalryman, Dragoon, Bowman, Longbowman, Shock Trooper #endif [ai] recruitment_pattern=scout, fighter, archer aggression=0.6 caution=0.25 passive_leader=yes [/ai] [/side] # Side=6 Alastra Human Lieutenant [side] side=6 type=Javelineer id=Alastra name= _ "Alastra" canrecruit=yes [modifications] {TRAIT_RESILIENT} {TRAIT_INTELLIGENT} [/modifications] {GOLD 90 120 150} {INCOME 8 12 16} controller=ai shroud=no fog=no team_name=human_ally user_team_name=_"Human Allies" {FLAG_VARIANT undead} #ifdef EASY recruit=Spearman, Pikeman, Swordsman, Javelineer, Cavalryman, Bowman, Longbowman, Heavy Infantryman #endif #ifdef NORMAL recruit=Spearman, Pikeman, Swordsman, Javelineer, Cavalryman, Dragoon, Bowman, Longbowman, Shock Trooper #endif #ifdef HARD recruit=Spearman, Pikeman, Swordsman, Javelineer, Cavalryman, Dragoon, Bowman, Longbowman, Shock Trooper #endif [ai] #ifdef EASY recruitment_pattern=scout, fighter, archer #endif #ifdef NORMAL recruitment_pattern=scout, fighter, archer #endif #ifdef HARD recruitment_pattern=scout, fighter, archer #endif aggression=0.6 caution=0.25 passive_leader=yes [/ai] [/side] # Side=7 Crab Man's side [side] side=7 no_leader=yes gold=0 income=0 controller=ai shroud=no fog=no [/side] # Side=8 Eloh’s side [side] side=8 no_leader=yes gold=0 income=0 controller=ai shroud=no fog=no team_name=human_ally user_team_name=_"Human Allies" [/side] {LOYALIST_COLOR_SHIFT} # Prestart functions: # increase cost of all units by 1 # insert items onto map # increase cost of recruiting units # place item images on map # recall main heroes # initialize starting variables # remove shroud surrounding starting position # set starting scenario objectives # capture elves' starting villages [event] name=prestart {INCREASE_RECRUIT_COSTS 1} # add items to map # merfolk trapped in cages {PLACE_IMAGE "units/merfolk/warrior.png~RC(magenta>red)" 25 36} {PLACE_IMAGE items/cage.png 25 36} {PLACE_IMAGE "units/merfolk/warrior.png~RC(magenta>red)" 34 31} {PLACE_IMAGE items/cage.png 34 31} {PLACE_IMAGE "units/merfolk/spearman.png~RC(magenta>red)" 18 32} {PLACE_IMAGE items/cage.png 18 32} {PLACE_IMAGE "units/merfolk/priestess.png~RC(magenta>red)" 31 25} {PLACE_IMAGE items/cage.png 31 25} {PLACE_IMAGE "units/merfolk/enchantress.png~RC(magenta>red)" 27 19} {PLACE_IMAGE items/cage.png 27 19} # human ships {PLACE_IMAGE "units/transport/galleon.png~RC(magenta>purple)" 12 10} {PLACE_IMAGE "units/transport/galleon.png~RC(magenta>purple)" 9 12} {PLACE_IMAGE "units/transport/galleon.png~RC(magenta>purple)" 15 14} {PLACE_IMAGE "units/transport/galleon.png~RC(magenta>purple)" 10 15} # recall heroes [recall] id=Nym [/recall] [recall] id=Zhul [/recall] # recall dwarf/troll [recall] id=$ally_name [/recall] # wmllint: recognize Grog # wmllint: recognize Nog # wmllint: recognize Rogrimir # wmllint: recognize Jarl [recall] id=Esanoo x,y=46,42 [/recall] [recall] id=Kromph [/recall] #initialize starting variables [set_variable] name=number_merfolk_caged value=5 [/set_variable] [set_variable] name=number_merfolk_deaths value=0 [/set_variable] #remove shroud surrounding starting position [remove_shroud] x=37-55 y=41-51 side=1 [/remove_shroud] # set starting scenario objectives [objectives] [objective] description= _ "Rescue at least two merfolk by turn 16" condition=win [show_if] {VARIABLE_CONDITIONAL number_merfolk_caged greater_than 0} [/show_if] [/objective] [objective] description= _ "Defeat Tanstafaal and Eloh" condition=win [show_if] [have_unit] # wmllint: recognize Tanstafaal # wmllint: recognize Eloh id=Tanstafaal,Eloh [/have_unit] [/show_if] [/objective] [objective] description= _ "Capture all 4 human ships" condition=win [show_if] {VARIABLE_CONDITIONAL capture_ships boolean_equals yes} [/show_if] [/objective] [objective] description= _ "Three merfolk must survive" condition=win [/objective] [objective] description= _ "Death of Kaleh" condition=lose [/objective] [objective] description= _ "Death of Nym" condition=lose [/objective] [objective] description= _ "Death of Zhul" condition=lose [/objective] {TURNS_RUN_OUT} [gold_carryover] bonus=yes carryover_percentage=40 [/gold_carryover] [/objectives] # capture elves' starting villages [capture_village] x=42-49 y=45-47 side=1 [/capture_village] [/event] # Event 1: Starting dialogue & humans jump out of forest and attack Esanoo [event] name=start [message] speaker=Kaleh message= _ "Now that we’re down off the hills, you can’t even see all that water, it’s hidden by the trees. I never thought I would see so many trees in one place." [/message] [message] speaker=Zhul message= _ "Compared to the desert it seems almost like a paradise. All this growth and vegetation, I can feel it pulsing with life." [/message] [message] speaker=Nym message= _ "And yet these trees seem different, the forest seems darker, somehow. I prefer to stay out in the open where I can see my enemies coming." [/message] {MESSAGE_DEPEND_ON_ALLY ( [message] speaker=Grog message= _ "Trees look big and strong, like trolls. Dark, too. Grog tired of walking under hot sun." [/message] ) ( [message] speaker=Nog message= _ "Trees look big and strong, like trolls. Dark, too. Nog tired of walking under hot sun." [/message] ) ( [message] speaker=Rogrimir message= _ "It looks nice and dark under the trees, less exposed to that blazing sun. I’m exhausted after walking across all that harsh sand." [/message] ) ( [message] speaker=Jarl message= _ "It looks nice and dark under the trees, less exposed to that blazing sun. I’m exhausted after walking across all that harsh sand." [/message] )} [message] speaker=Esanoo message= _ "This is where the human encampments lie, to the northwest. They have settled a chain of islands along the coast of the water. If you break through these trees you will soon see them. I think that’s where they are holding the rest of my group." [/message] [message] speaker=Esanoo message= _ "Our leader wanted to make sure that if one of us was captured, we couldn’t betray her location. So she didn’t tell us where she was, but she taught us a simple spell to divine her hiding place. But it requires three merfolk to cast. So in order to find her, we must rescue at least two of my people. Though I hope we can save all of them." [/message] [message] speaker=Zhul message= _ "And you said that there are only five others in your group left?" [/message] [message] speaker=Esanoo message= _ "We originally numbered much more, but we were ambushed by a band of naga on the way here. Half of our force held off the naga while the rest of us fled. By the time we got to these shores, only six of us were left. But for the grace of the Sea God I managed to hide when the rest of my group was ambushed and captured. I doubt that they have been broken yet, but I do not know how long they can last. Remember, without three of us, you will not be able to find our leader." [/message] [message] speaker=Nym message= _ "Wait, did you hear that?" image=portraits/nym_moody.png [/message] [message] speaker=Kaleh message= _ "Someone’s coming. Quick, hide!" [/message] [message] speaker=Esanoo message= _ "What? Huh?" [/message] [scroll_to] x=46 y=39 [/scroll_to] {NAMED_UNIT 2 "Spearman" 45 42 (scout1) ( _ "Human Scout") (animate=yes)} {NAMED_UNIT 2 "Javelineer" 47 42 (scout2) ( _ "Human Scout") (animate=yes)} [redraw] [/redraw] [message] id=scout1 message= _ "Hey, what do we have here?" [/message] [message] speaker=Esanoo message= _ "Uh... Uh..." [/message] [message] id=scout2 message= _ "It’s another one of those fish creatures. It must have come back to try to rescue its friends." [/message] [message] id=scout1 message= _ "Ha, stupid creature. But we’re in luck, the Council was looking for the last of these spies." [/message] [message] id=scout2 message= _ "We’d better get him back to the base. They’re going to sacrifice them all in some big holy ceremony at dawn just two days from now." [/message] [message] id=scout1 message= _ "Yeah, we’ll be heroes!" [/message] [message] speaker=Kaleh message= _ "Not if we gut you first. Attack!" [/message] [message] id=scout1 message= _ "The Dark Lady protect us, they’re elves!" [/message] [message] id=scout2 message= _ "There’s tons of them! Flee, we must warn the others!" [/message] [move_unit] id=scout1 to_x=44 to_y=38 [/move_unit] [move_unit] id=scout2 to_x=46 to_y=38 [/move_unit] [kill] id=scout1,scout2 animate=no [/kill] [message] speaker=Nym message= _ "Well, so much for the element of surprise." [/message] [message] speaker=Esanoo message= _ "Thank you. I’m sorry, I don’t know what came over me. They just jumped out of nowhere." [/message] [message] speaker=Nym message= _ "It’s fine, you’re not used to being on dry ground, and you’ve been through a lot. Even if the humans know we’re coming, we can still take them. Just be careful and stay in the back until we reach the water again." [/message] [message] speaker=Esanoo message= _ "I sure will look forward to that. I’m afraid my scales have all dried out again. It itches something terrible." [/message] [message] speaker=Kaleh message= _ "Well if we’re going to save those merfolk, then we don’t have any time to lose. The humans said they would be sacrificed in just two days. We’d better set up camp here and push on north west as soon as possible. I just hope we can make it in time." [/message] [terrain] x,y=45, 46 terrain=Ke [/terrain] [terrain] x=44, 45, 46, 44, 45, 46 y=45, 45, 45, 46, 47, 46 terrain=Ce [/terrain] #add human scouts to jungle #western peninsula {NAMED_GENERIC_UNIT 6 (Swordsman) 28 43 () ( _ "Human Scout")} #central peninsula {NAMED_GENERIC_UNIT 2 (Javelineer) 34 40 () ( _ "Human Scout")} {NAMED_GENERIC_UNIT 2 (Bowman) 26 38 () ( _ "Human Scout")} #ifndef EASY {NAMED_GENERIC_UNIT 2 (Spearman) 32 37 () ( _ "Human Scout")} #endif #north eastern peninsula {NAMED_GENERIC_UNIT 5 (Cavalryman) 42 34 () ( _ "Human Scout")} #ifndef EASY {NAMED_GENERIC_UNIT 5 (Heavy Infantryman) 42 37 () ( _ "Human Scout")} #endif {NAMED_GENERIC_UNIT 5 (Spearman) 46 36 () ( _ "Human Scout")} #add a few human soldiers to islands #two southern islands with caged merfolk #{NAMED_GENERIC_UNIT 6 (Spearman) 25 34 () ( _ "Human Soldier")} {NAMED_GENERIC_UNIT 5 (Bowman) 34 30 () ( _ "Human Soldier")} #western island with base {NAMED_GENERIC_UNIT 6 (Heavy Infantryman) 20 33 () ( _ "Human Soldier")} #north eastern island with base {NAMED_GENERIC_UNIT 5 (Pikeman) 33 26 () ( _ "Human Soldier")} #central island {NAMED_GENERIC_UNIT 2 (Cavalryman) 23 30 () ( _ "Human Soldier")} #capture villages [capture_village] x,y=16-44, 22-45 side=2 [/capture_village] [capture_village] x=30, 35, 16 y=45, 42, 35 side=6 [/capture_village] [capture_village] x=44, 42, 32 y=37, 34, 31 side=5 [/capture_village] [/event] # (event 3): check if all merfolk have been freed # if number_merfolk_caged = 0 # have humans retreat, go to eloh event # I need to put this before events 2 (rescuing of merfolk) because this # is actually a macro that gets called by events 2 #define CHECK_IF_FREED_ALL_MERFOLK [set_variable] name=number_merfolk_caged sub=1 [/set_variable] [fire_event] name=merfolk_all_freed [/fire_event] #enddef [event] name=merfolk_all_freed [filter_condition] [variable] name=number_merfolk_caged numerical_equals=0 [/variable] [/filter_condition] [if] [have_unit] id=Esanoo [/have_unit] [then] [message] speaker=Esanoo message= _ "Wonderful! We have rescued all of my band from the humans. I cannot thank you enough." [/message] [message] race=merman [not] id=Esanoo [/not] message= _ "Indeed, we owe you a great debt. You have done well Esanoo, better than I could have hoped." [/message] [/then] [else] [message] speaker=Nym message= _ "Esanoo said there were five merfolk left in his band. I think we have rescued them all!" [/message] [message] race=merman message= _ "Indeed, I think you have now freed all of us. We owe you a great debt. We are sorry that Esanoo has fallen, but we will honor him and tell everyone the story of his great deeds. Glad are we that he found you and brought you to us. Even the smallest fish can change the course of the sea." [/message] [/else] [/if] # have humans retreat [if] [have_unit] id=Darius [/have_unit] [then] [remove_shroud] x,y=22,23 radius=2 side=1 [/remove_shroud] [message] speaker=Darius message= _ "Curse them! The elves have freed the merfolk. We will have our vengeance. Keep fighting, and execute plan C!" [/message] [/then] [/if] [fire_event] name=human_retreat [/fire_event] [fire_event] name=eloh_appears [/fire_event] [/event] # Event 2: Freeing Merfolk # locations of first 4 merfolk # x=25, 34, 18, 31 # y=36, 31, 32, 25 # 1 Merman Warrior Urruga (1st NW island) - quick # 2 Merman Warrior Nuvassa (1st NE island) - strong # 3 Merman Spearman Yantili (2nd NW sandy island) - resilient # 4 Mermaid Priestess Il-tian (2nd NE grass island) - quick # 5 Mermaid Enchantress is in NE cave 9 - intelliegt [event] name=first_rescue_response_male [if] [have_unit] id=Esanoo [/have_unit] [then] [message] speaker=Esanoo message= _ "I have returned with the elves we sought. They have agreed to help me rescue the rest of our group from the foul humans." [/message] [message] speaker=unit message= _ "Indeed you have done well, far better than I could have hoped. We shall talk more later, but for now we have to free the rest of our brethren." [/message] [/then] [else] [message] speaker=Kaleh message= _ "Greetings. Esanoo told us that you were looking for us, and he bravely led us here. Though he has fallen in combat, we have come to rescue the rest of your kind." [/message] [message] speaker=unit message= _ "Yes, I recognize your face, young elf. We will remember Esanoo’s sacrifice. But for now we must rescue the rest of my brethren before they too are slain by the foul humans." [/message] [message] speaker=Nym message= _ "How could he recognize your face? We’ve never seen him before." [/message] [message] speaker=Kaleh message= _ "We’ll ask later, for now we’ve got to keep fighting." [/message] [/else] [/if] [/event] [event] name=first_rescue_response_female [if] [have_unit] id=Esanoo [/have_unit] [then] [message] speaker=Esanoo message= _ "I have returned with the elves we sought. They have agreed to help me rescue the rest of our group from the foul humans." [/message] [message] speaker=unit # wmllint: local spelling female_speaker message= _ "female_speaker^Indeed you have done well, far better than I could have hoped. We shall talk more later, but for now we have to free the rest of our brethren." [/message] [/then] [else] [message] speaker=Kaleh # wmllint: local spelling female_addressed message= _ "female_addressed^Greetings. Esanoo told us that you were looking for us, and he bravely led us here. Though he has fallen in combat, we have come to rescue the rest of your kind." [/message] [message] speaker=unit message= _ "female_speaker^Yes, I recognize your face, young elf. We will remember Esanoo’s sacrifice. But for now we must rescue the rest of my brethren before they too are slain by the foul humans." [/message] [message] speaker=Nym message= _ "How could she recognize your face? We’ve never seen her before." [/message] [message] speaker=Kaleh message= _ "We’ll ask later, for now we’ve got to keep fighting." [/message] [/else] [/if] [/event] # Merman Warrior Urruga (1st NW island) [event] name=moveto id=rescue_urruga [filter] x,y=25, 36 side=1 [/filter] [remove_item] x,y=25, 36 [/remove_item] [unit] type=Merman Warrior id=Urruga name= _ "Urruga" side=1 x=25 y=36 unrenamable=yes [modifications] {TRAIT_LOYAL} {TRAIT_QUICK} [/modifications] [/unit] [if] [variable] name=number_merfolk_caged numerical_equals=5 [/variable] [then] [message] speaker=Urruga message= _ "Free at last! Thanks be to the Sea God. But wait a minute, you’re elves?!" [/message] [fire_event] name=first_rescue_response_male [primary_unit] id=Urruga [/primary_unit] [/fire_event] [/then] [else] [message] speaker=Urruga message= _ "Thank you for rescuing me. We’ll show those humans the true fury of the merfolk!" [/message] [/else] [/if] {CHECK_IF_FREED_ALL_MERFOLK} [/event] # Merman Warrior Nuvassa (1st NE island) [event] name=moveto id=rescue_nuvassa [filter] x,y=34, 31 side=1 [/filter] [remove_item] x,y=34, 31 [/remove_item] [unit] type=Merman Warrior id=Nuvassa name= _ "Nuvassa" side=1 x=34 y=31 unrenamable=yes [modifications] {TRAIT_LOYAL} {TRAIT_RESILIENT} [/modifications] [/unit] [if] [variable] name=number_merfolk_caged numerical_equals=5 [/variable] [then] [fire_event] name=first_rescue_response_male [primary_unit] id=Nuvassa [/primary_unit] [/fire_event] [/then] [else] [message] speaker=Nuvassa message= _ "Thank you for rescuing me. You elves are very skilled at fighting on the dry land. I envy you." [/message] [message] speaker=$unit.id race=quenoth,elf message= _ "As I envy your kind’s prowess when fighting in the water." [/message] [/else] [/if] {CHECK_IF_FREED_ALL_MERFOLK} [/event] # Merman Spearman Yantili (2nd NW sandy island) [event] name=moveto id=rescue_yantili [filter] x,y=18, 32 side=1 [/filter] [remove_item] x,y=18, 32 [/remove_item] [unit] type=Merman Spearman id=Yantili name= _ "Yantili" side=1 x=18 y=32 unrenamable=yes [modifications] {TRAIT_LOYAL} {TRAIT_RESILIENT} [/modifications] [/unit] [if] [variable] name=number_merfolk_caged numerical_equals=5 [/variable] [then] [fire_event] name=first_rescue_response_male [primary_unit] id=Yantili [/primary_unit] [/fire_event] [/then] [else] [message] speaker=Yantili message= _ "Thank you for rescuing me. I never imagined that we would actually be able to find you elves. Our leader was right after all. But more of that later..." [/message] [/else] [/if] {CHECK_IF_FREED_ALL_MERFOLK} [/event] # Mermaid Priestess Il-tian (2nd NE grass island) [event] name=moveto id=rescue_iltian [filter] x,y=31, 25 side=1 [/filter] [remove_item] x,y=31, 25 [/remove_item] [unit] type=Mermaid Priestess id=Il-tian name= _ "Il-tian" side=1 x=31 y=25 unrenamable=yes [modifications] {TRAIT_LOYAL} {TRAIT_QUICK} [/modifications] [/unit] [if] [variable] name=number_merfolk_caged numerical_equals=5 [/variable] [then] [fire_event] name=first_rescue_response_female [primary_unit] id=Il-tian [/primary_unit] [/fire_event] [/then] [else] [message] speaker=Il-tian message= _ "Thank you for rescuing me. May the Sea God’s bounty bless you and protect you. If you have any wounded I can help heal them. The blades of the vile humans are terrible indeed." [/message] [/else] [/if] {CHECK_IF_FREED_ALL_MERFOLK} [/event] # We-jial Mermaid Enchantress, trapped in cave # when unit enters cave [event] name=moveto [filter] x=27-32 y=17-20 side=1 [/filter] [message] speaker=unit message= _ "What a dark nasty place. Something smells horrible." [/message] #ifdef EASY {NAMED_UNIT 4 (Walking Corpse) 27 18 () ( _ "Undead Warden") (upkeep=free)} {NAMED_UNIT 4 (Walking Corpse) 28 19 () ( _ "Undead Warden") (upkeep=free)} #else {NAMED_UNIT 4 (Soulless) 27 18 () ( _ "Undead Warden") (upkeep=free)} {NAMED_UNIT 4 (Soulless) 28 19 () ( _ "Undead Warden") (upkeep=free)} #endif [/event] # freeing mermaid enhcantress trapped in cave [event] name=moveto id=rescue_wejial [filter] x,y=27, 19 side=1 [/filter] [remove_item] x,y=27, 19 [/remove_item] [unit] type=Mermaid Enchantress id=We-jial name= _ "We-jial" side=1 x=29 y=19 unrenamable=yes [modifications] {TRAIT_LOYAL} {TRAIT_INTELLIGENT} [/modifications] [/unit] [message] speaker=We-jial message= _ "Thank you for rescuing me. How did you manage to escape?" [/message] {CHECK_EXPLORER} [if] [variable] name=explorer.id equals=Esanoo [/variable] [then] [message] speaker=$explorer.id message= _ "One of the elves we were searching for helped me get away before I was caught. I can’t believe the humans imprisoned you in such a horrible place. To be stuck in the darkness with those undead. We will make them pay for what they have done!" [/message] [/then] [else] [message] speaker=$explorer.id message= _ "Esanoo found the elves that we were searching for. He brought them back and they helped free us. I can’t believe the humans imprisoned you in such a horrible place. To be stuck in the darkness with those undead. We will make them pay for what they have done!" [/message] [/else] [/if] [message] speaker=We-jial message= _ "Do not worry yourself, now that I am free all will be set to rights. It is not our mission to defeat all the evil in this world. Protecting the elves is most important. We must bring them to our leader; all else is secondary." [/message] [message] speaker=$explorer.id message= _ "Yes, you are right, of course. Pardon me." [/message] {CLEAR_VARIABLE explorer} {CHECK_IF_FREED_ALL_MERFOLK} [/event] # Event 2.1: Merfolk death counter # Each time a merfolk dies after caged merfolk have been killed, # increment death count # if death count = 4, then the number of merfolk alive (in cages and free) < 3 -> defeat [event] name=die first_time_only=no [filter] race=merman side=1 [/filter] [set_variable] name=number_merfolk_deaths add=1 [/set_variable] [if] [variable] name=number_merfolk_deaths greater_than_equal_to=4 [/variable] [then] [if] [variable] name=number_merfolk_caged equals=0 [/variable] [then] # no merfolk left in cages [message] speaker=Kaleh message= _ "No, too many merfolk have died! There are not enough of them left to divine the location of their master. We should have protected the merfolk more carefully. Now our search is hopeless." [/message] [/then] [else] # still some in cages [message] speaker=Kaleh message= _ "Too many merfolk have died! Even if we save the rest, there will not be enough for them to divine the location of their master. We should have protected the merfolk more carefully. Now our search is hopeless." [/message] [/else] [/if] [endlevel] result=defeat [/endlevel] [/then] [/if] [/event] # Event 2.2 Elves discover salt water [event] name=moveto [filter] side=1 race=quenoth,elf [filter_location] terrain=W* [/filter_location] [/filter] [message] speaker=unit message= _ "Whoa, this water is warm. Imagine if we had this back home, more water than I could drink in a lifetime! Hey... wait a minute. Faugh! This water is salty! It tastes terrible, I can’t drink this! What use is all this water if you can’t drink it?" [/message] [allow_undo] [/allow_undo] [/event] # Event 2.3 Easter egg message # If an elf or merfolk goes out to the end of the island chain # if unit is an elf [event] name=moveto [filter] x,y=6, 38 side=1 race=quenoth,elf [/filter] [if] [have_unit] id=Eloh [/have_unit] [then] [message] speaker=unit message= _ "It really is beautiful out here, looking out over the sparkling water. If I didn’t have vile humans and traitorous elves at my back I could spend all day just sitting out here. But I really should get back to the battle. Ah, it’s a hard knock life." [/message] [/then] [else] [message] speaker=unit message= _ "It really is beautiful out here, looking out over the sparkling water. If I didn’t have vile humans and Eloh knows what else at my back I could spend all day just sitting out here. But I really should get back to the battle. Ah, it’s a hard knock life." [/message] [/else] [/if] [/event] # if unit is a merfolk [event] name=moveto [filter] x,y=6, 38 side=1 race=merman [/filter] [message] speaker=unit message= _ "If I were a landwalker, I might think the view from this sandbar to be amazing. But I am a creature of the sea and I see views like this every day." [/message] [/event] # Event 2.5 Elves encounter human leaders [event] name=moveto id=approach_zelgant [filter] x=27-35 y=23-28 side=1 [/filter] [filter_condition] [have_unit] id=Zelgant [/have_unit] [/filter_condition] [message] speaker=Zelgant message= _ "You trespass upon our land at your own peril. All who oppose the will of the Iron Council shall be crushed!" [/message] [/event] [event] name=moveto id=approach_alastra [filter] x=15-21 y=31-36 side=1 [/filter] [filter_condition] [have_unit] id=Alastra [/have_unit] [/filter_condition] [message] speaker=Alastra message= _ "Foolish elves. We have heard of your pitiful kind. You are but worms compared to the might of the Dark Lady. Coming here shall be your undoing." [/message] [/event] [event] name=moveto id=approach_darius [filter] x=19-26 y=22-26 side=1 [/filter] [filter_condition] [have_unit] id=Darius [/have_unit] [/filter_condition] [message] speaker=Darius message= _ "She said you would come. You may be able to defeat us, but none can defy her. You will bow down in the end. It is your destiny." [/message] [/event] # Event 4: Time runs out # turn = 16 and number_merfolk_caged > 0 # kill all captured merfolk # (if all merfolk have been freed except hidden mermaid enchantress # then change the message that gets displayed, because player will not # see mermaid die) # then set merfolk_freed to 5 # if number_merfolk_deaths is >= 4, defeat # else, have humans retreat, go to eloh event [event] name=new turn first_time_only=no [filter_condition] [variable] name=turn_number less_than=16 [/variable] [and] [variable] name=number_merfolk_caged greater_than=0 [/variable] [/and] [/filter_condition] # Print a reminder of the time limit [print] text= _ "$(16 - $turn_number) turns remain to free $number_merfolk_caged| merfolk" size=24 duration=5000 color=200,200,255 [/print] [/event] # Introduce new necromancer triad member, standing on the mountains of the north-west area. He # appears as part of the events when all cages have either opened or are about to catch fire; in # addition to providing flavor this is a hint about where the final part of this scenario will # be. # # Note: this event expects to be first_time_only=yes (the default). If the player reaches turn # 16 with some merfolk still caged but enough freed to continue then the `turn 16` event fires # the `human_retreat` event, and both of those will `[fire_event]name=enter_hekuba`. [event] name=enter_hekuba [remove_shroud] x,y=16,17 radius=1 side=1 [/remove_shroud] {NAMED_NOTRAIT_UNIT 4 (Necromancer) 16 17 (Hekuba) ( _ "Hekuba")} [+unit] random_gender=no [/unit] [/event] [event] name=turn 16 [filter_condition] [variable] name=number_merfolk_caged greater_than=0 [/variable] [/filter_condition] # Remove any remaining rescue events [remove_event] id=rescue_urruga [/remove_event] [remove_event] id=rescue_nuvassa [/remove_event] [remove_event] id=rescue_yantili [/remove_event] [remove_event] id=rescue_iltian [/remove_event] [remove_event] id=rescue_wejial [/remove_event] # Member of the Iron Council watching from the north-west mountains. Assuming that the # player has rescued enough merfolk to avoid immediate defeat, this event will trigger # human_retreat, which will remove the Hekuba spawned here. [fire_event] name=enter_hekuba [/fire_event] [message] speaker=Hekuba message= _ "The time has come, my brethren. On this most holy day, let us sacrifice these infidels unto The Dark Lady. Their suffering shall be a testament to her power and glory!" [/message] #have screen flash red [color_adjust] red,green,blue=255, 0, 0 [/color_adjust] [redraw] [/redraw] [delay] time=100 [/delay] [color_adjust] red,green,blue=0, 0, 0 [/color_adjust] [redraw] [/redraw] [if] [have_location] x,y=27,19 [filter_vision] side=1 visible=no respect_fog=no [/filter_vision] [/have_location] [variable] name=number_merfolk_caged numerical_equals=1 [/variable] [then] [if] [have_unit] id=Esanoo [/have_unit] [then] [message] speaker=Esanoo message= _ "Oh no! Our enchantress, We-jial. Where did they hide her? What horrible fate has befallen her? If only we could have saved her in time." [/message] [message] race=merman message= _ "The Sea God will carry her soul out to sea and bear it to the deeps. May he watch over her until the day we are all together again." [/message] [/then] [else] [message] speaker=Zhul message= _ "Esanoo said there were five merfolk captured. We only found four. Where did they hide the last one? What horrible acts have these humans committed?" [/message] [message] race=merman message= _ "They took We-jial, our enchantress, away from us. But she is at peace now. The Sea God will carry her soul out to sea and bear it to the deeps. May he watch over her until the day we are all together again." [/message] [/else] [/if] [/then] [else] [message] speaker=Kaleh message= _ "The bars of the cages are smoking and glowing red hot!" [/message] [if] [have_unit] id=Esanoo [/have_unit] [then] [message] speaker=Esanoo message= _ "May the Sea God protect us. They are being burnt alive! It’s terrible, I can’t bear to watch." [/message] [message] race=merman message= _ "The Sea God will carry their souls out to sea and bear them to the deeps. May he watch over them until the day we are all together again." [/message] [/then] [else] [message] speaker=Zhul message= _ "Eloh protect us. They are being burnt alive! I do not know what the purpose of the unholy sacrifice is, but it is sickening to watch." [/message] [message] race=merman message= _ "The Sea God will carry their souls out to sea and bear them to the deeps. May he watch over them until the day we are all together again." [/message] [/else] [/if] [/else] [/if] # destroy images of captured merfolk [remove_item] x=25,34,18,31,27 y=36,31,32,25,19 [/remove_item] [set_variable] name=number_merfolk_deaths add=$number_merfolk_caged [/set_variable] [set_variable] name=number_merfolk_caged value=0 [/set_variable] # if player hasn't kept 3 merfolk alive then defeat [if] [variable] name=number_merfolk_deaths greater_than_equal_to=4 [/variable] [then] [message] speaker=Esanoo message= _ "They are all dead. We were too late. Forgive me, wise leader!" [/message] [message] speaker=Kaleh message= _ "We couldn’t save enough of the merfolk. We have failed. Now we shall never be able to meet the merfolk’s leader!" [/message] [endlevel] result=defeat [/endlevel] [/then] # Else Esanoo laments those who died # Assume that at least some merfolk have died because # if all 5 merfolk were saved this event would never have fired [else] [message] speaker=Esanoo message= _ "Oh Master, forgive me. I could not save them all in time. Vile humans, you shall pay twice over for what you have done!" [/message] # have humans retreat [if] [have_unit] id=Darius [/have_unit] [then] [remove_shroud] x,y=22,23 radius=2 side=1 [/remove_shroud] [message] speaker=Darius # wmllint: local spelling stinkin' message= _ "The stinkin’ elves have freed some of the merfolk. And still they fight on. Execute plan B. And kill those merfolk!" [/message] [/then] [/if] [fire_event] name=human_retreat [/fire_event] [fire_event] name=eloh_appears [/fire_event] [/else] [/if] [/event] [event] name=human_retreat [fire_event] name=enter_hekuba [/fire_event] [if] [have_unit] id=Darius [/have_unit] [then] [message] speaker=Darius message= _ "I must go report to the Iron Council. Keep fighting!" [/message] [store_unit] [filter] id=Darius [/filter] kill=yes variable=stored_Darius [/store_unit] [/then] [/if] [if] [have_unit] id=Zelgant [/have_unit] [then] [message] speaker=Zelgant message= _ "I go to marshal reinforcements. Do not lose heart, we will crush these puny elves." [/message] [store_unit] [filter] id=Zelgant [/filter] kill=yes variable=stored_Zelgant [/store_unit] [/then] [/if] [if] [have_unit] id=Alastra [/have_unit] [then] [message] speaker=Alastra message= _ "I must leave for now, fight on in my stead." [show_if] [variable] name=stored_Darius.length equals=1 [/variable] [/show_if] [/message] [message] speaker=Alastra message= _ "I must go report to the Iron Council. Keep fighting!" [show_if] [variable] name=stored_Darius.length equals=0 [/variable] [/show_if] [/message] [store_unit] [filter] id=Alastra [/filter] kill=yes variable=stored_Alastra [/store_unit] [/then] [/if] # If Darius is still alive then he'll have said something about plan B or plan C in the # event that fired this one. If not, have Hekuba respond as his generals come in to report. # There's no significance to whether the new plan is "B" or "C". [message] speaker=Hekuba message= _ "Curse them! The elves have stolen our offering to the Lady. We will have our vengeance. Keep fighting and execute plan C!" [show_if] [variable] name=stored_Darius.length equals=0 [/variable] [/show_if] [/message] # Hekuba disappears again [scroll_to_unit] id=Hekuba [/scroll_to_unit] [delay] time=500 [/delay] {MOVE_UNIT (id=Hekuba) (17) (15)} [kill] id=Hekuba animate=no fire_event=no [/kill] [message] speaker=Nym # po: Nym is talking about Hekuba, the male necromancer who is the final enemy leader in # the last part of this scenario. This line is at the end of the rescuing-merfolk part, # so far Hekuba has either watched silently (if Darius is still alive), or has said # versions of Darius' lines about the sacrifice. # # Either way, he just walked into the shrouded area in the north-west. message= _ "Who was that?" [/message] [message] race=merman # po: subject is a male necromancer message= _ "That was one of the Iron Triad. Rarely do they leave their sanctuary. They prefer to let their minions do the dirty work." [/message] [/event] # Event 4.5: # Appearance of Eloh and Tanstafaal # Kaleh can no longer recruit elves # Merfolk offer to help Kaleh cross the water # Event 5 (nested): One turn after Eloh appears Zhul leaves Kaleh and is imprisoned # Event 6 (nested): If Flesh Golem is alive, 6 turns after eloh appears # he turns against the elves [event] name=eloh_appears #cut income for side 2, 5, 6 [modify_side] [filter_side] side=2,5,6 [/filter_side] income=0 gold=0 [/modify_side] [remove_shroud] x=51-55 y=14-17 side=1 [/remove_shroud] [unit] type=Quenoth Champion id=Tanstafaal name= _ "Tanstafaal" side=3 x=52 y=15 canrecruit=yes facing=sw [modifications] {TRAIT_RESILIENT} [/modifications] [/unit] # conversation between Tanstafaal, Eloh and Elves [message] # wmllint: directory spelling Tanstafaal speaker=Tanstafaal message= _ "Hail, my brothers, I have returned!" [/message] [message] speaker=Kaleh message= _ "Tanstafaal, where have you been? We have been looking for you." [/message] [message] speaker=Tanstafaal message= _ "I have gone on a journey and I have seen the light. No longer will I blindly follow in your footsteps, Kaleh. I have come back to lead our people on the true path. She has spoken to me, and I am but an implement of her divine will." [/message] [message] speaker=Nym message= _ "Who has spoken to you?" [/message] [unit] type=Divine Avatar id=Eloh name= _ "Eloh" side=8 x,y=53, 16 ai_special=guardian random_traits=no facing=sw [/unit] [scroll_to_unit] id=Eloh [/scroll_to_unit] [message] speaker=Tanstafaal message= _ "Behold, our goddess has returned to us. All bow down to Eloh, our savior!" [/message] [role] type_adv_tree=Quenoth Mystic side=1 [not] id=Zhul [/not] role=mystic_speaker [/role] [role] type_adv_tree=Quenoth Fighter side=1 role=fighter_speaker [/role] [role] type_adv_tree=Quenoth Scout side=1 role=scout_speaker [/role] [role] type_adv_tree=Tauroch Rider side=1 role=rider_speaker [/role] [message] role=mystic_speaker message= _ "The Goddess!" [/message] [message] role=fighter_speaker message= _ "Forgive me my sins!" [/message] [message] speaker=Zhul message= _ "That I am so blessed to gaze upon Eloh herself..." [/message] [message] speaker=Eloh message= _ "Hail my people. In your time of trial I appear to you, to save you yet again." [/message] [message] speaker=Eloh message= _ "I come to you with dire news: one of you has betrayed me, and is a traitor to your cause." [/message] [message] role=mystic_speaker message= _ "What?" [/message] [message] role=scout_speaker message= _ "No!" [/message] [message] role=rider_speaker message= _ "Who?" [/message] [message] speaker=Eloh message= _ "Did I not say that I would deliver you from evil and bring you to the promised land? I have shepherded you out of the harsh deserts and under the mountains. And your salvation was almost at hand." [/message] [message] speaker=Eloh message= _ "But there was one who grew corrupted by his power and rejected my divine plan. He sought to usurp my authority. He had no faith and believed that he knew better than me, I who have watched over you for generations. He wanted to lead you astray. In these perilous lands, the fate of your journey stands upon the edge of a knife, falter once and all shall fail." [/message] [message] speaker=Eloh message= _ "Yes, I speak of your so-called leader, Kaleh. I did call out to him initially because I thought he was one of the faithful, but he betrayed my trust. The humans you are slaughtering wanted to help you, until Kaleh foolishly attacked them. And now Kaleh has you serving the evil merfolk and their insidious plans. Follow his path and he would have you bow down and serve the merfolk’s foul god." [/message] [message] speaker=Eloh message= _ "That is why I called out to Tanstafaal, one of my loyal followers. All is not yet lost. Follow him and I can still deliver you from your peril. But first, come back to me, stop fighting these humans, and kill this heretic Kaleh and his cronies." [/message] [if] [variable] name=ally_race equals=dwarf [/variable] [then] [message] speaker=Kaleh message= _ "Wait, my people, do not be deceived. This thing that appears by Tanstafaal’s side is not our god. I too was fooled at first, but I have come to realize by her actions that she is an impostor. When she appeared to me the night before Garak died, she told me to kill all that lived under the mountains, even the dwarves who ended up helping us. Likewise when we escaped from the caves, she appeared to me again, and told me to bow down to the humans, else she would destroy me. Never has Eloh threatened one of us or dictated our actions." [/message] [message] role=fighter_speaker message= _ "Why should we trust you? We have not heard Eloh’s words directly. Only now that you have led us into this folly has Eloh appeared to us." [/message] [message] speaker=Kaleh message= _ "She claims to be the one who has shepherded us during this journey, but who protected you across the harsh sands, who fought the orcs and led you under the mountains, who led you out again, against all odds? I did. I have bled for you, every step of the way. If you will not trust me based on my words, then trust me based on my actions. I have done the best I could for my people, and I stand by my actions. I believe that the merfolk are our friends, as the dwarves were. I refuse to bow down to harsh words and threats; we elves have always been free to make our own choices. We are not slaves, and will not blindly follow either humans or some false god." [/message] [/then] [else] [message] speaker=Kaleh message= _ "Wait, my people, do not be deceived. This thing that appears by Tanstafaal’s side is not our god. I too was fooled at first, but I have come to realize by her actions that she is an impostor. When she appeared to me the night before Garak died, she told me to kill all that lived under the mountains, even the trolls who ended up helping us. Likewise when we escaped from the caves, she appeared to me again, and told me to bow down to the humans, else she would destroy me. Never has Eloh threatened one of us or dictated our actions." [/message] [message] role=fighter_speaker message= _ "Why should we trust you? We have not heard these words directly. Only now that you have led us into this folly has she appeared to us." [/message] [message] speaker=Kaleh message= _ "She claims to be the one who has shepherded us during this journey, but who protected you across the harsh sands, who fought the orcs and led you under the mountains, who led you out again, against all odds? I did. I have bled for you, every step of the way. If you will not trust me based on my words, then trust me based on my actions. I have done the best I could for my people, and I stand by my actions. I believe that the merfolk are our friends, as the trolls were. I refuse to bow down to harsh words and threats; we elves have always been free to make our own choices. We are not slaves, and will not blindly follow either the humans or some false god." [/message] [/else] [/if] [message] speaker=Tanstafaal message= _ "Your words are meaningless, Kaleh. My brethren, Eloh has appeared to you. She has spoken. Defy her at your own peril. I declare all who oppose Eloh heretics. All who are faithful, join me and let us kill the usurpers!" [/message] [message] speaker=Kaleh message= _ "Eloh would never ask elf to kill elf. But it seems I have little choice. My people, I have led you this far, join with me and help me crush this new rebellion!" [/message] [message] speaker=Nym message= _ "I have followed you this far Kaleh, I will not abandon you now. But I admit that my faith is shaken. If that is not our god, then what is it?" [/message] [message] speaker=Kaleh message= _ "I do not know, but given what I have seen of the humans, I think following her would lead us down a dark road indeed. One that I personally do not want to discover the end of." [/message] [message] speaker=Zhul message= _ "Forgive me, Kaleh. I do not know what to believe. I... I have to ponder this." [/message] {MESSAGE_DEPEND_ON_ALLY ( [message] speaker=Grog message= _ "Great Leader told Grog to serve you, and so Grog will still follow your command. But other elves must be out on a separate island. How will we cross deep water?" [/message] ) ( [message] speaker=Nog message= _ "Great Leader told Nog to serve you, and so Nog will still follow your command. But other elves must be out on a separate island. How will we cross deep water?" [/message] ) ( [message] speaker=Rogrimir message= _ "The chieftain told me to serve you, and it will take more than this to shatter my confidence in you, lad. But those elves must be out on a different island, how will we cross the deep water?" [/message] ) ( [message] speaker=Jarl message= _ "The chieftain told me to serve you, and it will take more than this to shatter my confidence in you, lad. But those elves must be out on a different island, how will we cross the deep water?" [/message] )} # merfolk offer to help [message] race=merman message= _ "I believe that in this we can help. We are very grateful for all you have done for us Kaleh, and though we assure that we mean you no harm, you are right that actions speak louder than words. We are more familiar with the waters than you are, and we noticed that there are two shallow paths leading to the island where the other elves must be. We can show you these paths and help you across so that you may put down this rebellion." [/message] # change water terrain #western bridge [terrain] terrain=Ww x=36, 37, 37, 37, 37, 38, 39, 39, 39, 39, 40, 40, 40, 41 y=23, 23, 24, 25, 26, 24, 22, 23, 24, 25, 21, 22, 23, 24 [/terrain] [terrain] terrain=Wwr # wmllint: ignore x=36, 38, 40, 41 y=24, 23, 24, 23 [/terrain] #southern bridge [terrain] terrain=Ww x=48, 50, 50, 50, 51, 51, 51, 52, 52, 52, 53 y=27, 27, 28, 30, 28, 29, 30, 26, 28, 29, 30 [/terrain] [terrain] terrain=Wwr # wmllint: ignore x=51, 52, 50, 49, 51 y=31, 30, 29, 28, 27 [/terrain] [message] speaker=Kaleh message= _ "Thank you, I’m sure you will be very useful in the shallow waters. All right people, I don’t want to kill any more than I have to. Too much blood has been spilled already. Knock ’em out, wound them, kill them only if you must. But we must stop Tanstafaal in his lunacy before he destroys us entirely." [/message] [message] speaker=Nym message= _ "We who have fought by your side before will stand with you Kaleh, but many of our people are fleeing and joining Tanstafaal. I’m afraid that while you can recall past warriors, you won’t be able to recruit any new ones." [/message] [message] speaker=Kaleh message= _ "Then we will make do with those few that we have." [/message] [show_objectives] [/show_objectives] # move tanstafaal to keep [teleport] [filter] id=Tanstafaal [/filter] x,y=50, 17 [/teleport] # give tanstafaal some recruits {NAMED_GENERIC_UNIT 3 (Quenoth Fighter) 48 16 () ( _ "Elvish Rebel")} {NAMED_GENERIC_UNIT 3 (Tauroch Rider) 48 18 () ( _ "Elvish Rebel")} {NAMED_GENERIC_UNIT 3 (Quenoth Scout) 51 19 () ( _ "Elvish Rebel")} {NAMED_GENERIC_UNIT 3 (Quenoth Warrior) 47 18 () ( _ "Elvish Rebel")} {NAMED_GENERIC_UNIT 3 (Quenoth Pathfinder) 50 20 () ( _ "Elvish Rebel")} # modify income and gold for rebels [modify_side] side=3 {INCOME 24 32 40} {GOLD 240 320 400} [/modify_side] # cut off all recruiting for side 1 elves [store_side] side=1 variable=stored_side_1 [/store_side] [set_recruit] side=1 recruit="" [/set_recruit] # Event 5: Zhul & Eloh conversation [event] name="turn $($turn_number+2)" delayed_variable_substitution=no [filter_condition] [have_unit] id=Eloh [/have_unit] [/filter_condition] [message] speaker=Zhul message= _ "I’m sorry Kaleh, I cannot let our people slaughter each other. There must be a way to stop this." [/message] [message] speaker=Kaleh message= _ "No, don’t..." [/message] [message] speaker=Zhul message= _ "I have no choice, goodbye." [/message] [teleport] [filter] id=Zhul [/filter] x,y=52, 15 [/teleport] [message] speaker=Zhul message= _ "Oh Eloh, you know how long I have faithfully served you. I ask you now a boon in return. Do not kill the boy Kaleh, he is just doing what his heart tells him to do. Did you not say, <i>“To err is elven, but to forgive divine”</i>?" [/message] [message] speaker=Eloh message= _ "You dare to lecture me? I am a god and you are but a mortal. You of all people should know that your position is to enforce my will, not question it!" [/message] [message] speaker=Zhul message= _ "But you yourself can see that many of our people’s faith is wavering. You cannot gain their loyalty by slaughtering the boy and his friends. Be merciful and kind, as you have always been, and there may be no need for this self-annihilating conflict." [/message] [message] speaker=Eloh message= _ "Times have changed. Mercy is a sign of weakness. Let this be a lesson to everyone, absolute loyalty is absolute strength. It is clear that you do not understand this concept, Zhul. My people, now is a time to tear down the old guard and create a new empire of strength, fealty and glory! I shall grant those who are loyal eternal life and we will triumph over all enemies!" [/message] [message] speaker=Zhul message= _ "No, I—" [/message] [message] speaker=Eloh message= _ "No, I don’t think you shall pester me any more. You shall be as a statue, forced to watch events unfold and helpless to interfere. Yes, I think this will be an appropriate punishment. Then perhaps you will learn not to question my divine will." [/message] [petrify] id=Zhul [/petrify] [/event] # Event 6: Kromph gets controlled by Eloh [event] name="turn $($turn_number+5)" delayed_variable_substitution=no [filter_condition] [have_unit] id=Eloh [/have_unit] [have_unit] id=Kromph [/have_unit] [/filter_condition] [message] speaker=Kromph message= _ "Aarrggh! Voices in my head, make them stop!" [/message] [message] speaker=Nym message= _ "What? What do you hear?" [/message] [message] speaker=Kromph message= _ "Must... Can’t... Must... Help me!" [/message] [/event] [event] name="turn $($turn_number+6)" delayed_variable_substitution=no [filter_condition] [have_unit] id=Eloh [/have_unit] [have_unit] id=Kromph [/have_unit] [/filter_condition] [message] speaker=Kromph message= _ "Must obey... Can’t resist... I... Yes, Mistress, I am yours." [/message] [message] speaker=Kromph message= _ "Pretty lady say elves bad. Kill elves. Kill!" [/message] [modify_unit] [filter] id=Kromph [/filter] side=3 [/modify_unit] [event] name=die [filter] id=Eloh [/filter] # If Kromph is under Eloh’s control, Eloh’s # death causes Kromph's as well. [filter_condition] [have_unit] id=Kromph side=3 [/have_unit] [/filter_condition] [message] speaker=Kromph message= _ "Mistress gone, must follow commands, but Nym master too, Nym say must protect elves, but mistress say must kill elves, but must protect, must kill, protect, kill, protect, kill, augghh!!" [/message] [kill] id=Kromph fire_event=no animate=yes [/kill] [message] speaker=Kaleh message= _ "He just collapsed, the conflicting orders must have been too much for him." [/message] [message] speaker=Nym message= _ "Poor Kromph, at least he’s finally at rest." [/message] [/event] [/event] [/event] # Event 7: Crabmen attack elves [event] name=moveto [filter] x=46-54 y=26-30 side=1 [/filter] {SCATTER_UNITS 3 "Crab Man" 1 x,y,radius=50,28,3 ( side=7 name= _ "Angry Crab" role=Angry Crab animate=yes )} [message] speaker=unit message= _ "Where did those things come from? They look dangerous." [/message] [/event] [event] name=moveto [filter] x=39-43 y=21-26 side=1 [/filter] {SCATTER_UNITS 3 "Crab Man" 1 x,y,radius=41,23,3 ( side=7 name= _ "Angry Crab" role=Angry Crab animate=yes )} [message] speaker=unit message= _ "What are those things? They looked like ticked off giant crabs." [/message] [/event] # Event 8: Meeting and Death of Eloh [event] name=moveto [filter] x=51-55 y=14-18 side=1 [/filter] [filter_condition] [have_unit] id=Eloh [/have_unit] [/filter_condition] [message] speaker=Eloh message= _ "You think you can strike me down. This is just a small part of my true power." [/message] [message] speaker=Kaleh message= _ "Small part or no, if it is mortally possible to destroy you, I shall. Your hands are stained in our blood; you are not our god." [/message] [/event] # Eloh’s death frees Zhul from her stasis [event] name=last breath [filter] id=Eloh [/filter] [message] speaker=Eloh message= _ "Don’t worry Kaleh, we will see each other again... I promise." [/message] [kill] id=Eloh fire_event=yes # Needed to off Kromph properly [/kill] [message] speaker=Nym message= _ "She freaks me out, but at least it seems that she can be destroyed." [/message] [message] speaker=Kaleh message= _ "That was just an apparition, but if we meet again I will make her pay for all that she has done." [/message] [scroll_to_unit] id=Zhul [/scroll_to_unit] [unpetrify] id=Zhul [/unpetrify] [message] speaker=Zhul message= _ "I’m sorry, Kaleh. My faith clouded my reason. But I wanted so very much to believe." [/message] [message] speaker=Kaleh message= _ "You do not need to apologize. What you did was very brave. I wish to... to whatever god still watches over us, that this bloodshed was not necessary. But I could not let half my people be co-opted by that thing. As horrible as it sounds, even death is a better fate." [/message] [message] speaker=Zhul message= _ "So when you had the strange encounter with that human Durstrag and his guards, just after we escaped the caves, you were talking to Eloh, or whatever she is?" [/message] [message] speaker=Kaleh message= _ "Yes, she appeared only to me and demanded that I surrender to the humans. When I refused she threatened me, saying she would kill me if I refused. That’s when I really started to get suspicious." [/message] [message] speaker=Zhul message= _ "It is clear that that thing was not our god. I do not know what it was, but I have to keep believing that Eloh is out there somewhere. Without our faith, what do we have left?" [/message] [message] speaker=Nym message= _ "We have each other." [/message] [message] speaker=Zhul message= _ "That’s not enough. Look, you’re a wonderful girl Nym, and Kaleh, you’ve shown yourself to be a great leader, but our actions have to mean something more than just our day-to-day survival. There has to be a higher purpose, Eloh must have some sort of plan for us. We have to keep believing." [/message] [message] speaker=Kaleh message= _ "Peace, Zhul, we can discuss theology later. We still have work to do." [/message] [fire_event] name=tanstafaal_and_eloh_gone [/fire_event] [/event] # Event 9: Meeting and Death of Tanstafaal [event] name=moveto [filter] side=1 [filter_adjacent] id=Tanstafaal [/filter_adjacent] [/filter] [message] speaker=Tanstafaal message= _ "You cannot defeat me, I am protected by the goddess now. Finally, Kaleh, I will show everyone who is stronger!" [/message] [message] speaker=Kaleh message= _ "Oh Tanstafaal, I pity you. This battle was never about you." [/message] [allow_undo] [/allow_undo] [/event] [event] name=last breath [filter] id=Tanstafaal [/filter] [message] speaker=Kaleh message= _ "No, do not kill him. He may deserve it, but he will not die at my hands." [/message] [message] speaker=Tanstafaal message= _ "Never Kaleh. I will not be your lackey again!" [/message] [kill] id=Tanstafaal animate=yes fire_event=no [/kill] [message] speaker=Kaleh message= _ "Why did he have to kill himself? Oh, poor misguided Tanstafaal. We have lost too many elves today." [/message] [message] speaker=Nym message= _ "Do not blame yourself too much, it is Eloh who persuaded him to rebel." [/message] [message] speaker=Kaleh message= _ "Yes, she too will pay for her part in all of this." [/message] [fire_event] name=tanstafaal_and_eloh_gone [/fire_event] [/event] # event: Grand Appearance of the Iron Council # which happens when both Tanstafaal and Eloh die [event] name=tanstafaal_and_eloh_gone [filter_condition] [have_unit] id=Tanstafaal,Eloh count=0 [/have_unit] [/filter_condition] [message] speaker=Kaleh message= _ "It is finished. See, my people, Tanstafaal has been killed by his own hand, and the thing pretending to be our god is gone." [/message] [message] speaker=Kaleh message= _ "You who call yourself Eloh, I challenge you, if you are truly our god, then show yourself, and strike me down where I stand!" [/message] [delay] time=1000 [/delay] [message] speaker=Kaleh message= _ "Nothing. Eloh may still watch over us, but that thing was not her. And yet, I do not hold a grudge against all of you who rebelled. I too was deceived at first, and unlike the pretender, I am merciful. For there are too few of us left for us to slaughter each other over minor grievances. Let us declare a general amnesty and unite again, going forward hand in hand, for, god or no god, I will help us find a better land, or die trying." [/message] # convert all rebel elves into loyal elves [message] side=3 message= _ "I think I speak for all of us when I say that we accept your offer of amnesty and will follow you again. You have proved yourself capable as a leader and we too tire of this bloodshed. In hindsight perhaps we were wrong about Eloh and Tanstafaal; we shall have to think about this long and hard." [/message] [modify_unit] [filter] side=3 [/filter] side=1 # If the player kept as many of the rebels alive as possible it's possible for income to become negative when they join Kaleh's side. # Make the units loyal as a reward for saving them - there will not be much more of the campaign to make use of them anyway. {TRAIT_LOYAL} [/modify_unit] [redraw] clear_shroud=yes [/redraw] [message] speaker=Kaleh message= _ "Thank you. And I have also not forgotten the pledge I made to our merfolk friends. If it is possible, I would like to meet with your master. Your conduct is a testament to your people, and I, at least, trust you." [/message] [message] race=merman message= _ "Thank you." [/message] [remove_shroud] x=8-10 y=8-10 side=1 [/remove_shroud] # create iron council triad members [unit] side=4 type=Necromancer id=Hekuba name= _ "Hekuba" canrecruit=yes x,y=9, 9 [modifications] {TRAIT_INTELLIGENT} {TRAIT_RESILIENT} [/modifications] [/unit] [unit] side=4 type=Necromancer id=Zilchis name= _ "Zilchis" x,y=10, 8 [modifications] {TRAIT_STRONG} {TRAIT_QUICK} [/modifications] [/unit] [unit] side=4 type=Necromancer id=Sultaria name= _ "Sultaria" x,y=8, 8 [modifications] {TRAIT_LOYAL} {TRAIT_RESILIENT} [/modifications] [/unit] [message] speaker=Hekuba message= _ "And what about us, little elf, did you forget about us?" [/message] [message] speaker=Kaleh message= _ "I could never forget what you did to those merfolk." [/message] [message] speaker=Hekuba message= _ "Good, for that is just a taste. You are fools to interfere with our affairs, and the Iron Council does not tolerate fools. The Dark Lady shall swallow your souls and you shall writhe in eternal torment. Arise my brethren, by her power those who have died shall rise up and join us! The very rocks too shall rise up out of the water to aid our crossing. Like a plague we shall pour forth and drive the non-believers before us!" [/message] # edit terrain to open entrance to NW island lagoon [terrain] terrain=Wwt x=15 y=17 [/terrain] # edit terrain to add paths to NW island # NE path [terrain] terrain=Wwt x=18, 20, 20, 20, 20, 21, 21, 21, 21 y=17, 16, 17, 18, 20, 16, 18, 20, 21 [/terrain] [terrain] terrain=Wwf # wmllint: ignore x=18, 19, 19, 20, 20, 21, 21, 22 y=16, 16, 17, 19, 21, 17, 19, 20 [/terrain] # SW path [terrain] terrain=Wwt x=12, 14, 14, 15, 15, 16, 17, 18, 18, 18 y=20, 20, 21, 20, 22, 22, 22, 22, 23, 24 [/terrain] [terrain] terrain=Wwf # wmllint: ignore x=13, 14, 14, 15, 16, 17 y=20, 18, 19, 21, 21, 23 [/terrain] # create undead units on islands # NW base island {NAMED_UNIT 4 (Revenant) 17 14 () ( _ "Arisen Warrior") (upkeep=free)} {NAMED_UNIT 4 (Bone Shooter) 11 18 () ( _ "Arisen Warrior") (upkeep=free)} {NAMED_UNIT 4 (Revenant) 8 12 () ( _ "Arisen Warrior") (upkeep=free)} {NAMED_UNIT 4 (Bone Shooter) 14 10 () ( _ "Arisen Warrior") (upkeep=free)} [message] speaker=Nym message= _ "Gosh, just when things were starting to calm down." [/message] [message] speaker=Zhul message= _ "Our people are scattered and exhausted, where will we go now Kaleh? Shall we retreat into the dunes?" [/message] [message] speaker=Kaleh message= _ "Before I decide, I have just one question: How did you merfolk plan on bringing us to meet your master, if she dwells far beneath the sea?" [/message] [message] race=merman [not] id=Esanoo [/not] message= _ "Actually we prefer to dwell in the shallow waters, where we may frolic in the great coral reefs under the sun and moon. But I digress, we realize that you people cannot swim like us, and I believe I may have a solution." [/message] [message] race=merman [not] id=Esanoo [/not] message= _ "The humans of the Iron Council dwell in a large island to the northwest; I was taken there several times for interrogation. It is a fearsome place, full of black rock and tall peaks, but in the center is a lagoon. In the lagoon, I saw several ships anchored, which we might be able to use to transport your people across the waves." [/message] [message] speaker=Zhul message= _ "Across the waves?! We are a people of the desert, we know nothing of piloting such vessels! And I do not like the idea of putting my life at the mercy of some human-built ship." [/message] [if] [have_unit] type=Mermaid Priestess,Mermaid Diviner,Mermaid Enchantress,Mermaid Siren [/have_unit] [then] [message] type=Mermaid Priestess,Mermaid Diviner,Mermaid Enchantress,Mermaid Siren message= _ "We have picked up some knowledge of piloting while spying on the humans and we have some magical skill for controlling the winds. Once out on the open sea, our journey should be swift and safe from danger. Besides, time is pressing and our leader lives too far out in the waters to make this voyage twice." [/message] [/then] [else] [message] race=merman message= _ "We have picked up some knowledge of piloting while spying on the humans and we have some magical skill for controlling the winds. Once out on the open sea, our journey should be swift and safe from danger. Besides, time is pressing and our leader lives too far out in the waters to make this voyage twice." [/message] [/else] [/if] [message] speaker=Kaleh message= _ "We have already gone to many strange places and survived. I trust the merfolk. If they believe that they can transport us safely across the waters, then I will put my life in their hands." [/message] [message] speaker=Nym message= _ "Wherever you go Kaleh, I will follow." [/message] [message] speaker=Zhul message= _ "Very well. You have not led us astray so far, I will not leave you now." [/message] {MESSAGE_DEPEND_ON_ALLY ( [message] speaker=Grog message= _ "Grog scared of big water and bright sun, but Grog will not dishonor Great Leader. Great Leader say follow Kaleh, and Grog will do so." [/message] ) ( [message] speaker=Nog message= _ "Nog scared of big water and bright sun, but Nog will not dishonor Great Leader. Great Leader say follow Kaleh, and Nog will do so." [/message] ) ( [message] speaker=Rogrimir message= _ "Ouch, being stuck between the water and the sun is a terrible place to be, but where you go I will follow." [/message] ) ( [message] speaker=Jarl message= _ "Ouch, being stuck between the water and the sun is a terrible place to be, but where you go I will follow." [/message] )} [message] race=merman message= _ "We have attacked the humans in the past, when their boats trespass in our waters, and so they fear us greatly. Their dark mages have cast protective spells upon their boats, preventing any of our kind from boarding them. I am afraid that we cannot capture the boats for you. We will, of course, help you hold off the humans. Later, once we escape, with your help I think we can dispel the protections, but for now you must seize them yourselves." [/message] [message] race=merman message= _ "There are four boats in the lagoon. Once you have captured each of the four then we can help you steer them out into the open water and to freedom. Then we can pilot them to shore, safely away from the humans, and load the rest of your people on board. But we will need all four boats to fit all of your remaining people." [/message] [message] speaker=Nym message= _ "Truly, there are not as many of us as there once were." [/message] [message] speaker=Kaleh message= _ "Though the cost be high, we do what we must. Come let us go capture those boats." [/message] {VARIABLE capture_ships yes} [show_objectives] [/show_objectives] # allow player’s elves to recruit units again [set_recruit] side=1 recruit=$stored_side_1.recruit [/set_recruit] {CLEAR_VARIABLE stored_side_1} # modify side 4 iron council to add income and gold [modify_side] side=4 {INCOME 24 30 36} {GOLD 150 250 350} [/modify_side] # capture villages for Iron Council (side 4) [capture_village] x,y=7-18, 9-17 side=4 [/capture_village] # bring back Alastra, Darius and Zelgant if they haven't died # Get rid of events for approaching their old keeps [remove_event] id=approach_darius [/remove_event] [remove_event] id=approach_alastra [/remove_event] [remove_event] id=approach_zelgant [/remove_event] [if] [variable] name=stored_Alastra.length equals=1 [/variable] [then] [unstore_unit] variable=stored_Alastra find_vacant=yes x,y=9,14 [/unstore_unit] [/then] [/if] [if] [variable] name=stored_Zelgant.length equals=1 [/variable] [then] [unstore_unit] variable=stored_Zelgant find_vacant=yes x,y=15,12 [/unstore_unit] [/then] [/if] [if] [variable] name=stored_Darius.length equals=1 [/variable] [then] [unstore_unit] variable=stored_Darius find_vacant=yes x,y=11,10 [/unstore_unit] [/then] [/if] {CLEAR_VARIABLE stored_Alastra,stored_Zelgant,stored_Darius} # the ship events have now been moved into the council # macro to prevent capricious players from capturing # the ships before the council appears # Capturing ships by elves # each ship is actually a village, when player captures a village # check for ownership of 4 of the special village type. #elf captures a ship [event] name=capture first_time_only=no [filter] side=1 [filter_location] terrain=*^Wyc [/filter_location] [/filter] [remove_item] x,y=$x1, $y1 [/remove_item] {PLACE_IMAGE "units/transport/galleon.png~RC(magenta>red)" $x1 $y1} [if] [have_location] terrain=*^Wyc owner_side=1 count=4 [/have_location] [then] [endlevel] result=victory bonus=yes {NEW_GOLD_CARRYOVER 40} [/endlevel] [/then] [/if] [/event] #enemy captures a ship [event] name=capture first_time_only=no [filter] [not] side=1 [/not] [filter_location] terrain=*^Wyc [/filter_location] [/filter] [remove_item] x,y=$x1, $y1 [/remove_item] {PLACE_IMAGE "units/transport/galleon.png~RC(magenta>purple)" $x1 $y1} [/event] [/event] # Event 10: time over event [event] name=time over [message] speaker=Kaleh message= _ "We’ve run out of time. The humans are gaining strength and will surely overwhelm us now." [/message] [endlevel] result=defeat [/endlevel] [/event] # Event 11: VICTORY! [event] name=victory [message] speaker=Nym message= _ "We’ve captured all four boats!" [/message] [message] speaker=Kaleh message= _ "Good, then let’s get out of here. The merfolk will help you guide the ships. I’ll muster the rest of our people and retreat from this bloody battlefield. We’ll meet you along the coastline west of here. Don’t worry about losing us, we’ll stick to the coast and the merfolk will help us keep in contact. Once we’ve escaped and are out of range of any counterattacks by the humans, we can load the rest of our people onto the ships." [/message] [if] [have_unit] type=Mermaid Priestess,Mermaid Diviner,Mermaid Enchantress,Mermaid Siren [/have_unit] [then] [message] type=Mermaid Priestess,Mermaid Diviner,Mermaid Enchantress,Mermaid Siren message= _ "Then by the Sea God’s hand I call forth the winds. May they confound our enemies and blow these ships to safety!" [/message] [/then] [else] [message] race=merman message= _ "Then by the Sea God’s hand I call forth the winds. May they confound our enemies and blow these ships to safety!" [/message] [/else] [/if] # Elves and troll/dwarf get in the ships, enemies disappear (the enemy side won't persist to the next scenario) [put_to_recall_list] [not] race=merman [/not] heal=yes [/put_to_recall_list] # Removes the ^Wyc overlay from any location which has it [terrain] terrain=^ layer=overlay [and] terrain=*^Wyc [/and] [/terrain] [remove_item] x,y=10, 15 [/remove_item] [sound] name=ambient/ship.ogg [/sound] [move_unit_fake] type=Galleon side=1 x=10, 11, 12, 13, 14, 15, 15, 15, 15, 15, 14, 13, 13, 12, 11, 10, 9, 8, 7 y=15, 15, 15, 16, 16, 17, 18, 19, 20, 21, 21, 22, 23, 23, 24, 24, 25, 25, 25 [/move_unit_fake] {PLACE_IMAGE "units/transport/galleon.png~RC(magenta>red)~FL()" 7 25} [remove_item] x,y=9, 12 [/remove_item] [move_unit_fake] type=Galleon side=1 x=9, 10, 11, 11, 11, 12, 13, 14, 15, 15, 15, 15, 15, 14, 13, 13, 12, 11, 10, 9, 8 y=12, 12, 13, 14, 15, 15, 16, 16, 17, 18, 19, 20, 21, 21, 22, 23, 23, 24, 24, 25, 24 [/move_unit_fake] {PLACE_IMAGE "units/transport/galleon.png~RC(magenta>red)~FL()" 8 24} [remove_item] x,y=12, 10 [/remove_item] [sound] name=ambient/ship.ogg [/sound] [move_unit_fake] type=Galleon side=1 x=12, 12, 12, 13, 14, 14, 14, 14, 15, 15, 15, 15, 15, 14, 13, 13, 12, 11, 10, 9, 8 y=10, 11, 12, 13, 13, 14, 15, 16, 17, 18, 19, 20, 21, 21, 22, 23, 23, 24, 24, 25, 25 [/move_unit_fake] {PLACE_IMAGE "units/transport/galleon.png~RC(magenta>red)~FL()" 8 25} [remove_item] x,y=15, 14 [/remove_item] [move_unit_fake] type=Galleon side=1 x=15, 14, 14, 15, 15, 15, 15, 15, 15, 14, 13, 13, 12, 11, 10, 9 y=14, 14, 15, 16, 17, 18, 19, 20, 21, 21, 22, 23, 23, 24, 24, 25 [/move_unit_fake] {PLACE_IMAGE "units/transport/galleon.png~RC(magenta>red)~FL()" 9 25} {CLEAR_VARIABLE number_merfolk_caged} {CLEAR_VARIABLE number_merfolk_deaths} {CLEAR_VARIABLE capture_ships} [/event] {UTBS_INCLUDE utils/deaths.cfg} [/scenario]
#textdomain wesnoth-utbs [scenario] id=10_Speaking_with_the_Fishes name= _ "Speaking with the Fishes" {UTBS_MAP 10_Speaking_with_the_Fishes.map} {STORY_SPEAKING_WITH_THE_FISHES} {SCENARIO_MUSIC "traveling_minstrels.ogg"} # Talk only, no intro next_scenario=11_Battle_for_Zocthanol_Isle turns="-1" victory_when_enemies_defeated=no theme=Cutscene_Minimal {DAWN1} [side] side=1 id=Kaleh type=Quenoth Youth canrecruit=yes gold=0 {NO_INCOME} controller=human shroud=no fog=no team_name=ally user_team_name= _ "team_name^Quenoth Elves" {FLAG_VARIANT long} [/side] #side=2 Merfolk [side] id=Melusand name= _ "Melusand" type=Mermaid Diviner profile=portraits/melusand.png side=2 canrecruit=yes [modifications] {TRAIT_INTELLIGENT} {TRAIT_RESILIENT} [/modifications] controller=ai team_name=ally user_team_name=_"Allies" [/side] # Prestart functions: # recall main heroes [event] name=prestart #add furnishings {PLACE_IMAGE "units/transport/galleon.png~RC(magenta>red)" 5 15 } {PLACE_IMAGE "units/transport/galleon.png~RC(magenta>red)" 7 16 } {PLACE_IMAGE "units/transport/galleon.png~RC(magenta>red)" 5 17 } {PLACE_IMAGE "units/transport/galleon.png~RC(magenta>red)" 8 18 } #recall heroes [recall] id=Nym x,y=12,13 [/recall] [recall] id=Zhul x,y=15,15 [/recall] [recall] id=$ally_name x,y=13,15 [/recall] # wmllint: recognize Grog # wmllint: recognize Nog # wmllint: recognize Rogrimir # wmllint: recognize Jarl # create 6 merfolk guards to protect the seer [unit] type=Merman Warrior name= _ "Merfolk Guard" x=8 y=12 side=2 [/unit] [unit] type=Merman Warrior name= _ "Merfolk Guard" x=17 y=10 side=2 [/unit] [unit] type=Merman Warrior name= _ "Merfolk Guard" x=17 y=17 side=2 [/unit] [unit] type=Merman Hoplite name= _ "Merfolk Guard" x=11 y=16 side=2 [/unit] [unit] type=Merman Spearman name= _ "Merfolk Guard" x=21 y=11 side=2 [/unit] [unit] type=Merman Entangler name= _ "Merfolk Guard" x=13 y=9 side=2 [/unit] [modify_unit] [filter] id=Kaleh [/filter] facing=ne [/modify_unit] [/event] # starting dialogue [event] name=start [message] speaker=Melusand message= _ "Hail Kaleh, long have I waited to see you in person." [/message] [message] speaker=Kaleh message= _ "Greetings. I’m afraid I am at a disadvantage, for you know my name and I do not know yours." [/message] [message] speaker=Melusand message= _ "I am known as Melusand. I am what you might call a high priest among my people." [/message] [message] speaker=Kaleh message= _ "This is—" [/message] [if] [have_unit] id=$ally_name [/have_unit] [then] {MESSAGE_DEPEND_ON_ALLY ( [message] speaker=Melusand message= _ "No, you don’t have to introduce yourselves. I already know who you are and why you have been journeying all this way. And I must say, Grog, that your recent actions and indeed your presence with these fine folk speaks well for your people." [/message] [message] speaker=Grog message= _ "Grog says thank you." [/message] ) ( [message] speaker=Melusand message= _ "No, you don’t have to introduce yourselves. I already know who you are and why you have been journeying all this way. And I must say, Nog, that your recent actions and indeed your presence with these fine folk speaks well for your people." [/message] [message] speaker=Nog message= _ "Nog says thank you." [/message] ) ( [message] speaker=Melusand message= _ "No, you don’t have to introduce yourselves. I already know who you are and why you have been journeying all this way. And I must say, Rogrimir, that your recent actions and indeed your presence with these fine folk speaks well for your people." [/message] [message] speaker=Rogrimir message= _ "Thank you for your kindness." [/message] ) ( [message] speaker=Melusand message= _ "No, you don’t have to introduce yourselves. I already know who you are and why you have been journeying all this way. And I must say, Jarl, that your recent actions and indeed your presence with these fine folk speaks well for your people." [/message] [message] speaker=Jarl message= _ "Thank you for your kindness." [/message] )} [/then] [else] [message] speaker=Melusand message= _ "No, you don’t have to introduce yourselves. I already know who you are and why you have been journeying all this way." [/message] [/else] [/if] [message] speaker=Nym message= _ "If you know so much why did you drag us all the way out here?" [/message] [message] speaker=Melusand message= _ "Patience, young lady. All will be revealed in good time." [/message] [message] speaker=Melusand message= _ "I have been watching your progress with great interest, but I could not contact you directly. That is why I sent out my most trusted followers to find you. I apologize for the difficulty of arranging a meeting. Oh, and I hope you do not mind my guards. But her spies are everywhere and I had to be certain that we could converse without being overheard. Besides, it never hurts to be too careful." [/message] [message] speaker=Zhul message= _ "Whose spies?" [/message] [message] speaker=Melusand message= _ "Perhaps I should start at the beginning, for that is a good place to start. Make yourselves comfortable, this may take a while. I want to tell you a tale, it is a story of the fall of what you refer to as ‘The Golden Age’." [/message] {REPLACE_SCENARIO_MUSIC "revelation.ogg"} [message] speaker=Melusand message= _ "A long time ago there was a great empire of humans known as the Empire of Wesnoth. They lived peacefully alongside elves and dwarves, and drove the dark powers deep under the earth. It was a time of peace, light, and prosperity for all." [/message] [message] speaker=Zhul message= _ "Yes, we know about this age." [/message] [message] speaker=Melusand message= _ "This will go much faster if you don’t interrupt me. Now, as I was saying, the Empire of Wesnoth was very learned in the magical arts and had vast repositories of knowledge. Back then there was only one sun in the sky, the sun you call Sela. But the king decreed that he would raise a second sun into the heavens, to lengthen their days and shorten the darkness. All the mages, sorcerers and wise men came together and cast a mountain into the sky and made it glow as bright as the sun. They sent this second sun, the one you call Naia, hurtling through the sky so that only a few hours of darkness remained each night. Though some had called the attempt foolish, it was a resounding success and stood as a tribute to the power and might of the humans. The golden age glowed brighter than ever and many believed that they had dispelled evil and darkness forever." [/message] [message] speaker=Melusand message= _ "But with their prosperity and power, over the generations the humans grew arrogant. One day a young descendant of the original king decreed that darkness should be abolished altogether from the land, so that light and goodness would shine forth everywhere. But the people had grown lazy and complacent and the ranks of mages who still trained hard to harness the magical arts had decreased greatly. Still the king believed he was all-powerful and would not listen to the mages’ protests. So, seeking to duplicate the previous success of their ancestors, the mages tried to lift a second mountain into the sky. But a great evil befell them that day; their power failed and the mountain crashed down onto the human capital, crushing all within. In an instant the center of the Empire of Wesnoth was utterly destroyed." [/message] [message] speaker=Melusand message= _ "The king and his family were all killed, and soon petty warlords tore apart the empire as all the known lands fell into chaos. Elves and dwarves were drawn into the conflicts, orcs and trolls spread forth from the dark places, and chaos and darkness swallowed the lands." [/message] [message] speaker=Melusand message= _ "The two suns, a monument to the power and hubris of the fallen Empire of Wesnoth, scorched the earth. The fields dried up, forests died, and swamps turned into mud-cracked plains. Since then the path of the second sun has shifted in the sky, creating the long dark that you are so familiar with every other night. And much evil has spread forth across the lands. The mages of the Empire of Wesnoth still haunt their domains as the undead lords that plague your sands. The surviving humans have descended into barbarity and squalor. Orcs cover the lands killing each other and any that fall into their grasp. The dwarves and trolls hide in their tunnels, in the dark, fighting an endless war. I do not mean to offend your friend, but the majority of them care little for the fate of the surface dwellers. And without their forests the elves have mostly died out, another victim of the chaos and evil that dominates our lands." [/message] [message] speaker=Melusand message= _ "What can we merfolk do? We see much with our magics, but we do not have the numbers, nor the power, to bring back order to the domains of the land dwellers. And even the sea is not free from the darkness; we struggle to survive against the naga and far worse things that have crept forth from the dark places. We are barely holding our own in the waters, but you saw how ill-suited we were when we went ashore." [/message] [message] speaker=Melusand message= _ "You are probably wondering why I know all this history. Far out in the sea is a string of islands that was once colonized by some humans from the Empire of Wesnoth. During the Golden Age ships traveled often to the mainland carrying trade goods and news. Apparently the colony was led by a group of mages who wanted a safe place to perform their experiments. Protected by their magic and their isolation, these colonists held out longer than most after the fall of the empire. What happened to them we do not know for certain, but many years ago my people discovered the ruins of their settlements. While exploring the ruins we found a library full of letters and several journals. With our magics and knowledge we were able to decipher the writings and thus we could piece together the history of the end of the Golden Age." [/message] [message] speaker=Melusand message= _ "The islands seemed lush and bountiful so we decided to settle in the shallow waters. But we discovered that the largest island was a strange and sinister place. The interior of the island was choked with a thick jungle, and at the center we could see several tall rocky peaks. On the tallest peak was built some sort of stronghold and occasionally at night we saw strange lights emanating from it. We sent several expeditions into the jungle to explore the building, but none ever returned. Soon afterwards merfolk sleeping on the shores would disappear at night, leaving only bloody trails leading into the dense jungle. It was clear that something was lurking in the jungle, but we knew not what. Our priests felt a strange presence that they could not understand, and darkness clouded our attempts at scrying." [/message] [message] speaker=Melusand message= _ "The island was declared cursed, and we stayed as far away from it as we could. Some said we should flee the islands, but the waters were great for hunting, and the cursed naga who often raided our settlements did not trouble us here. So we remained and told ourselves that if we kept our distance everything would be fine." [/message] [message] speaker=Melusand message= _ "But then that night came, I still remember it, as if it was yesterday. As the sun set a darkness spread forth from the tower, blotting out the moon and stars. From the sea came harsh battle cries and a great host of naga appeared from out of the depths. Even worse, from that large island the bodies of long-dead humans rose again and marched through the water, killing soundlessly. We were not prepared for such a powerful assault, and we were forced to flee for our lives. Indeed we were lucky to save as many as we did." [/message] [message] speaker=Melusand message= _ "In hindsight I blame the humans. With their experiments I think they woke something, something evil. Years later, we still suffer from the legacy of their cursed arrogance and hubris. Something festers on that island, corrupting all that it touches. Since we fled, those islands have become a haven to dark and terrible things. Naga prowl the seas, and undead and other horrors lurk in that twisted jungle. The few creatures that we have captured alive speak of a dark goddess, one they serve blindly unto death. It seems that she has taken control of the humans you saw as well." [/message] [message] speaker=Nym message= _ "Does she have a name?" image=portraits/nym_moody.png [/message] [message] speaker=Melusand message= _ "She has many names. We call her the Eater of Souls. But in the old tongue her name is Yechnagoth." [/message] [message] speaker=Zhul message= _ "No!" [/message] [message] speaker=Melusand message= _ "Yes, I thought that name would be familiar to you. Always is she looking for new followers. I believe that it is she who appeared unto your people in the guise of your god. But her lust for even greater power may be her undoing. For she underestimated your strength of will; you are not as easily controlled as those she dominated before. She brought you here to be her followers, but I believe that you may be just the ones who can destroy her." [/message] [message] speaker=Nym message= _ "You seem powerful, why can’t you destroy her yourselves?" [/message] [message] speaker=Melusand message= _ "Years of battle have taken their toll; my people are few in number and have not the strength to strike at her alone. But I see in you a strength and determination that gives me hope. With your help we may have a chance." [/message] [message] speaker=Melusand message= _ "You must realize that if she is not stopped, who knows how far her pestilence might spread? I have scryed far and wide and there are few that have the strength to stand up to such a force. If we do not, who will?" [/message] [message] speaker=Zhul message= _ "How can we trust you? How do we know you aren’t servants of Yechnagoth, sent to trick us?" [/message] [message] speaker=Melusand message= _ "If you knew anything about us you would not ask such a question! The idea is an anathema to all that we stand for! You saw how my brethren risked life and limb to find you and protect you and your kind against the humans. You saw how the humans treated us in return. Are not our actions proof enough?" [/message] [message] speaker=Melusand message= _ "Because in the end, I’m afraid you just have to trust us. If we wanted to capture you we could have already. But we are not here to force you to do anything. Feel free to leave if you want, we can take you back to land. But you will find few friends among the wilds north of the mountains, and the humans will be searching for you. Yechnagoth’s reach is long and her vengeance is terrible." [/message] [message] speaker=Melusand message= _ "Indeed, that is what she is expecting. Like the few others that have resisted her for a time, she expects you to flee from her, to run away as far as you can. Long has it been since she has been seriously attacked; it is the one thing she will not be anticipating. I doubt that she even considers your kind a threat, but we have a real chance here to show her that there is still power in the known lands that she does not control." [/message] [message] speaker=Kaleh message= _ "You have given us much to think about. But we cannot make such an important decision in an instant. Please give us time to talk among ourselves and discuss this matter." [/message] [message] speaker=Melusand message= _ "Of course. We will withdraw to the shallows and give you some privacy. But do not ponder for too long, for we do not have a lot of time. I will return ere long." [/message] {MOVE_UNIT id=Melusand 20 4} {MOVE_UNIT x,y=13,9 19 5} {MOVE_UNIT x,y=17,10 20 5} {MOVE_UNIT x,y=21,11 21 5} {MOVE_UNIT x,y=8,12 3 14} {MOVE_UNIT x,y=11,16 4 19} {MOVE_UNIT x,y=17,17 11 21} [modify_unit] [filter] id=Kaleh [/filter] facing=sw [/modify_unit] [message] speaker=Kaleh message= _ "Well, what do you all think?" [/message] [message] speaker=Nym message= _ "It’s a heck of a story." [/message] [message] speaker=Zhul message= _ "I’m not sure what to think. It’s all so much information." [/message] {MESSAGE_DEPEND_ON_ALLY ( [message] speaker=Grog message= _ "Grog not sure if he trust fish lady. What if she just want you elves to fight her war for her?" [/message] ) ( [message] speaker=Nog message= _ "Nog not sure if he trust fish lady. What if she just want you elves to fight her war for her?" [/message] ) ( [message] speaker=Rogrimir message= _ "I’m still not sure I trust her. What if she’s just trying to get you all to fight her war for her?" [/message] ) ( [message] speaker=Jarl message= _ "I’m still not sure I trust her. What if she’s just trying to get you all to fight her war for her?" [/message] )} [message] speaker=Kaleh message= _ "The point is, it’s not her fight, it’s our fight too. I for one believe her tale. With all the power that Melusand says Yechnagoth has, how do we know that Yechnagoth wasn’t the one who rained those rocks down upon our village all those weeks ago? What if this is all just part of a plot to turn our people into a group of mindless followers?" [/message] [message] speaker=Zhul message= _ "Whether this was all planned or not, what’s important is what should we do with ourselves now? We have a duty to protect our people." [/message] [message] speaker=Kaleh message= _ "No, no, no! Too much blood has been spilled. This has gone on way too far for us to just end it now and walk away. You saw what she did to Keratur and Tanstafaal, their blood is on my hands and I will have vengeance!" [/message] [message] speaker=Nym message= _ "Even if we turn around and leave now, where will we go?" image=portraits/nym_moody.png [/message] [message] speaker=Zhul message= _ "I admit that Melusand does have a point. We cannot return under the mountains the way we came, the humans will be heavily guarding that path for sure by now. We could ask the merfolk to return us back to the coasts to the north or south of where we came, but I do not know these lands at all. We would be wandering aimlessly through the wilderness. Oh, if only we did have Eloh to guide us. We need her now more than ever." [/message] [message] speaker=Nym message= _ "This entire journey has been based on a lie—" image=portraits/nym_moody.png [/message] [message] speaker=Kaleh message= _ "I know! I know! Would you like me to kill myself as punishment, or step down as leader? Imagine how I feel. I heard her voice, it was just as you had told us since we were children, Zhul. The voice of our god, speaking to us for the first time since the olden days. And I believed, I wanted to believe so badly, that I could take our people away from the horror and the death. I see them now whenever I sleep, I see their faces, all of our brethren who have died on the accursed journey. Oh, I wish none of this had ever happened!" [/message] [message] speaker=Nym message= _ "No, no, no one is blaming you, Kaleh." [/message] [message] speaker=Zhul message= _ "Many who have seen dark times wish they could go back and remake the past. But that is not in our power, all we can do now is do what seems right in the time that is allotted to us. Do not succumb to despair Kaleh, or else Yechnagoth has already won." [/message] [if] [variable] name=ally_race equals=dwarf [/variable] [then] [message] speaker=$ally_name message= _ "Yes, remember boy, the fight is not yet lost while we still draw breath." [/message] [/then] [else] [message] speaker=$ally_name message= _ "Do not give up yet, little one. The battle is not yet lost while we still fight." [/message] [/else] [/if] [message] speaker=Kaleh message= _ "You are right. I believe Melusand, strange as her tale sounds. From all I have seen Yechnagoth truly is a scourge on this earth, and I would gladly give up my life for a chance to destroy her once and for all. But this is not a choice that I can make for all of our people." [/message] [message] speaker=Nym message= _ "She should be made to pay for all that she has done to our people, and if I should die in the attempt, then so be it. I will not leave your side now, Kaleh." [/message] [message] speaker=Zhul message= _ "As strange as it may sound, there are some things in this world that are more important than the fate of our people. Years from now the suns shall rise anew, a seed will grow into a flower, a child will be born. And I believe that if Yechnagoth is victorious then all that is good and beautiful will be corrupted and twisted and destroyed. This is a harsh world that we live in, but there is beauty and goodness in it, and no matter what may happen to us, I would gladly give my life to see that beauty and goodness survive." [/message] {MESSAGE_DEPEND_ON_ALLY ( [message] speaker=Grog message= _ "Even in deepest tunnels my people could not escape Yechnagoth’s power forever if she is not stopped. Against such evil I am sure the Great Leader would give you whole army of trolls, but I am afraid you only have Grog. Still, Grog will do what he can to see her destroyed." [/message] ) ( [message] speaker=Nog message= _ "Even in deepest tunnels my people could not escape Yechnagoth’s power forever if she is not stopped. Against such evil I am sure the Great Leader would give you whole army of trolls, but I am afraid you only have Nog. Still, Nog will do what he can to see her destroyed." [/message] ) ( [message] speaker=Rogrimir message= _ "Even in the deepest tunnels underground we could not forever escape Yechnagoth’s power if she remains unchecked. Against such evil I am sure my king would give you a whole army of dwarves, but I am afraid you only have me. Still, I will do what I can to see her destroyed." [/message] ) ( [message] speaker=Jarl message= _ "Even in the deepest tunnels underground we could not forever escape Yechnagoth’s power if she remains unchecked. Against such evil I am sure my king would give you a whole army of dwarves, but I am afraid you only have me. Still, I will do what I can to see her destroyed." [/message] )} [message] speaker=Kaleh message= _ "Then it is decided. Still in this matter we cannot speak for all our people. Those who go on this quest may never return, and this battle is certainly no place for the young or the elderly. Let all who are afraid or cannot fight stay behind with the merfolk. I will ask Melusand to arrange that if we fail, they be taken far away from here, that they might live out their lives in what peace they can find." [/message] [message] speaker=Zhul message= _ "That is very compassionate of you, but I doubt that many of our surviving people will wish to stay behind. You are our leader Kaleh, and where you go, we will follow." [/message] [message] speaker=narrator message= _ "Time passes." image=wesnoth-icon.png [/message] {MOVE_UNIT id=Melusand 15 12} [modify_unit] [filter] id=Kaleh [/filter] facing=ne [/modify_unit] [message] speaker=Melusand message= _ "Have you come to a decision?" [/message] [message] speaker=Kaleh message= _ "Yes we have. Yechnagoth has played us like fools. We have all lost loved ones because of her machinations. Her arrogance will not go unchallenged; we will aid you in your cause." [/message] [message] speaker=Melusand message= _ "Excellent. Due to our limited numbers, we cannot mount a full frontal assault against all her forces. Instead a sneak attack may allow us to bypass her defenses and strike at her heart. There are many among my people who yearn to strike against the Eater of Souls. I will help orchestrate an attack on one of the outermost northern islands to create a diversion. I also want to thank you for rescuing my brethren from the humans. They owe you their lives and they wish to return their debt of gratitude. They have volunteered to guide and escort you to your destination." [/message] [message] speaker=Melusand message= _ "Although her magic has clouded the isles from my scrying, it is the largest island, which we call Zocthanol Isle, where I sense the strongest power." [/message] [message] speaker=Nym message= _ "Why is it called Zocthanol Isle?" [/message] [message] speaker=Melusand message= _ "Because Zocthanol means accursed in our tongue. Anyway, it is there that I think you will find the source of the corruption. We will not be able to continue our attack for long, but it should give you enough time to slip through the outer defenses and reach Zocthanol Isle. You must explore the island, find the source of the darkness that infests it and destroy it before the rest of Yechnagoth’s minions have time to return." [/message] [message] speaker=Melusand message= _ "And on a related subject I can offer you a glimmer of hope in this dark time. I know that you have been searching for a home for your people. These corrupted islands were once rich and bountiful. If this darkness can truly be destroyed, then such a place might be the home you have been looking for. And I promise you that if you help us, we will help you adapt to these new lands. But that is talk for another day." [/message] [message] speaker=Melusand message= _ "Before you go I have one thing to give you. I’m afraid that where you are going my magical power will be of little help. However I want you to have these brooches. They are made from the rarest shells that are found in our waters and I have blessed them with the power of the Sea God. As long as you wear them I will be able to track your progress. You may find that they protect you in other ways as well." [/message] [message] speaker=Kaleh message= _ "We thank you for such beautiful gifts. We will wear them with honor." [/message] [message] speaker=Kaleh message= _ "We have one favor to ask of you." [/message] [message] speaker=Melusand message= _ "Yes, anything." [/message] [message] speaker=Kaleh message= _ "We go into this darkness knowing that perhaps none of us will return alive. But I cannot ask all my people to go with me against their will. This battle is also no place for our children or our elders. I ask that you protect those that we leave behind, and should the fight go ill, please take them as far away from here as possible. At the least perhaps they can get some peace and happiness in the distant wilds." [/message] [message] speaker=Melusand message= _ "I will do as you ask. It is only fair. But if this battle goes ill I do not think there will be many safe places left in the known lands." [/message] [message] speaker=Nym message= _ "Before we leave, there’s one thing I don’t understand. When he first met Kaleh, Esanoo said this all concerned Yechnagoth and Zhangor. We know about Yechnagoth, but who is Zhangor?" [/message] [message] speaker=Kaleh message= _ "I remember when Yechnagoth was posing as Eloh, she said she was the slayer of the demon lord Zhangor." [/message] [message] speaker=Zhul message= _ "I wonder where Yechnagoth heard of the story of the demon lord Zhangor. It is a sad tale and has not been told for ages, but perhaps now is the right time." [/message] [message] speaker=Zhul message= _ "It all started in the years before the Great Fall. The elves of Wesmere Forest were masters of the arcane magics. They valued knowledge above all else and specialized in divination, seeking to scry out the secrets of the other races. In their scrying they attracted the notice of the demon Zhangor." [/message] [message] speaker=Zhul message= _ "Zhangor appeared to them in the guise of a beautiful elven youth and told them that a great darkness was coming, which would destroy all the knowledge that they had collected. He said if they worshiped him as a god he would protect them and reveal unto them knowledge and magics that they could only dream of. But he wanted more; he demanded a blood sacrifice of one elf a month. Some of the elves were revolted, but most were tempted by the prospect of even greater power, and so they bowed down and worshiped him as their god. Those few who protested his ascendancy were the first to be thrown into jails and sacrificed." [/message] [message] speaker=Zhul message= _ "And so as the rest of the lands succumbed to darkness and chaos, Wesmere Forest was one of the few islands of peace and safety. But Zhangor played upon the elves’ fears and demanded more from his followers. He declared that all other elves were heretics and did not deserve life. So the Wesmere elves gave sanctuary to refugees, and then they turned them over to their dark priests, who sacrificed them on Zhangor’s bloody altars. Zhangor feasted on these sacrifices and grew stronger and more powerful. He wanted even more. When no more refugees came, the priests ordered raiding parties to go out and bring back any poor souls they could find. When no more elves could be found they preyed upon humans, dwarves, orcs, anyone they could find in the nearby lands." [/message] [message] speaker=Zhul message= _ "By this point most of the other forests had been burned, and Eloh was leading our people south across the plains. We were surprised to find the Wesmere Forest still standing, and even more surprised when an elvish raiding party came out of the forest and attacked us at night, stealing several of our children. Eloh, in her wisdom, revealed in a dream the terrible things that happened in that dark forest. We were appalled at the depths to which our brethren had sunk, and though we were loath to attack our own kind, we decided that we could not let these abominable practices continue. We vowed to avenge the sacrifice of our children, and we attacked with all our might." [/message] [message] speaker=Zhul message= _ "Driven on by their dark priests and by their fear of Zhangor’s wrath, the Wesmere elves fought stubbornly against our superior numbers. The fighting was horrible indeed; that once beautiful forest was drenched in blood, and corpses littered the sunny glades. The battle culminated with Zhangor himself appearing in his true form above the forest. He flew over the land, raining down fire on defenders and attackers alike, delighting in the death and destruction. We had not the power to combat one as strong as him, and we called out to Eloh to save us in our hour of need. In a great avatar of light she appeared and they battled back and forth above the burning forest. In the end she beheaded him and smote his body down upon the earth." [/message] [message] speaker=Zhul message= _ "By this point the entire forest was being engulfed by flame, and friend and foe alike fled from the inferno. With the death of their god the Wesmere elves surrendered and begged for forgiveness, telling us the entire sorry story. We took pity on them and cared for them as best we could, but we were afraid that some of the devout priests might try to secretly continue the worship of Zhangor. For Eloh told us that she had not killed Zhangor, but merely banished him from this world. We did not want to risk Zhangor ever dividing our people again. So we decided that the dark priests who organized the sacrifices must be executed, but that all others who renounced Zhangor might be saved." [/message] [message] speaker=Zhul message= _ "Our priests also declared that Zhangor’s name and his story were forbidden knowledge, to speak of him meant death. Their constant vigilance was rewarded; in a few generations only the high priests knew of the tale, and so it was passed down to me. Though these measures may seem harsh, I believe they were justified. If Zhangor was ever summoned back I don’t think we could have survived another schism. And so the story of Zhangor was passed down from generation to generation to remind us guardians of knowledge of the folly of valuing knowledge higher than the welfare of our people." [/message] [message] speaker=Nym message= _ "I wonder what other forbidden lore you’ve been taught." [/message] [message] speaker=Zhul message= _ "Foolish girl! Do not ask such a question. Trust me, it is better not to know. Knowledge can be a terrible weight, and not one that I would want a youth such as yourself to bear. Treasure the beautiful things in this life and pry not into the darker secrets. Eloh forgive me, I have probably told you too much already, but in these dark times I felt that you should know a little bit of the truth." [/message] [message] speaker=Melusand message= _ "That is very interesting. In truth, I’d never heard of Zhangor before when I told Esanoo to mention him to you, Kaleh. Let me explain. When Eloh appeared to you, I was able to use my powers to eavesdrop on your conversation. I did not know how much you suspected, but I did not want to cause panic by openly revealing who was actually speaking to you. I had hoped to convince you to come here so I could reveal the truth to you in person. That’s why I made those elusive references to Yechnagoth and Zhangor, hoping that Kaleh would make the connection between Eloh and Yechnagoth, and be curious enough to seek me out. My mistake was that I did not realize that Yechnagoth would move so fast. I am sorry that discovering her true identity carried such a high price for your people." [/message] [message] speaker=Melusand message= _ "And now I must bid you farewell. The merfolk you rescued will help show you the path to the island, and I must go orchestrate our diversion. We will begin our attack at the end of the next long night, so by dawn the large island should be left relatively unguarded. I will pray for our success, with luck we shall all meet again." [/message] [endlevel] result=victory linger_mode=no carryover_report=no {NEW_GOLD_CARRYOVER 100} [/endlevel] [/event] [/scenario]
#textdomain wesnoth-utbs [scenario] id=11_Battle_for_Zocthanol_Isle name= _ "The Battle for Zocthanol Isle" next_scenario=12_The_Final_Confrontation {UTBS_MAP 11_Battle_for_Zocthanol_Isle.map} {STORY_BATTLE_FOR_ZOCTHANOL_ISLAND} {SCENARIO_MUSIC "wanderer.ogg"} {EXTRA_SCENARIO_MUSIC "vengeful.ogg"} {EXTRA_SCENARIO_MUSIC "heroes_rite.ogg"} victory_when_enemies_defeated=no {TURNS 51 48 45} {TWO_SUNS_DEFAULT_SCHEDULE} # citadel terrain graphics [terrain_graphics] map=" ., *, . , *, *, *, 1, * , *, *, *, *, * , *, *, *, *, * , *, *, ., *, ." [tile] pos=1 [/tile] x,y=24,16 [image] name=citadel_zocthanol_clouds.png layer=5 base=108,290 center=144,162 [/image] [image] name=citadel_zocthanol.png layer=0 base=108,290 center=144,162 [/image] [image] name=citadel_zocthanol_sub.png layer=-10 base=108,290 center=144,162 [/image] [/terrain_graphics] #Side 1: elves [side] side=1 id=Kaleh type=Quenoth Youth canrecruit=yes {GOLD 320 240 160} {INCOME 8 6 4} controller=human shroud=yes fog=yes team_name=elf_ally user_team_name= _ "team_name^Quenoth Elves" {FLAG_VARIANT long} [/side] #Side 2: Saurians (blue) [side] side=2 type=Saurian Oracle id=Boyicht name= _ "Boyicht" canrecruit=yes [modifications] {TRAIT_INTELLIGENT} {TRAIT_RESILIENT} [/modifications] # gold and income will be set later - this ensures saurians have no gold until then gold=0 income=-50 controller=ai team_name=eloh_ally user_team_name=_"Eloh Cultists" {FLAG_VARIANT undead} #ifdef EASY recruit=Saurian Skirmisher, Saurian Augur #endif #ifdef NORMAL recruit=Saurian Skirmisher, Saurian Augur, Saurian Ambusher #endif #ifdef HARD recruit=Saurian Skirmisher, Saurian Augur, Saurian Ambusher, Saurian Soothsayer, Saurian Oracle #endif [ai] #ifdef HARD recruitment_pattern=scout, healer, scout, archer #else recruitment_pattern=scout, healer, scout #endif aggression=0.75 caution=0.1 passive_leader=yes [/ai] [/side] #Side 3: Undead (green) [side] side=3 type=Draug id=Kelur name= _ "Kelur" canrecruit=yes {GOLD 160 240 320} {INCOME 15 25 35} controller=ai team_name=eloh_ally user_team_name=_"Eloh Cultists" {FLAG_VARIANT undead} #ifdef EASY recruit=Blood Bat, Ghost, Wraith, Revenant, Deathblade, Bone Shooter, Necrophage, Banebow #endif #ifdef NORMAL recruit=Blood Bat, Ghost, Wraith, Revenant, Deathblade, Bone Shooter, Necrophage, Banebow, Spectre #endif #ifdef HARD recruit=Blood Bat, Ghost, Wraith, Revenant, Deathblade, Bone Shooter, Necrophage, Banebow, Spectre, Draug #endif [ai] recruitment_pattern=scout,fighter,archer,fighter aggression=0.8 caution=0.1 [/ai] [/side] #Side 4: Orcs (yellow) [side] side=4 type=Orcish Sovereign id=Graghht name= _ "Graghht" canrecruit=yes [modifications] {TRAIT_STRONG} {TRAIT_RESILIENT} [/modifications] {GOLD 160 240 320} {INCOME 15 25 35} controller=ai team_name=eloh_ally user_team_name=_"Eloh Cultists" {FLAG_VARIANT undead} #ifdef EASY recruit=Orcish Warrior, Orcish Crossbowman, Orcish Slayer, Goblin Knight, Goblin Pillager, Direwolf Rider, Orcish Warlord #endif #ifdef NORMAL recruit=Orcish Warrior, Orcish Crossbowman, Orcish Slayer, Goblin Knight, Goblin Pillager, Direwolf Rider, Orcish Warlord, Orcish Slurbow #endif #ifdef HARD recruit=Orcish Warrior, Orcish Crossbowman, Orcish Slayer, Goblin Knight, Goblin Pillager, Direwolf Rider, Orcish Warlord, Orcish Slurbow #endif [ai] recruitment_pattern=scout, fighter, archer, fighter, mixed fighter aggression=0.8 caution=0.1 [/ai] [/side] #Side 5: Eloh [side] side=5 no_leader=yes gold=0 controller=null team_name=eloh_ally user_team_name=_"Eloh Cultists" {FLAG_VARIANT undead} [/side] #Side 6: Vampire bats [side] side=6 no_leader=yes gold=0 controller=ai team_name=eloh_ally user_team_name=_"Eloh Cultists" {FLAG_VARIANT undead} [/side] [side] side=7 no_leader=yes gold=0 controller=ai team_name=eloh_ally user_team_name=_"Eloh Cultists" {FLAG_VARIANT undead} #ifdef EASY recruit=Naga Fighter, Naga Warrior, Naga Guardian, Naga Hunter #endif #ifdef NORMAL recruit=Naga Fighter, Naga Warrior, Naga Guardian, Naga Hunter, Naga Warden #endif #ifdef HARD recruit=Naga Fighter, Naga Warrior, Naga Guardian, Naga Hunter, Naga Warden, Naga Myrmidon #endif [ai] aggression=0.75 caution=0.1 recruitment_pattern=fighter, archer, fighter, fighter #ifdef EASY passive_leader=yes #endif [/ai] [/side] #Side 8: Eastern Naga [side] side=8 no_leader=yes gold=0 controller=ai team_name=eloh_ally user_team_name=_"Eloh Cultists" {FLAG_VARIANT undead} #ifdef EASY recruit=Naga Fighter, Naga Warrior, Naga Guardian, Naga Hunter #endif #ifdef NORMAL recruit=Naga Fighter, Naga Warrior, Naga Guardian, Naga Warden, Naga Hunter #endif #ifdef HARD recruit=Naga Fighter, Naga Warrior, Naga Myrmidon, Naga Warden, Naga Guardian, Naga Hunter #endif [ai] aggression=0.75 caution=0.1 recruitment_pattern=fighter, archer, fighter, fighter #ifdef EASY passive_leader=yes #endif [/ai] [/side] # Prestart functions: # increase cost of all units by 2 # place item images on map # recall main heroes # initialize starting variables # remove shroud surrounding starting position # set starting scenario objectives [event] name=prestart {INCREASE_RECRUIT_COSTS 2} # add items to map # add elven ship to landing point {PLACE_IMAGE "units/transport/galleon.png~RC(magenta>red)" 39 44} # wrecked ship was 13,14 {PLACE_IMAGE scenery/wreck.png 13 9} # trapped merman in cage {PLACE_IMAGE "units/merfolk/triton.png~RC(magenta>red)" 10 5} {PLACE_IMAGE items/cage.png 10 5} [unit] type=Merman Triton id="Trapped Merman" name= _ "Trapped Merman" x,y=10,5 side=2 random_traits=no max_moves=1 ai_special=guardian [modifications] {TRAIT_LOYAL} {TRAIT_QUICK} [/modifications] [/unit] # recall heroes [recall] id=Nym [/recall] [recall] id=Zhul [/recall] # recall dwarf/troll [recall] id=$ally_name [/recall] # wmllint: recognize Grog # wmllint: recognize Nog # wmllint: recognize Rogrimir # wmllint: recognize Jarl #recall merfolk [recall] id=Esanoo x,y=41,43 [/recall] [recall] id=Urruga x,y=41,42 [/recall] [recall] id=Nuvassa x,y=42,41 [/recall] [recall] id=Yantili x,y=43,42 [/recall] [recall] id=Il-tian x,y=43,43 [/recall] [recall] id=We-jial x,y=42,43 [/recall] #initialize starting variables {VARIABLE found_door no} # set starting scenario objectives [objectives] [objective] description= _ "Kaleh must capture a keep" condition=win [show_if] {VARIABLE_CONDITIONAL keep_reached boolean_equals no} [/show_if] [/objective] [objective] description= _ "Reach the black citadel in the center of the island" condition=win [show_if] {VARIABLE_CONDITIONAL keep_reached boolean_equals yes} {VARIABLE_CONDITIONAL found_door boolean_equals no} [/show_if] [/objective] [objective] description= _ "Defeat enemy leaders, find both keys" condition=win [show_if] {VARIABLE_CONDITIONAL found_door boolean_equals yes} [have_unit] canrecruit=yes side=3,4 [/have_unit] [/show_if] [/objective] [objective] description= _ "Any unit must reach the black citadel" condition=win [show_if] {VARIABLE_CONDITIONAL found_door boolean_equals yes} [not] [have_unit] canrecruit=yes side=3,4 [/have_unit] [/not] [/show_if] [/objective] [objective] description= _ "Death of Kaleh" condition=lose [/objective] [objective] description= _ "Death of Nym" condition=lose [/objective] [objective] description= _ "Death of Zhul" condition=lose [/objective] {TURNS_RUN_OUT} [gold_carryover] carryover_percentage=0 [/gold_carryover] [/objectives] #create starting undead and orc guards [unit] type=Revenant side=3 x,y=25,20 ai_special=guardian [modifications] {TRAIT_LOYAL} [/modifications] [/unit] [unit] type=Orcish Warrior side=4 x,y=27,20 [modifications] {TRAIT_LOYAL} {TRAIT_RESILIENT} [/modifications] ai_special=guardian [/unit] [/event] # Event 1: Starting dialogue [event] name=start [message] speaker=Nym message= _ "Where did this fog come from? I can’t see a thing!" [/message] [message] race=merman message= _ "Fog and darkness cloud this place, but we can use it to our advantage. The other ships will be safe hidden out in the deep water." [/message] [message] speaker=Kaleh message= _ "We should find a fort before we land the rest of our people. I do not like the idea of landing everyone without a fort to protect us. Shrouded by the fog, they will be safe for the moment. Once we find a place to rally our people, we can bring the rest of them in and start fighting in earnest." [/message] [message] race=merman message= _ "I think there were some human ruins in the southwestern part of the island. If you explore the land to the west, then we will swim through the shallows and see what we can find." [/message] [message] speaker=Kaleh message= _ "That is a good plan. First find a fort, then we can explore the rest of the island." [/message] # remove merfolk from map [store_unit] [filter] side=1 race=merman {EVERYWHERE} [/filter] kill=yes variable=merfolk_units [/store_unit] # capture villages for saurians [capture_village] x=8-29 y=38-45 side=2 [/capture_village] [/event] # Event 2: Jungle Warning # keep player from entering jungle too early [event] name=moveto id=jungle_warning [filter] x=31-36 y=32-37 side=1 [/filter] [message] speaker=Zhul message= _ "Ugh. That jungle seems dark and foreboding. Do you see those eyes? There are things staring at us from the depths of the jungle, but I can’t tell what they are. As much as I love plants and trees, I don’t like the look of it." [/message] [message] speaker=Kaleh message= _ "Indeed. It seems much more open to the south. The merfolk mentioned that there were human ruins to the southwest. Maybe we should explore there first. I don’t think I want to hack through the jungle until we have more elves at our side." [/message] [/event] # Event 3: Silence and Suspense [event] name=moveto [filter] x=1-27 y=37-41 side=1 [/filter] [message] speaker=Nym message= _ "I don’t get it. All we see are ruins, bones, some sand and patches of grass. I thought we would be attacked the moment we set foot on this island. Where is everybody?" [/message] [message] speaker=Kaleh message= _ "That’s what worries me. I keep thinking that something is going to jump out from behind the next rock or stone wall and attack, but everything is silent. Too silent." [/message] [/event] # Event 4: Encountering the Saurians [event] name=sighted [filter] id=Boyicht [/filter] [filter_second] side=1 [/filter_second] [message] speaker=Boyicht message= _ "You trespass on holy ground, The One says you must die!" [/message] [message] speaker=Nym message= _ "Faugh! Little one, you are not worth our time. We are the Quenoth Elves! Flee and trouble us no longer or we will squash you like a bug." [/message] [message] speaker=Boyicht message= _ "No, you are not The One. You no command Boyicht. Attack!" [/message] # Saurian ambush #ifdef EASY {NAMED_GENERIC_UNIT 2 (Saurian Skirmisher) 17 39 () ( _ "Fanatical Saurian")} {NAMED_GENERIC_UNIT 2 (Saurian Skirmisher) 16 43 () ( _ "Fanatical Saurian")} {NAMED_GENERIC_UNIT 2 (Saurian Augur) 20 42 () ( _ "Fanatical Saurian")} #endif #ifdef NORMAL {NAMED_GENERIC_UNIT 2 (Saurian Ambusher) 17 39 () ( _ "Fanatical Saurian")} {NAMED_GENERIC_UNIT 2 (Saurian Skirmisher) 16 43 () ( _ "Fanatical Saurian")} {NAMED_GENERIC_UNIT 2 (Saurian Augur) 20 42 () ( _ "Fanatical Saurian")} #endif #ifdef HARD {NAMED_GENERIC_UNIT 2 (Saurian Ambusher) 17 39 () ( _ "Fanatical Saurian")} {NAMED_GENERIC_UNIT 2 (Saurian Skirmisher) 16 43 () ( _ "Fanatical Saurian")} {NAMED_GENERIC_UNIT 2 (Saurian Oracle) 20 42 () ( _ "Fanatical Saurian")} #endif [modify_side] side=2 {INCOME 3 4 5} {GOLD 20 30 40} [/modify_side] [/event] # Death of Boyicht [event] name=last breath [filter] id=Boyicht [/filter] [message] speaker=Boyicht message= _ "My death matters not. The One will kill you all. None can resist her." [/message] [kill] id=Boyicht animate=yes fire_event=no [/kill] {CHECK_SPEAKER} [message] speaker=$speaking_unit.id # wmllint: local spelling creeped message= _ "I say good riddance. He creeped me out." [/message] {CLEAR_VARIABLE speaking_unit} [/event] # Event 4.5 Naga leaders appear, activate sides 7 + 8 # side 8 naga on eastern side of island are a bit stronger # than side 7 than those on western side [event] name=turn 4 [unit] type=Naga Myrmidon name= _ "Naga Leader" canrecruit=yes side=7 x,y=3,23 [modifications] {TRAIT_INTELLIGENT} {TRAIT_STRONG} [/modifications] [/unit] [modify_side] side=7 {INCOME 6 12 18} {GOLD 90 120 150} [/modify_side] [unit] type=Naga Myrmidon name= _ "Naga Leader" canrecruit=yes side=8 x,y=46,28 [modifications] {TRAIT_INTELLIGENT} {TRAIT_RESILIENT} [/modifications] [/unit] [modify_side] side=8 {INCOME 10 15 20} {GOLD 80 120 160} [/modify_side] [/event] # Event 5: Capture the castle, merfolk and elves return [event] name=moveto [filter] id=Kaleh x,y=13,41 [/filter] [message] speaker=Kaleh message= _ "I have captured the keep. This castle is somewhat ruined, but it will serve our purposes. Now, I wonder where the merfolk are?" [/message] [foreach] array=merfolk_units [do] [unstore_unit] variable=this_item find_vacant=yes x,y=6,42 [/unstore_unit] [/do] [/foreach] {CLEAR_VARIABLE merfolk_units} [redraw] side=1 [/redraw] [message] race=merman message= _ "Fear not, here we are! We have explored the southern half of the island. And except for those lizards you found, and some abandoned villages, it seem to be empty. We captured those villages for you, to help support your troops." [/message] [capture_village] x=8-29 y=42-45 side=1 [/capture_village] [message] speaker=Nym message= _ "Thanks, I think we’re going to need all the support we can get." [/message] [remove_shroud] x=0-52 y=37-52 side=1 [/remove_shroud] [message] race=merman message= _ "Now that you have found a fortress to protect your people, we can bring in the other ships." [/message] # animations of ships landing [sound] name=ambient/ship.ogg [/sound] [move_unit_fake] type=Galleon side=1 x=1,2,3,4,5,6,7,8,9,10 y=41,40,40,39,39,38,38,37,38,38 [/move_unit_fake] {PLACE_IMAGE "units/transport/galleon.png~RC(magenta>red)" 10 38} [move_unit_fake] type=Galleon side=1 x=1,2,3,4,5,6,7,8,9 y=42,41,41,40,40,39,40,39,39 [/move_unit_fake] {PLACE_IMAGE "units/transport/galleon.png~RC(magenta>red)" 9 39} [move_unit_fake] type=Galleon side=1 x=1,2,3,4,5,6,7,8,9 y=43,42,42,41,41,40,40,39,40 [/move_unit_fake] {PLACE_IMAGE "units/transport/galleon.png~RC(magenta>red)" 9 40} [message] speaker=Zhul message= _ "Good, now we can start recruiting and recalling our warriors. Of course with so few people left, training new warriors will be very difficult and expensive. But if we lose this battle, then what use will gold be to us?" [/message] [message] speaker=Kaleh message= _ "Now that we’ve set up a base of operations we should make our way to the black citadel in the mountains at the center of the island. I bet it’s somewhere in the middle of that dark jungle." [/message] [message] race=merman message= _ "In our exploration we found a group of reinforcements, who were sent to help you, compliments of Melusand. You can recruit them into service at your base, if you wish. We may not be much use to you on land, but we will protect you against any threats from the water." [/message] [message] speaker=Kaleh message= _ "Thank you. I’m sure the reinforcements will be very useful." [/message] [allow_recruit] type=Mermaid Initiate, Merman Fighter, Merman Hunter side=1 [/allow_recruit] [remove_event] id=jungle_warning [/remove_event] {VARIABLE keep_reached yes} [show_objectives] [/show_objectives] # change the music playing [music] name=battle.ogg immediate=yes [/music] [/event] # Event 6: Encounter the undead leader [event] name=sighted [filter] id=Kelur [/filter] [filter_second] side=1 [/filter_second] [message] speaker=Kelur message= _ "Feel the cold touch of death!" [/message] [/event] # Event 7: Encounter the orc leader [event] name=sighted [filter] id=Graghht [/filter] [filter_second] side=1 [/filter_second] [message] speaker=Graghht message= _ "I will slaughter you all and bathe in your blood!" [/message] [/event] # Event 8: Encounter stone citadel [event] name=moveto [filter] x=25-27 y=19-20 side=1 [not] type=Dust Devil [/not] [/filter] [remove_shroud] [filter_side] side=1 [/filter_side] x,y=24-28,16-20 [/remove_shroud] [message] speaker=unit message= _ "We’ve reached what looks like the citadel, but it is surrounded by a huge perfectly smooth obsidian wall. I can’t find any way to get in." [/message] [if] [variable] name=unit.id equals=Kaleh [/variable] [then] [message] speaker=Kaleh message= _ "There’s got to be something here. The orc and skeleton must have been guarding some sort of entrance." [/message] [/then] [else] [message] speaker=Kaleh message= _ "Are you sure? Search carefully. The orc and skeleton must have been guarding some sort of entrance." [/message] [/else] [/if] [message] speaker=unit message= _ "Wait a minute. There’s a tiny outline of a door in the stone. But there’s no way to open it. All I see are what look like two tiny keyholes in the stone. Now I wonder where we might find the right keys?" [/message] [if] [have_unit] canrecruit=yes side=3,4 count=0 [/have_unit] [then] [message] speaker=Kaleh message= _ "Hey, what about the two keys that we found on the bodies of the undead and orc leaders?" [/message] [/then] [else] [message] speaker=Kaleh message= _ "I have an idea. I bet Eloh has given them to those she trusts most. And one orc and one skeleton were guarding the door. The keys must be being held by one of each faction. I bet the leaders would be in charge of such valuable objects." [/message] {VARIABLE found_door yes} [show_objectives] [/show_objectives] [/else] [/if] [/event] # Defeat both leaders, now have to take keys back to citadel door [event] name=found_both_keys_and_door [filter_condition] [have_unit] canrecruit=yes side=3,4 count=0 [/have_unit] [variable] name=found_door boolean_equals=yes [/variable] [/filter_condition] [message] speaker=Kaleh message= _ "We’ve found both keys. Now we just have to take them and open the door to the black citadel. I tire of all this bloodshed. Wherever Yechnagoth hides, we will find her and make her pay for all she has done." [/message] [show_objectives] [/show_objectives] [remove_shroud] [filter_side] side=1 [/filter_side] x,y=24-28,16-20 [/remove_shroud] [/event] # Event 9: Defeat the undead leader [event] name=last breath [filter] id=Kelur [/filter] [message] speaker=Kelur message= _ "Aaaargh!" [/message] [kill] id=Kelur animate=yes fire_event=no [/kill] {CHECK_SPEAKER} [if] [variable] name=found_door boolean_equals=yes [/variable] [then] [message] speaker=$speaking_unit.id message= _ "Look, I found a gold key on a chain around his neck. This must be one of the keys needed to enter the black citadel." [/message] [/then] [else] [message] speaker=$speaking_unit.id message= _ "Look, I found a gold key on a chain around his neck. I wonder what this key is for? I bet it will become useful eventually. I’ll keep it just in case." [/message] [/else] [/if] {CLEAR_VARIABLE speaking_unit} [fire_event] name=found_both_keys_and_door [/fire_event] [/event] # Event 10: Defeat the orc leader [event] name=last breath [filter] id=Graghht [/filter] [message] speaker=Graghht message= _ "Nooo!!" [/message] [kill] id=Graghht animate=yes fire_event=no [/kill] {CHECK_SPEAKER} [if] [variable] name=found_door boolean_equals=yes [/variable] [then] [message] speaker=$speaking_unit.id message= _ "Look, I found an iron key on a chain around his neck. This must be one of the keys needed to enter the black citadel." [/message] [/then] [else] [message] speaker=$speaking_unit.id message= _ "Look, I found an iron key on a chain around his neck. I wonder what this key is for? I bet it will become useful eventually. I’ll keep it just in case." [/message] [/else] [/if] {CLEAR_VARIABLE speaking_unit} [fire_event] name=found_both_keys_and_door [/fire_event] [/event] # Event 11: An elf goes to open the doors [event] name=moveto [filter] side=1 x=25-27 y=19-21 [/filter] [filter_condition] [have_unit] canrecruit=yes side=3,4 count=0 [/have_unit] [/filter_condition] [endlevel] result=victory bonus=no {NEW_GOLD_CARRYOVER 0} [/endlevel] [/event] # Event 12: Player gets close to trapped merman [event] name=sighted [filter] id=Trapped Merman [/filter] [filter_second] side=1 [/filter_second] {CHECK_SPEAKER} [message] speaker=Trapped Merman message= _ "Help me..." [/message] [message] speaker=$speaking_unit.id message= _ "A merman! He looks like he’s in bad shape." [/message] {CLEAR_VARIABLE speaking_unit} [kill] id=Trapped Merman animate=no fire_event=no [/kill] [/event] # Event 13: Player gets close to wrecked ship [event] name=moveto [filter] side=1 [not] type=Dust Devil [/not] [filter_location] radius=5 x,y=13,9 [filter_radius] terrain=W* [/filter_radius] [/filter_location] [/filter] {NAMED_GENERIC_UNIT 2 (Sea Serpent) 13 9 (Sea Serpent) ( _ "Sea Serpent")} [message] speaker=Sea Serpent message= _ "Raurrgghhh!!" # wmllint: no spellcheck [/message] [message] speaker=second_unit message= _ "A sea serpent! That thing must be 20 cubits long! It must have been living among the wreckage of that ship. I shudder to think what it was feasting on." [/message] [/event] # Event 14: Player rescues trapped merman [event] name=moveto [filter] x,y=10,5 side=1 [not] type=Dust Devil [/not] [/filter] [remove_item] x,y=10,5 [/remove_item] [unit] type=Merman Triton id=Grateful Merman name= _ "Grateful Merman" x,y=10,5 side=1 hitpoints=12 unrenamable=yes [modifications] {TRAIT_LOYAL} {TRAIT_QUICK} [/modifications] [/unit] [message] speaker=Grateful Merman message= _ "Thank you. I got captured by the naga and have been trapped here for ages, I don’t know how long. So close to the water, but so far. I don’t think I could have lasted much longer. It was horrible." [/message] [message] speaker=unit message= _ "Well, help us get revenge on the naga. We are here to destroy Yechnagoth." [/message] [message] speaker=Grateful Merman message= _ "Gladly. Just let me recover my strength first." [/message] [/event] # player find gold in wrecked ship [event] name=moveto [filter] x,y=13,9 side=1 [not] type=Dust Devil [/not] [/filter] [sound] name=gold.ogg [/sound] [message] speaker=unit message= _ "I found a chest in the hold of this wrecked ship. It looks like sunken treasure!" [/message] [gold] amount={ON_DIFFICULTY 100 75 50} side=1 [/gold] [/event] # Event 15: time over event [event] name=time over [message] speaker=Kaleh message= _ "We’ve run out of time! The forces that the merfolk helped distract have returned and will surely kill us all." [/message] [endlevel] result=defeat [/endlevel] [/event] # Event 16: VICTORY! [event] name=victory [terrain] x,y=26,19 terrain=Uu [/terrain] [unit] type=Divine Avatar id=Eloh name= _ "Eloh" side=5 x,y=26,19 random_traits=no [/unit] [redraw] [/redraw] [delay] time=500 [/delay] [message] speaker=Eloh message= _ "So I see that you have finally slain both of my lieutenants. I wondered how long it would take you." [/message] [message] speaker=Nym message= _ "We have your keys. You cannot hide from us now." [/message] [message] speaker=Eloh message= _ "Did you really think something as simple as a pair of keys was needed to enter and leave my sanctum? The entire thing was just a charade to see how much trouble you would go through on your pathetic little quest." [/message] [message] speaker=Eloh message= _ "Sigh, you elves are so predictable." [/message] [message] speaker=Zhul message= _ "Talk all you want, we will have our vengeance!" [/message] [message] speaker=Eloh message= _ "Is that what you want? I suppose I do owe Kaleh a personal audience, after all I have put him through. Well here’s your chance. Come to me boy, and prove that you have what it takes. All you others, stay away unless you want a slow and painful death. I will deal with you later." [/message] [kill] id=Eloh animate=no [/kill] [redraw] [/redraw] [delay] time=300 [/delay] [message] speaker=Kaleh message= _ "I must go and end this. But first I want to thank you all for your faith in me throughout this long journey. If I do not prevail then please flee this place with the merfolk and find somewhere where you can have peace and safety. My last wish is that no matter what happens you all live long and fruitful lives. Don’t let our sacrifices be forgotten..." [/message] [message] speaker=Nym message= _ "Kaleh, you can’t just go in there alone. She’ll kill you!" image=portraits/nym_moody.png [/message] [message] speaker=Kaleh message= _ "I must. Too many others have died because of my actions. I couldn’t face losing you, Nym. Now it is time for me to finish it, alone." [/message] [message] speaker=Zhul message= _ "May Eloh protect you." [/message] [message] speaker=Kaleh message= _ "Her will be done." [/message] # Kaleh disappears [hide_unit] id=Kaleh [/hide_unit] [redraw] [/redraw] [delay] time=500 [/delay] [message] speaker=Zhul message= _ "Well, now we just have to wait..." [/message] [message] speaker=Nym message= _ "You aren’t actually going to let him face her alone?!" image=portraits/nym_moody.png [/message] [message] speaker=Zhul message= _ "Yes, I am. In the end it is his decision." [/message] [message] speaker=Nym message= _ "I’ve saved his sorry ass all this way, I’m not going to let him go and let himself get killed now!" image=portraits/nym_moody.png [/message] [message] speaker=Zhul # wmllint: local spelling Nymphtessa message= _ "Nymphtessa, my darling, you have always been a rebel. But eventually you must learn to respect your leaders’ decisions. Kaleh has made his choice, and if Eloh wills it he will prevail. You see how all our losses weigh upon him. He would not want us to disobey him and sacrifice our lives too." [/message] [message] speaker=Nym message= _ "I don’t care! Do you think I’m going to let him go in there and fight alone? He’ll be slaughtered! He needs our help. Without us he never would have even made it out of the desert. The rest of you can just sit on your hands and pray, but I’m going in there!" image=portraits/nym_moody.png [/message] # Nym disappears [hide_unit] id=Nym [/hide_unit] [redraw] [/redraw] [delay] time=500 [/delay] [message] speaker=Zhul message= _ "Curse that girl! She’ll be the death of me. But still she doesn’t stand a chance without me. Kaleh is one thing, but Nym needs my protection. All right, I’m going in. The rest of you stand guard, if we don’t come out in half an hour then flee the island with the merfolk." [/message] # Zhul disappears [hide_unit] id=Zhul [/hide_unit] {MESSAGE_DEPEND_ON_ALLY ( [message] speaker=Grog message= _ "Grog not going to just sit here while Kaleh does all the fighting. Kaleh will need strong fighter like Grog. Other elves may be scared, but Grog fear no dark place. Grog just hope there still something to smash when he gets there." [/message] ) ( [message] speaker=Nog message= _ "Nog not going to just sit here while Kaleh does all the fighting. Kaleh will need strong fighter like Nog. Other elves may be scared, but Nog fear no dark place. Nog just hope there still something to smash when he gets there." [/message] ) ( [message] speaker=Rogrimir message= _ "I’ve followed that boy this far, I’m not going to just let him march in there without me. Besides, whoever heard of a dwarf being afraid of going underground? I just hope they save some of the fighting for me." [/message] ) ( [message] speaker=Jarl message= _ "I’ve followed that boy this far, I’m not going to just let him march in there without me. Besides, whoever heard of a dwarf being afraid of going underground? I just hope they save some of the fighting for me." [/message] )} {CLEAR_VARIABLE found_door} {CLEAR_VARIABLE keep_reached} [/event] # create bats at dusk function # at first dusk, Kaleh comments strange noises in jungle [event] name=bat_noise_reaction [message] speaker=Kaleh message= _ "What’s that strange screeching sound coming from the jungle?" [/message] [/event] [event] name=new turn first_time_only=no [filter_condition] [have_location] time_of_day_id=dusk1,dusk2 [/have_location] [/filter_condition] [fire_event] name=bat_noise_reaction [/fire_event] # create vampire bats and blood bats # wmlindent: start ignoring {SCATTER_UNITS {ON_DIFFICULTY 5 3 3} (Vampire Bat) 2 (terrain=Gs^Ftr) ( side=6 name= _ "Nocturnal Pest" upkeep=free)} # create blood bats on medium and hard difficulties #ifndef EASY {SCATTER_UNITS {ON_DIFFICULTY 0 3 4} (Blood Bat) 2 (terrain=Gs^Ftr) ( side=6 name= _ "Nocturnal Pest" upkeep=free)} #endif # wmlindent: stop ignoring [/event] # destroy all bats at morning # at first morning, Nym comments on bats fleeing [event] name=bat_leave_reaction [message] speaker=Nym message= _ "That’s odd. Why did those bats suddenly fly off?" [/message] [message] speaker=Zhul message= _ "They must be nocturnal." [/message] [/event] [event] name=new turn first_time_only=no [filter_condition] [have_location] time_of_day_id=dawn1,dawn2 [/have_location] [have_unit] side=6 [/have_unit] [/filter_condition] [kill] side=6 animate=no fire_event=no [/kill] [fire_event] name=bat_leave_reaction [/fire_event] [/event] {UTBS_INCLUDE utils/deaths.cfg} [/scenario]
#textdomain wesnoth-utbs [scenario] id=12_The_Final_Confrontation name= _ "The Final Confrontation" next_scenario=13_Epilogue {UTBS_MAP 12_The_Final_Confrontation.map} {STORY_THE_FINAL_CONFRONTATION} {SCENARIO_MUSIC "the_deep_path.ogg"} {EXTRA_SCENARIO_MUSIC "revelation.ogg"} {EXTRA_SCENARIO_MUSIC "the_city_falls.ogg"} victory_when_enemies_defeated=no turns="-1" {UNDERGROUND} ######################################################################################################### # Events table (stuff that can be triggered with 'fire') # ######################################################################################################### # eloh_death : causes the post-Eloh events to occur # # create_minion : spawns one of Yechnagoth's minions # # yechnagoth_regenerate : causes Yechnagoth to fully heal # # yechnagoth_special_attack : trigger Yechnagoth's special slowing attack # # yechnagoth_vulnerate : vulnerates Yechnagoth # # yechnagoth_death : triggers Yechnagoth's death event # ######################################################################################################### # Side 1: elves [side] side=1 id=Kaleh type=Quenoth Youth canrecruit=yes gold=0 {NO_INCOME} controller=human shroud=no fog=no {FLAG_VARIANT long} user_team_name= _ "team_name^Quenoth Elves" [/side] # Side 2: Eloh [side] side=2 no_leader=yes gold=0 income=0 controller=ai shroud=no fog=no team_name=eloh user_team_name=_"Eloh" {FLAG_VARIANT undead} [ai] aggression=0.95 caution=0.1 # change AI so that enemies target Kaleh's friends # more than Kaleh himself. I want to threaten # other units more, since Kaleh's death leads to # immediate defeat [goal] name=target [criteria] id=Kaleh [/criteria] value=1 [/goal] [goal] name=target [criteria] id=Nym [/criteria] value=3 [/goal] [goal] name=target [criteria] id=Zhul [/criteria] value=3 [/goal] [goal] name=target [criteria] id=$ally_name [/criteria] value=3 [/goal] [/ai] [/side] # Side 3: Brainwashed Elves [side] side=3 no_leader=yes gold=0 income=0 controller=ai shroud=no fog=no team_name=eloh user_team_name=_"Eloh" [ai] aggression=0.95 caution=0.1 [goal] name=target [criteria] id=Kaleh [/criteria] value=1 [/goal] [goal] name=target [criteria] id=Nym [/criteria] value=3 [/goal] [goal] name=target [criteria] id=Zhul [/criteria] value=3 [/goal] [goal] name=target [criteria] id=$ally_name [/criteria] value=3 [/goal] [/ai] {FLAG_VARIANT long} [/side] # Side 4: Pulsing Spires [side] side=4 no_leader=yes gold=0 income=0 controller=ai shroud=no fog=no team_name=eloh user_team_name=_"Eloh" {FLAG_VARIANT undead} [ai] aggression=-1.0 caution=1.0 [goal] name=target [criteria] id=Kaleh [/criteria] value=1 [/goal] [goal] name=target [criteria] id=Nym [/criteria] value=3 [/goal] [goal] name=target [criteria] id=Zhul [/criteria] value=3 [/goal] [goal] name=target [criteria] id=$ally_name [/criteria] value=3 [/goal] [/ai] [/side] # Prestart functions: # insert items onto map # place item images on map # recall main heroes # store/remove kaleh # initialize starting variables # set starting scenario objectives [event] name=prestart # add items to map {PLACE_IMAGE "items/kaleh-dead.png~NO_TOD_SHIFT()" 10 13} # recall heroes [recall] id=Nym x,y=10,16 [/recall] [recall] id=Zhul x,y=11,17 [/recall] # wmllint: unwho ALL # recall dwarf/troll [recall] id=$ally_name x,y=9,17 [/recall] # wmllint: recognize Grog # wmllint: recognize Nog # wmllint: recognize Rogrimir # wmllint: recognize Jarl # store/remove kaleh [store_unit] [filter] id=Kaleh [/filter] kill=yes variable=stored_kaleh [/store_unit] #initialize starting variables {VARIABLE allies_killed 0} {VARIABLE ally_died_in_final_fight no} {VARIABLE number_minions_to_spawn 0} # set starting scenario objectives [objectives] [objective] description= _ "Defeat the false Eloh" condition=win [show_if] [have_unit] # wmllint: recognize Eloh id=Eloh [/have_unit] [/show_if] [/objective] [objective] description= _ "Defeat Yechnagoth" condition=win [show_if] [have_unit] # wmllint: recognize Yechnagoth id=Yechnagoth [/have_unit] [/show_if] [/objective] [objective] description= _ "Death of Kaleh" condition=lose [/objective] {IS_LAST_SCENARIO} [/objectives] [/event] # Event 1: Starting dialogue [event] name=start [scroll_to] x,y=10,13 [/scroll_to] [redraw] [/redraw] [delay] time=750 [/delay] [message] speaker=Nym message= _ "Kaleh! No!" image=portraits/nym_moody.png [/message] [redraw] [/redraw] [delay] time=500 [/delay] # Nym runs to Kaleh's side {MOVE_UNIT id=Nym 10 14} [delay] time=300 [/delay] # Zhul runs to Kaleh's side {MOVE_UNIT id=Zhul 11 14} {MODIFY_UNIT (id=Zhul) facing nw} [message] speaker=Zhul message= _ "He’s still breathing. Eloh, what grace I have, give unto him." [/message] [delay] time=300 [/delay] [message] speaker=Nym message= _ "He’s stirring." [/message] # Ally runs to Kaleh's side {MOVE_UNIT id=$ally_name 9 14} [delay] time=300 [/delay] [if] [variable] name=ally_race equals=dwarf [/variable] [then] [message] speaker=$ally_name message= _ "Aye, there’s still life in the boy. But where is the foul creature that did this to him?" [/message] [/then] [else] [message] speaker=$ally_name message= _ "The little one is not dead yet. But where is evil lady that did this to him?" [/message] [/else] [/if] [redraw] [/redraw] [delay] time=300 [/delay] [unit] type=Divine Incarnation id=Eloh name= _ "Eloh" profile=portraits/eloh.png x,y=10,11 upkeep=free side=2 [modifications] {TRAIT_INTELLIGENT} {TRAIT_QUICK} [/modifications] [/unit] [delay] time=500 [/delay] [message] speaker=Eloh message= _ "So, the elf’s puny friends think they can save him. But you are too late. He is already mine!" [/message] [remove_item] x,y=10,13 [/remove_item] {VARIABLE_OP stored_kaleh.hitpoints sub 10} {VARIABLE stored_kaleh.facing n} [unstore_unit] variable=stored_kaleh find_vacant=yes [/unstore_unit] [if] [have_unit] id=$ally_name [/have_unit] [then] {MESSAGE_DEPEND_ON_ALLY ( [message] speaker=Kaleh message= _ "Nym, Zhul, Grog, you shouldn’t have." [/message] ) ( [message] speaker=Kaleh message= _ "Nym, Zhul, Nog, you shouldn’t have." [/message] ) ( [message] speaker=Kaleh message= _ "Nym, Zhul, Rogrimir, you shouldn’t have." [/message] ) ( [message] speaker=Kaleh message= _ "Nym, Zhul, Jarl, you shouldn’t have." [/message] )} [/then] [else] [message] speaker=Kaleh message= _ "Nym, Zhul, you shouldn’t have." [/message] [/else] [/if] [message] speaker=Eloh message= _ "Your struggles were mildly entertaining, but futile in the end. For I am powerful beyond your imagining, and this is the seat of my power!" [/message] [message] speaker=Zhul message= _ "You are not Eloh. You are but a pitiful mockery of her power and glory!" [/message] [message] speaker=Eloh message= _ "Is that what you think? I shall prove you wrong. Look out upon your people and despair!" [/message] [move_unit_fake] type=Quenoth Fighter side=3 x=9,8 y=20,16 [/move_unit_fake] [unit] type=Quenoth Fighter id=Anarion name= _ "Anarion" x=8 y=16 side=3 [modifications] {TRAIT_QUICK} {TRAIT_STRONG} [/modifications] [/unit] [redraw] [/redraw] [delay] time=100 [/delay] [move_unit_fake] type=Tauroch Rider side=3 x=11,12 y=20,16 [/move_unit_fake] [unit] type=Tauroch Rider id=Zylea name= _ "Zylea" x=12 y=16 side=3 [modifications] {TRAIT_DEXTROUS} {TRAIT_RESILIENT} [/modifications] [/unit] [message] speaker=Anarion message= _ "All hail Eloh!" [/message] [message] speaker=Zylea message= _ "Death to the heretics!" [/message] [message] speaker=Eloh message= _ "They worship their true god." [/message] [message] speaker=Eloh message= _ "Come and bow down before your true master, boy." [/message] [message] speaker=Kaleh message= _ "Your wish is my command." [/message] [redraw] [/redraw] [delay] time=300 [/delay] # Kaleh moves over to Eloh {MOVE_UNIT id=Kaleh 10 12} [harm_unit] [filter] id=Eloh [/filter] [filter_second] id=Kaleh [/filter_second] [primary_attack] name=sword [/primary_attack] animate=yes # Do damage according to Kaleh's first, sword attack amount=$stored_kaleh.attack[0].damage alignment=lawful damage_type=blade [/harm_unit] {CLEAR_VARIABLE stored_kaleh} [redraw] [/redraw] [delay] time=500 [/delay] [message] speaker=Eloh image=portraits/eloh_rage.png message= _ "Argh, you stabbed me!" [/message] [message] speaker=Kaleh # wmllint: local spelling Kalehssar message= _ "I have crossed deserts, mountains, and oceans and watched my people bleed every step of the way. I did not come all this way to give up now. I am tired of being called boy; I am Kalehssar, the leader of my people and I will fight you until my dying breath!" [/message] [message] speaker=Eloh image=portraits/eloh_rage.png message= _ "I command you to stop this foolishness!" [/message] [message] speaker=Kaleh message= _ "Never!" [/message] [message] speaker=Nym message= _ "The shell brooches Melusand gave us, they’re glowing!" [/message] [message] speaker=Kaleh message= _ "You will never dominate us, not while hope survives!" [/message] [message] speaker=Eloh image=portraits/eloh_rage.png message= _ "So be it. You choose death? Then you shall receive it from those you hold most dear. Kill the unbelievers, let none survive!" [/message] [message] speaker=Anarion message= _ "Yes mistress." [/message] [message] speaker=Kaleh message= _ "Ignore our brethren, we must destroy her!" [/message] [/event] # Create an alien minion [event] name=create_minion first_time_only=no {SCATTER_UNITS 1 (Crawling Horror) 0 ( x=6-14 y=7-14 terrain=Rr,Uu [not] [filter] [/filter] [/not] ) ( side=2 upkeep=free )} [/event] # Event 1: The Death of Eloh and the revealing of the true monster [event] name=last breath [filter] id=Eloh [/filter] [fire_event] name=eloh_death [/fire_event] [/event] [event] name=eloh_death [message] speaker=Eloh image=portraits/eloh_rage.png message= _ "You think you killed me? You have no idea what you are facing." [/message] [message] speaker=Nym message= _ "Who is she really? Could it be Zhangor, back to avenge his imprisonment?" image=portraits/nym_moody.png [/message] [message] speaker=Eloh image=portraits/eloh_rage.png message= _ "Nonsense. Unlike that fool, I do not care about petty things like revenge. Nor do I depend on mortals to enact my will. No, I shall destroy you myself!" [/message] [kill] id=Eloh animate=no fire_event=no [/kill] [modify_unit] [filter] side=3 [/filter] side=1 [/modify_unit] [message] type=Quenoth Fighter, Tauroch Rider message= _ "Huh? What happened?" [/message] [message] speaker=Zhul message= _ "Her spell has been broken. But I don’t think we have won yet. Come aid us!" [/message] [message] type=Quenoth Fighter, Tauroch Rider message= _ "Yes priestess." [/message] [scroll] x=25 [/scroll] [scroll] x=-25 [/scroll] [scroll] x=25 [/scroll] [scroll] x=-25 [/scroll] [scroll] x=25 [/scroll] [scroll] x=-25 [/scroll] [redraw] [/redraw] [delay] time=400 [/delay] [color_adjust] red,green,blue=40,0,100 [/color_adjust] [redraw] [/redraw] [delay] time=250 [/delay] [color_adjust] red,green,blue=0,0,0 [/color_adjust] [redraw] [/redraw] # main body appears [terrain] terrain=Urb # wmllint: ignore x,y=10,10 [/terrain] # create main body unit here [unit] type=Central Body1 id=Yechnagoth name= _ "Yechnagoth" side=2 x,y=10,10 [/unit] #define UTBS_YECH_CS CS(-240,30,20)#enddef [item] halo=halo/illuminates-aura.png~{UTBS_YECH_CS} x,y=10,10 [/item] # add roots around central body #{PLACE_IMAGE scenery/castle-ruins.png 9 11} #{PLACE_IMAGE scenery/castle-ruins.png 10 11} #{PLACE_IMAGE scenery/castle-ruins.png 11 11} #{PLACE_IMAGE scenery/castle-ruins.png 9 10} #{PLACE_IMAGE scenery/castle-ruins.png 10 9} #{PLACE_IMAGE scenery/castle-ruins.png 11 10} # Pulsing Spires appear {RANDOM 0..1} [if] [variable] name=random numerical_equals=1 [/variable] [then] [terrain] terrain=Uu x=8,8,14 y=7,13,10 [/terrain] # create Pulsing Spires at: # (8,7) (8,13) (14,10) [unit] type=Pulsing Spire side=4 x,y=8,7 [/unit] [unit] type=Pulsing Spire side=4 x,y=8,13 [/unit] [unit] type=Pulsing Spire side=4 x,y=14,10 [/unit] [/then] [else] [terrain] terrain=Uu x=6,12,12 y=10,7,13 [/terrain] # create Pulsing Spires at: # (6,10) (12,7) (12,13) [unit] type=Pulsing Spire side=4 x,y=6,10 [/unit] [unit] type=Pulsing Spire side=4 x,y=12,7 [/unit] [unit] type=Pulsing Spire side=4 x,y=12,13 [/unit] [/else] [/if] [redraw] [/redraw] [message] speaker=Nym message= _ "What is that thing?!" image=portraits/nym_moody.png [/message] [message] speaker=Zhul message= _ "Eloh protect us!" [/message] [color_adjust] red,green,blue=33,181,140 [/color_adjust] [redraw] [/redraw] [delay] time=250 [/delay] [color_adjust] red,green,blue=0,0,0 [/color_adjust] [redraw] [/redraw] # create 3/4/5 bugs [fire_event] name=create_minion [/fire_event] [fire_event] name=create_minion [/fire_event] [fire_event] name=create_minion [/fire_event] #ifdef NORMAL [fire_event] name=create_minion [/fire_event] #endif #ifdef HARD [fire_event] name=create_minion [/fire_event] [fire_event] name=create_minion [/fire_event] #endif [redraw] [/redraw] [delay] time=500 [/delay] [message] speaker=Zhul message= _ "Curse Uria, more abominations!" [/message] [message] speaker=Nym message= _ "Is it even possible to kill this thing? It’s huge!" image=portraits/nym_moody.png [/message] [message] speaker=Kaleh message= _ "It must have some sort of weak point. Look at those pulsing spires, I thought they were stone, but they seem to be alive. Maybe if we destroy them it will weaken the creature. No matter what horrors appear, we must keep attacking it. We can’t stop now!" [/message] [show_objectives] [/show_objectives] # Start spawning minions, increasing the number each turn. {VARIABLE number_minions_to_spawn 1} [event] name="turn $($turn_number+{ON_DIFFICULTY 2 2 1})" delayed_variable_substitution=no {VARIABLE number_minions_to_spawn 2} [/event] [event] name="turn $($turn_number+{ON_DIFFICULTY 5 4 3})" delayed_variable_substitution=no {VARIABLE number_minions_to_spawn 3} [/event] [event] name="turn $($turn_number+{ON_DIFFICULTY 8 7 6})" delayed_variable_substitution=no {VARIABLE number_minions_to_spawn 4} [/event] [event] name="turn $($turn_number+{ON_DIFFICULTY 14 12 10})" delayed_variable_substitution=no {VARIABLE number_minions_to_spawn 5} [/event] [event] name="turn $($turn_number+{ON_DIFFICULTY 19 17 15})" delayed_variable_substitution=no {VARIABLE number_minions_to_spawn 6} [/event] [event] name="turn $($turn_number+{ON_DIFFICULTY 25 23 21})" delayed_variable_substitution=no {VARIABLE number_minions_to_spawn 7} [/event] # Also give everyone their movement back so it doesn't feel so bad right after you kill fake Eloh [heal_unit] [filter] side=1 [/filter] amount=0 moves=full restore_statuses=yes restore_attacks=yes [/heal_unit] {CLEAR_VARIABLE heal_amount} [/event] [event] name=new turn first_time_only=no [filter_condition] [have_unit] id=Yechnagoth [/have_unit] [/filter_condition] {VARIABLE helper_level 4} [while] [variable] name=helper_level greater_than=0 [/variable] [variable] name=possible_helpers.length equals=0 [/variable] [do] [store_unit] [filter] side=1 level=$helper_level x,y=recall,recall [not] race=merman [/not] [/filter] kill=no variable=possible_helpers [/store_unit] {VARIABLE_OP helper_level sub 1} [/do] [/while] {CLEAR_VARIABLE helper_level} [if] [variable] name=possible_helpers.length greater_than=0 [/variable] [then] {VARIABLE_OP random_helper_i rand "1..$possible_helpers.length"} {VARIABLE_OP random_helper_i sub 1} [move_unit_fake] type=$possible_helpers[$random_helper_i].type side=1 x=10,10 y=20,18 [/move_unit_fake] [recall] id=$possible_helpers[$random_helper_i].id x,y=10,18 show=no [/recall] {CLEAR_VARIABLE random_helper_i} [/then] [/if] {CLEAR_VARIABLE possible_helpers} [/event] # Event 2: New minions are created each turn [event] name=new turn first_time_only=no [repeat] times=$number_minions_to_spawn [do] [fire_event] name=create_minion [/fire_event] [/do] [/repeat] [/event] # Event 3: Central Body heals fully each turn # let's move this to the unit type, rather than an event, so there are some indications for the player that tactics like poison won't work. [event] name=new turn first_time_only=no [filter_condition] [have_unit] type=Central Body [/have_unit] [/filter_condition] [fire_event] name=yechnagoth_regenerate [/fire_event] [/event] [event] name=yechnagoth_regenerate first_time_only=no [store_unit] [filter] type=Central Body [/filter] variable=stored_alien [/store_unit] [set_variable] name=temp value=$stored_alien.hitpoints [/set_variable] [if] [variable] name=temp less_than=$stored_alien.max_hitpoints [/variable] [then] [fire_event] name=invulnerable_comment [/fire_event] [/then] [/if] {CLEAR_VARIABLE (temp,stored_alien)} [/event] [event] name=invulnerable_comment [message] speaker=Kaleh message= _ "That central body is healing faster than we can damage it. It’s almost as if our attacks are doing no damage at all. We got to try another tactic, and fast!" [/message] [/event] # Event 4: Special attack by Central Body each turn [event] name=new turn first_time_only=no [filter_condition] [have_unit] id=Yechnagoth [/have_unit] [/filter_condition] [fire_event] name=yechnagoth_special_attack [/fire_event] [/event] [event] name=yechnagoth_special_attack first_time_only=no [store_unit] [filter] side=1 {EVERYWHERE} [/filter] kill=no variable=elf_list [/store_unit] {VARIABLE_OP victim_i rand "1..$elf_list.length"} {VARIABLE_OP victim_i sub 1} {VARIABLE victim_id $elf_list[$victim_i].id} {CLEAR_VARIABLE (elf_list,victim_i)} #used to be 140,255,247 [color_adjust] red,green,blue=40,0,100 [/color_adjust] [redraw] [/redraw] [delay] time=250 [/delay] [color_adjust] red,green,blue=0,0,0 [/color_adjust] [redraw] [/redraw] [delay] time=100 [/delay] # Add two effects slow unit and damage it # 1: do damage to unit (9/12/15 based on difficulty?-stops healing) # 2: slow unit [sound] name=squishy-strike.wav [/sound] [harm_unit] [filter] id=$victim_id [/filter] amount={ON_DIFFICULTY 9 12 15} alignment=chaotic damage_type=fire kill=no slowed=yes [/harm_unit] [if] [variable] name=hit_by_special_attack not_equals=yes [/variable] [then] {VARIABLE hit_by_special_attack yes} [message] speaker=$victim_id message= _ "What the heck? That central creature just hit me with some sort of slime. It hurts and I— I’m stuck!" [/message] [/then] [else] [message] speaker=$victim_id message= _ "Ow, I’m stuck!" [/message] [/else] [/if] {CLEAR_VARIABLE victim_id} [/event] # Event 5: When player destroys all 3 Pulsing Spires, Central Body is weakened [event] name=die first_time_only=no [filter] type=Pulsing Spire [/filter] [filter_condition] [have_unit] type=Pulsing Spire count=2 [/have_unit] [/filter_condition] [remove_item] x,y=10,10 [/remove_item] [item] halo=halo/illuminates-aura.png~{UTBS_YECH_CS}:500,halo/illuminates-aura.png~{UTBS_YECH_CS}~O(0.6):100 x,y=10,10 [/item] [/event] [event] name=die first_time_only=no [filter] type=Pulsing Spire [/filter] [filter_condition] [have_unit] type=Pulsing Spire count=1 [/have_unit] [/filter_condition] [remove_item] x,y=10,10 [/remove_item] [item] halo=halo/illuminates-aura.png~{UTBS_YECH_CS}~O(0.6):200,halo/illuminates-aura.png~{UTBS_YECH_CS}~O(0.2):400 x,y=10,10 [/item] [/event] [event] name=die first_time_only=no [filter] type=Pulsing Spire [/filter] [filter_condition] [have_unit] type=Pulsing Spire count=0 [/have_unit] [/filter_condition] [remove_item] x,y=10,10 [/remove_item] [fire_event] name=yechnagoth_vulnerate [/fire_event] [/event] [event] name=yechnagoth_vulnerate # when all 3 spires are destroyed, weaken main body [kill] type=Pulsing Spire fire_event=no animate=no [/kill] [scroll] x=20 [/scroll] [scroll] x=-20 [/scroll] [scroll] x=20 [/scroll] [scroll] x=-20 [/scroll] [scroll] x=20 [/scroll] [scroll] x=-20 [/scroll] [message] speaker=narrator message= _ "<big><b>Aaaurrgghh!!</b></big>" image= # wmllint: no-icon [/message] [kill] type=Central Body1 animate=no fire_event=no [/kill] [unit] type=Central Body2 id=Yechnagoth name= _ "Yechnagoth" side=2 x,y=10,10 [/unit] [redraw] [/redraw] [message] speaker=Kaleh message= _ "I think we’re finally doing some damage. We must attack the central body, while it remains vulnerable!" [/message] [/event] # Event 6: Death of weakened Central Body [event] name=last breath [filter] type=Central Body2 [/filter] # shake cavern [scroll] x=40 [/scroll] [scroll] x=-40 [/scroll] [scroll] x=40 [/scroll] [scroll] x=-40 [/scroll] [scroll] x=40 [/scroll] [scroll] x=-40 [/scroll] # flash dark blue, light blue, very light blue, # dark blue [color_adjust] red,green,blue=40,0,100 [/color_adjust] [redraw] [/redraw] [delay] time=300 [/delay] #light blue [color_adjust] red,green,blue=33,181,140 [/color_adjust] [redraw] [/redraw] [delay] time=300 [/delay] # very light blue [color_adjust] red,green,blue=140,255,247 [/color_adjust] [redraw] [/redraw] [delay] time=300 [/delay] # back to normal [color_adjust] red,green,blue=0,0,0 [/color_adjust] [redraw] [/redraw] [/event] [event] name=die [filter] type=Central Body2 [/filter] [fire_event] name=yechnagoth_death [/fire_event] [/event] [event] name=yechnagoth_death # have a minion scream [message] type=Crawling Horror message= _ "Aiiee!!" # wmllint: no spellcheck [/message] [redraw] [/redraw] # kill minions [kill] type=Crawling Horror,Pulsing Spire animate=yes fire_event=no [/kill] [redraw] [/redraw] # wait [delay] time=2500 [/delay] #ending conversation [message] speaker=Kaleh message= _ "At last. It is finished." [/message] [if] [have_unit] id=Nym [/have_unit] [then] [message] speaker=Nym message= _ "Is Yechnagoth really dead?" image=portraits/nym_moody.png [/message] [message] speaker=Kaleh message= _ "Yes, she’s dead Nym." [/message] [message] speaker=Nym message= _ "I almost can’t believe it." [/message] [/then] [/if] [message] speaker=Zhul message= _ "Behold, the pretender has been defeated. Eloh’s might has prevailed." [/message] {MESSAGE_DEPEND_ON_ALLY ( [message] speaker=Grog message= _ "Ugh. Grog is covered in blood and guts and nasty blue goo. Whatever creature was, she doesn’t smell any better dead than she did alive." [/message] ) ( [message] speaker=Nog message= _ "Ugh. Nog is covered in blood and guts and nasty blue goo. Whatever creature was, she doesn’t smell any better dead than she did alive." [/message] ) ( [message] speaker=Rogrimir message= _ "Ugh. I’m covered in blood and guts, and this nasty blue stuff. I don’t know what in the nine hells we were fighting, but she doesn’t smell any better dead than she did alive." [/message] ) ( [message] speaker=Jarl message= _ "Ugh. I’m covered in blood and guts, and this nasty blue stuff. I don’t know what in the nine hells we were fighting, but she doesn’t smell any better dead than she did alive." [/message] )} [if] [have_unit] id=Nym,Zhul,$ally_name [/have_unit] [then] [message] speaker=Kaleh message= _ "Let’s get out of here." [/message] [/then] [/if] {CLEAR_VARIABLE number_minions_to_spawn} {CLEAR_VARIABLE hit_by_special_attack} [endlevel] result=victory bonus=no carryover_report=no linger_mode=no {NEW_GOLD_CARRYOVER 0} [/endlevel] [/event] #define UTBS_IN_FINAL_FIGHT #enddef {UTBS_INCLUDE utils/deaths.cfg} #undef UTBS_IN_FINAL_FIGHT [/scenario]
#textdomain wesnoth-utbs [scenario] id=13_Epilogue name= _ "Epilogue" {UTBS_MAP 13_Epilogue.map} {SCENARIO_MUSIC "elf-land.ogg"} {EXTRA_SCENARIO_MUSIC "journeys_end.ogg"} {EXTRA_SCENARIO_MUSIC "love_theme.ogg"} victory_when_enemies_defeated=no turns=unlimited theme=Cutscene_Minimal {DAWN1} #side 1: elves [side] side=1 id=Kaleh type=Quenoth Youth canrecruit=yes gold=0 {NO_INCOME} controller=human shroud=no fog=no {FLAG_VARIANT long} user_team_name= _ "team_name^Quenoth Elves" [/side] # These two are referred to for searching the recall list, but wmllint # will still complain about "unknown '<NAME>' referred to by id" without # these comments. # # wmllint: recognize Nym # wmllint: recognize Zhul # Prestart functions: [event] name=prestart # capture all villages for side 1 [capture_village] x=0-50 y=0-50 side=1 [/capture_village] [/event] # Event 1: Starting dialogue [event] name=start [message] speaker=Kaleh message= _ "I stumbled out into the daylight, scarcely believing that we were victorious. Looking out over the island it took me a moment to realize what had changed. The fetid darkness had lifted from the land and I saw the suns shining brightly for what seemed like the first time in ages. Gazing across the bright green trees and sparkling ocean I realized that once this had been a place of beauty. Several of our brethren were waiting for me and I was overjoyed to discover that they were no longer the mindless slaves I had seen before. They too had broken free from their enchantment." [/message] [message] speaker=Kaleh message= _ "Indeed with Yechnagoth’s death it seems that all of her minions reverted to their original chaotic tendencies. Luckily we had already destroyed most of the island’s foul inhabitants, and lacking their former discipline we had no trouble exterminating the remaining orcs and undead. The naga too fled before us, and they have not bothered us since. For once we seemed to be safe from imminent danger." [/message] [message] speaker=Kaleh message= _ "A few days later Melusand herself appeared and she declared the cleansing of this island a miracle. We made a pact between elf and merfolk and vowed to live together in peace and prosperity. Melusand blessed the island, and named it ‘Quenoth Isle’ in honor of our people. The merfolk have been very helpful in teaching us how to adapt to this strange land, though I still have trouble getting used to being surrounded by water. It used to be more precious than gold. Still, I could hardly imagine a better home for my people. Between the bounty of the sea and the many fruits of the jungle there is no shortage of food. We are isolated from the chaos on the mainland and the merfolk guard the waters. Melusand says now is a time for peace and prosperity. Part of me didn’t think we would survive our journey, there were so many close calls. Coming here almost does seem like a miracle. If only I could forget the price we paid..." [/message] # change depending on how many friends died [if] [variable] name=allies_killed numerical_equals=0 [/variable] [then] [message] speaker=Kaleh message= _ "If you had told me at the start of our journey the price I was to pay in blood, I do not know if I would have had the strength to take that first step. I suppose I should have known that my friends would not let me confront Yechnagoth alone. And it is only through Eloh’s grace and a good bit of luck that none of them died in that bloody battle. But so many others that I grew up with were not so lucky. Why did so many of us have to die? I wish I could go back and do it all over again." [/message] [/then] [else] {INCIDENTAL_MUSIC sad.ogg} [/else] [/if] # if only 1 friend dies, then have 3 different texts depending on who died [if] [variable] name=allies_killed numerical_equals=1 [/variable] [then] [if] [have_unit] id=Nym search_recall_list=yes count=0 [/have_unit] [then] [message] speaker=Kaleh message= _ "If you had told me at the start of our journey the price I was to pay in blood, I do not know if I would have had the strength to take that first step. I suppose I should have known that my friends would not let me confront Yechnagoth alone. But I would gladly give up my life today if I could bring Nym back. She followed me faithfully and fought by my side for so long, to lose her at the end... I wish I could go back and do it all over again." [/message] [message] speaker=Kaleh message= _ "Although I believe that our battle in the black citadel was our finest hour, I am still haunted by Nym’s death in that dark place. And so every morning at sunrise I come out to the southeastern tip of the island and look out upon the waters, upon the world that we sacrificed so much to preserve. I remind myself what Zhul said, and they all believed, that despite all the death and fighting we saw in our journey, this world was a beautiful and good enough place that Nym was willing to sacrifice her life to save it. Looking out over the waters, and back upon the prosperity of my people, I tell myself it was worth it. But sometimes that seems a small consolation." [/message] [/then] [/if] [if] [have_unit] id=Zhul search_recall_list=yes count=0 [/have_unit] [then] [message] speaker=Kaleh message= _ "If you had told me at the start of our journey the price I was to pay in blood, I do not know if I would have had the strength to take that first step. I suppose I should have known that my friends would not let me confront Yechnagoth alone. But I would gladly give up my life today if I could bring Zhul back. She followed me faithfully and fought by my side for so long, to lose her at the end... I wish I could go back and do it all over again." [/message] [message] speaker=Kaleh message= _ "Although I believe that our battle in the black citadel was our finest hour, I am still haunted by Zhul’s death in that dark place. And so every morning at sunrise I come out to the southeastern tip of the island and look out upon the waters, upon the world that we sacrificed so much to preserve. I remind myself what Zhul said, and they all believed, that despite all the death and fighting we saw in our journey, this world was a beautiful and good enough place that Zhul was willing to sacrifice her life to save it. Looking out over the waters, and back upon the prosperity of my people, I tell myself it was worth it. But sometimes that seems a small consolation." [/message] [/then] [/if] [if] [variable] name=ally_died_in_final_fight boolean_equals=yes [/variable] [then] {MESSAGE_DEPEND_ON_ALLY ( [message] speaker=Kaleh message= _ "If you had told me at the start of our journey the price I was to pay in blood, I do not know if I would have had the strength to take that first step. I suppose I should have known that my friends would not let me confront Yechnagoth alone. But I would gladly give up my life today if I could bring Grog back. He left his homeland to fight faithfully by my side, and then to lose him at the end... I wish I could go back and do it all over again." [/message] [message] speaker=Kaleh message= _ "Although I believe that our battle in the black citadel was our finest hour, I am still haunted by the death of Grog in that dark place. And so every morning at sunrise I come out to the southeastern tip of the island and look out upon the waters, upon the world that we sacrificed so much to preserve. I remind myself what Zhul said, and they all believed, that despite all the death and fighting we saw in our journey, this world was a beautiful and good enough place that Grog was willing to sacrifice his life to save it. Looking out over the waters, and back upon the prosperity of my people, I tell myself it was worth it. But when I think of the desperate war that his people are probably still fighting underground, it seems a small consolation." [/message] ) ( [message] speaker=Kaleh message= _ "If you had told me at the start of our journey the price I was to pay in blood, I do not know if I would have had the strength to take that first step. I suppose I should have known that my friends would not let me confront Yechnagoth alone. But I would gladly give up my life today if I could bring Nog back. He left his homeland to fight faithfully by my side, and then to lose him at the end... I wish I could go back and do it all over again." [/message] [message] speaker=Kaleh message= _ "Although I believe that our battle in the black citadel was our finest hour, I am still haunted by the death of Nog in that dark place. And so every morning at sunrise I come out to the southeastern tip of the island and look out upon the waters, upon the world that we sacrificed so much to preserve. I remind myself what Zhul said, and they all believed, that despite all the death and fighting we saw in our journey, this world was a beautiful and good enough place that Nog was willing to sacrifice his life to save it. Looking out over the waters, and back upon the prosperity of my people, I tell myself it was worth it. But when I think of the desperate war that his people are probably still fighting underground, it seems a small consolation." [/message] ) ( [message] speaker=Kaleh message= _ "If you had told me at the start of our journey the price I was to pay in blood, I do not know if I would have had the strength to take that first step. I suppose I should have known that my friends would not let me confront Yechnagoth alone. But I would gladly give up my life today if I could bring Rogrimir back. He left his homeland to fight faithfully by my side, and then to lose him at the end... I wish I could go back and do it all over again." [/message] [message] speaker=Kaleh message= _ "Although I believe that our battle in the black citadel was our finest hour, I am still haunted by the death of Rogrimir in that dark place. And so every morning at sunrise I come out to the southeastern tip of the island and look out upon the waters, upon the world that we sacrificed so much to preserve. I remind myself what Zhul said, and they all believed, that despite all the death and fighting we saw in our journey, this world was a beautiful and good enough place that Rogrimir was willing to sacrifice his life to save it. Looking out over the waters, and back upon the prosperity of my people, I tell myself it was worth it. But when I think of the desperate war that his people are probably still fighting underground, it seems a small consolation." [/message] ) ( [message] speaker=Kaleh message= _ "If you had told me at the start of our journey the price I was to pay in blood, I do not know if I would have had the strength to take that first step. I suppose I should have known that my friends would not let me confront Yechnagoth alone. But I would gladly give up my life today if I could bring Jarl back. He left his homeland to fight faithfully by my side, and then to lose him at the end... I wish I could go back and do it all over again." [/message] [message] speaker=Kaleh message= _ "Although I believe that our battle in the black citadel was our finest hour, I am still haunted by the death of Jarl in that dark place. And so every morning at sunrise I come out to the southeastern tip of the island and look out upon the waters, upon the world that we sacrificed so much to preserve. I remind myself what Zhul said, and they all believed, that despite all the death and fighting we saw in our journey, this world was a beautiful and good enough place that Jarl was willing to sacrifice his life to save it. Looking out over the waters, and back upon the prosperity of my people, I tell myself it was worth it. But when I think of the desperate war that his people are probably still fighting underground, it seems a small consolation." [/message] )} [/then] [/if] [/then] [/if] [if] [variable] name=allies_killed greater_than=1 [/variable] [then] [message] speaker=Kaleh message= _ "If you had told me at the start of our journey the price I was to pay in blood, I do not know if I would have had the strength to take that first step. I suppose I should have known that my friends would not let me confront Yechnagoth alone. But I would gladly give up my life today if I could bring any one of them back. They followed me faithfully and fought by my side for so long, to lose them at the end... I wish I could go back and do it all over again." [/message] [message] speaker=Kaleh message= _ "Although I believe that our battle in the black citadel was our finest hour, I am still haunted by my friends’ deaths in that dark place. And so every morning at sunrise I come out to the southeastern tip of the island and look out upon the waters, upon the world that we sacrificed so much to preserve. I remind myself what Zhul said, and they all believed, that despite all the death and fighting we saw in our journey, this world was a beautiful and good enough place that they were willing to sacrifice their lives to save it. Looking out over the waters, and back upon the prosperity of my people, I tell myself it was worth it. But I still miss each one of them horribly." [/message] [/then] [/if] [if] [have_unit] id=Nym search_recall_list=yes count=0 [/have_unit] [then] [message] speaker=Kaleh image=portraits/nym.png message= _ "We carried Nym to a small island to the north which had a single peak with a beautiful view of the surrounding islands. It seemed to me to be a lookout that Nym would appreciate. So I and a few others climbed to the top of the peak and dug a grave for Nym so that she might always look down upon us and see all that we accomplished with her gift. For she gave us the gift of life, and every day I strive to make the most use of it I can. I will always remember her. Nym, who was with me ever since I was a child and during every step of the journey, who was always faithful, but never hesitated to speak her mind, who managed to crack a joke no matter how grim the situation. How I miss her laugh, her smile, her..." [/message] [/then] [/if] [if] [have_unit] id=Zhul search_recall_list=yes count=0 [/have_unit] [then] [message] speaker=Kaleh image=portraits/zhul_shyde.png message= _ "Zhul’s funeral was a huge ceremony, like those she told us about from ages ago. I led a procession of our few remaining priestesses and all of the faithful around the entire island, so that she might see all that she had given to us. Being a priestess of the desert sands we buried her in one of the large beaches at the northwest end of the island. At the final battle she was one of the oldest elves left and I suppose I should thank Eloh that she did not die during our journey. She was my guide and my faith and my link to the past. I am sorry that she did not live to see the fruits of her labors, but I hope that she is with Eloh now, in a better place." [/message] [/then] [/if] # if ally dies in the final battle [if] [variable] name=ally_died_in_final_fight boolean_equals=yes [/variable] [then] {MESSAGE_DEPEND_ON_ALLY ( [message] speaker=Kaleh image=portraits/trolls/troll-hero-alt.png message= _ "I am saddened by the death of Grog, but by saving my life in the end he did fulfill his life debt to me. I think he also would have been glad to have died in battle. I considered leading an expedition to go back and return his body to his people, but my fellow elves have been weakened by our long journey and I do not want to risk losing any more. Instead I searched all across the islands and at last in the rocky outcroppings to the northwest I found a series of caves. They were not as deep as his homeland but I thought Grog would have appreciated being laid to rest under some solid rock. And so we buried him with much honor and will long remember the service that his kind has done for our people." [/message] ) ( [message] speaker=Kaleh image=portraits/trolls/troll-hero-alt.png message= _ "I am saddened by the death of Nog, but by saving my life in the end he did fulfill his life debt to me. I think he also would have been glad to have died in battle. I considered leading an expedition to go back and return his body to his people, but my fellow elves have been weakened by our long journey and I do not want to risk losing any more. Instead I searched all across the islands and at last in the rocky outcroppings to the northwest I found a series of caves. They were not as deep as his homeland but I thought Nog would have appreciated being laid to rest under some solid rock. And so we buried him with much honor and will long remember the service that his kind has done for our people." [/message] ) ( [message] speaker=Kaleh image=portraits/dwarves/fighter-2.png message= _ "I am saddened by the death of Rogrimir, but by saving my life in the end he did fulfill his life debt to me. I think he also would have been glad to have died in battle. I considered leading an expedition to go back and return his body to his people, but my fellow elves have been weakened by our long journey and I do not want to risk losing any more. Instead I searched all across the islands and at last in the rocky outcroppings to the northwest I found a series of caves. They were not as deep as his homeland but I thought Rogrimir would have appreciated being laid to rest under some solid rock. And so we buried him with much honor and will long remember the service that his kind has done for our people." [/message] ) ( [message] speaker=Kaleh image=portraits/dwarves/fighter-2.png message= _ "I am saddened by the death of Jarl, but by saving my life in the end he did fulfill his life debt to me. I think he also would have been glad to have died in battle. I considered leading an expedition to go back and return his body to his people, but my fellow elves have been weakened by our long journey and I do not want to risk losing any more. Instead I searched all across the islands and at last in the rocky outcroppings to the northwest I found a series of caves. They were not as deep as his homeland but I thought Jarl would have appreciated being laid to rest under some solid rock. And so we buried him with much honor and will long remember the service that his kind has done for our people." [/message] )} [/then] [/if] # if nym doesn't die [if] [have_unit] id=Nym search_recall_list=yes [/have_unit] [then] [message] speaker=Kaleh image=portraits/nym.png message= _ "Although I am not as devout as Zhul is, I thank Eloh every day that Nym survived that horrible battle in the Black Citadel. No one has been more enthusiastic than she in embracing our life among the islands. She delights in swimming and sailing among the shallows and spends so much time in the water that sometimes I think she is half mermaid herself. Her sparkling laugh and quick wit are a daily gift to us. She entertains the children with thrilling (though often slightly embellished) tales of our great journey, and at times when I get moody, she reminds me what a joy it is to be alive in this great land. She is a living testament to the fact that even though we were born among the sands we can thrive anywhere we have the will to live." [/message] [/then] [/if] # if zhul doesn't die [if] [have_unit] id=Zhul search_recall_list=yes [/have_unit] [then] [message] speaker=Kaleh image=portraits/zhul.png message= _ "The oldest of the surviving elves, Zhul is moving slower now, but she still has that sparkle in her eye. Despite the hardships of our journey and Yechnagoth’s deceptions, our victory has only strengthened her faith. She will be as quick as always to correct the error of your ways if you ever express a disbelief in the powers of Eloh. She told me recently that all the trials and triumphs of our journey were but parts of Eloh’s great plan for us, and this new home is our reward. She is spending her time now teaching a whole new generation of priestesses and telling all the old stories to the children so that they won’t be forgotten. She has started designing a sacred grove in the jungle for Eloh, as our people did in the olden times. I am still not quite used to seeing so many trees, but perhaps, as some people say, it is a sign that the peace and prosperity of old has come again." [/message] [/then] [/if] # if ally doesn't die [if] [have_unit] id=$ally_name search_recall_list=yes [/have_unit] [then] {MESSAGE_DEPEND_ON_ALLY ( [message] speaker=Kaleh image=portraits/trolls/troll-hero-alt.png message= _ "By saving my life, Grog fulfilled his life debt to me, but we convinced him to hang around for a while and revel in the celebrations that we held after our great victory. We celebrated for days and days, thanking Eloh and the merfolk’s god, and delighting in the bounty and beauty of our new home. And afterwards we set to work building new dwellings for our people. Grog stayed to help us with the construction, he was the hardest worker among us. But after a while he came to me and told me that he had to return to his own people. Grog said his time with us had been like a wonderful dream, and he promised he would remember us always, but his people needed him and he had to go back home. He said that someday he would return and visit us again, but I doubt I shall ever see him again in life. All the same I treasure the memory of him and his kind, and I will long remember his steadfast loyalty and all that he did to aid us in our struggle." [/message] ) ( [message] speaker=Kaleh image=portraits/trolls/troll-hero-alt.png message= _ "By saving my life, Nog fulfilled his life debt to me, but we convinced him to hang around for a while and revel in the celebrations that we held after our great victory. We celebrated for days and days, thanking Eloh and the merfolk’s god, and delighting in the bounty and beauty of our new home. And afterwards we set to work building new dwellings for our people. Nog stayed to help us with the construction, he was the hardest worker among us. But after a while he came to me and told me that he had to return to his own people. Nog said his time with us had been like a wonderful dream, and he promised he would remember us always, but his people needed him and he had to go back home. He said that someday he would return and visit us again, but I doubt I shall ever see him again in life. All the same I treasure the memory of him and his kind, and I will long remember his steadfast loyalty and all that he did to aid us in our struggle." [/message] ) ( [message] speaker=Kaleh image=portraits/dwarves/fighter-2.png message= _ "By saving my life, Rogrimir fulfilled his life debt to me, but we convinced him to hang around for a while and revel in the celebrations that we held after our great victory. We celebrated for days and days, thanking Eloh and the merfolk’s god, and delighting in the bounty and beauty of our new home. Afterwards we set to work building new dwellings for our people. Rogrimir stayed to help us with the construction, he was the hardest worker among us. But after a while he came to me and told me that he had to return to his own people. Rogrimir said his time with us had been like a wonderful dream, and he promised he would remember us always, but his people needed him and he had to go back home. He said that someday he would return and visit us again, but I doubt I shall ever see him again in life. All the same I treasure the memory of him and his kind, and I will long remember his steadfast loyalty and all that he did to aid us in our struggle." [/message] ) ( [message] speaker=Kaleh image=portraits/dwarves/fighter-2.png message= _ "By saving my life, Jarl fulfilled his life debt to me, but we convinced him to hang around for a while and revel in the celebrations that we held after our great victory. We celebrated for days and days, thanking Eloh and the merfolk’s god, and delighting in the bounty and beauty of our new home. Afterwards we set to work building new dwellings for our people. Jarl stayed to help us with the construction, he was the hardest worker among us. But after a while he came to me and told me that he had to return to his own people. Jarl said his time with us had been like a wonderful dream, and he promised he would remember us always, but his people needed him and he had to go back home. He said that someday he would return and visit us again, but I doubt I shall ever see him again in life. All the same I treasure the memory of him and his kind, and I will long remember his steadfast loyalty and all that he did to aid us in our struggle." [/message] )} [/then] [/if] # if ally died before the final battle [if] [have_unit] id=$ally_name search_recall_list=yes count=0 [/have_unit] [variable] name=ally_died_in_final_fight boolean_equals=no [/variable] [then] {MESSAGE_DEPEND_ON_ALLY ( [message] speaker=Kaleh image=portraits/trolls/troll-hero-alt.png message= _ "And I will always remember Grog who died along our journey. A braver warrior I have never seen, and though he was taken from us too soon, I am glad for the short time that I knew him." [/message] ) ( [message] speaker=Kaleh image=portraits/trolls/troll-hero-alt.png message= _ "And I will always remember Nog who died along our journey. A braver warrior I have never seen, and though he was taken from us too soon, I am glad for the short time that I knew him." [/message] ) ( [message] speaker=Kaleh image=portraits/dwarves/fighter-2.png message= _ "And I will always remember Rogrimir who died along our journey. A braver warrior I have never seen, and though he was taken from us too soon, I am glad for the short time that I knew him." [/message] ) ( [message] speaker=Kaleh image=portraits/dwarves/fighter-2.png message= _ "And I will always remember Jarl who died along our journey. A braver warrior I have never seen, and though he was taken from us too soon, I am glad for the short time that I knew him." [/message] )} [/then] [/if] [message] speaker=Kaleh image=portraits/garak.png message= _ "So much has happened since we left the desert, but looking back upon our journey I do not want to forget Garak and his sacrifice. I doubt that we would have made it out of the sands alive if it was not for his strength and guidance. I remember how he used to smile when charging into battle, and how he would pray over the bodies of his fallen friends afterwards. I think of him sometimes, buried in the sands with his fellow warriors. I think he would have been proud of us. He was both a great warrior and a great teacher. He will be remembered." [/message] [message] speaker=Kaleh message= _ "As for the Black Citadel, after much discussion we decided to go back to the ancient rituals for purifying unclean land, with fire. We filled the entire structure with wood and oil and set the place ablaze to make sure that any remnants of Yechnagoth’s infestation would be purged by holy fire. We then tore the citadel down, stone by stone. I was tempted to save the stones for construction in the future, but I did not know what foul magics might still linger in them, and I did not want to take any chances. So with the help of the merfolk, we carried the stones far out into the water and cast them down to the bottom of the ocean. Once the last stone had been removed, we decided that no matter what we built or grew around it, that area would be left bare as a reminder of the evil that once dwelt here and all those who gave their lives to destroy it." [/message] [message] speaker=Kaleh message= _ "It has been several years since the events that I chronicle here, and I’m not quite as spry and limber as I used to be, so I decided it was about time that I write this all down lest something happen to me. My one wish is that our descendants do not forget all those who made the ultimate sacrifice so that there might be a future for our people. Looking at the ruins of the ancient empires, I know that time erases all things. We have forgotten so much about the Golden Age. Do not let our story suffer the same fate. For as long as the tales of those now departed are still told, in some sense they are still alive and still with us. Honor those who have died. Remember our mistakes so you will not repeat them. And most of all, treasure every day, for it is a gift, from us to you." [/message] # if both Nym and Zhul survived, then play special bonus conclusion [if] [have_unit] id=Nym,Zhul search_recall_list=yes count=2 [/have_unit] [then] [store_unit] [filter] id=Nym x,y=recall,recall [/filter] variable=stored_unit [/store_unit] [move_unit_fake] type=$stored_unit.type gender=female side=1 x=30,31,32,32,33,34,34,35,36 y=38,38,38,39,40,40,41,42,42 [/move_unit_fake] [unstore_unit] variable=stored_unit x,y=36,42 [/unstore_unit] [redraw] [/redraw] [delay] time=300 [/delay] [message] speaker=Nym message= _ "Hey Kaleh, how’s the writing going?" [/message] [message] speaker=Kaleh message= _ "Actually I just finished." [/message] [message] speaker=Nym message= _ "You’ve been working on that thing for months. I’m impressed." [/message] [message] speaker=Kaleh message= _ "Yes, it feels good to finally be done." [/message] [message] speaker=Nym message= _ "Well, your timing was perfect. Zhul is dedicating the new grove to Eloh, and you know there’ll be one heck of a celebration afterwards." [/message] [message] speaker=Kaleh message= _ "I suppose we wouldn’t want to miss that. I wonder if they will still have any of that wine left from last year?" [/message] [message] speaker=Nym message= _ "We’ll just have to find out. Come on!" [/message] [redraw] [/redraw] [hide_unit] id=Nym [/hide_unit] [move_unit_fake] type=$stored_unit.type gender=female side=1 x=36,35,35,34,34,33,33,33,33 y=42,42,41,40,39,39,38,37,36 [/move_unit_fake] [store_unit] [filter] id=Kaleh [/filter] variable=stored_unit [/store_unit] [hide_unit] id=Kaleh [/hide_unit] [move_unit_fake] type=$stored_unit.type side=1 x=37,36,35,35,34,34,33,33,33,33,33 y=44,43,43,42,41,40,40,39,38,37,36 [/move_unit_fake] {CLEAR_VARIABLE stored_unit} [delay] time=1500 [/delay] [/then] [else] [redraw] [/redraw] [delay] time=2000 [/delay] [/else] [/if] [endlevel] carryover_report=no replay_save=no linger_mode=no [/endlevel] [/event] [/scenario]
#textdomain wesnoth-utbs [race] id=quenoth help_taxonomy=elf male_name= _ "race^Quenoth Elf" female_name= _ "race+female^Quenoth Elf" plural_name= _ "race^Quenoth Elves" description= _"Compared to the elves of the Great Continent around the time of Wesnoth, the Quenoth Elves are far more suited to life in the desert." num_traits=2 markov_chain_size=2 {ELVISH_NAMES} {TRAIT_DEXTROUS} [/race] [race] id=hidden_race male_name= _ "Unknown" female_name= _ "Unknown" plural_name= _ "Unknown" description="<img>src=units/unknown-unit.png~RC(magenta>red) align=left float=yes</img>" + _ " The race of this unit cannot be revealed yet. You must discover it in the game to be allowed to see its description." num_traits=2 markov_chain_size=2 {ELVISH_NAMES} {TRAIT_DEXTROUS} [/race] #desert elves move fast across the sands, but are not used to forests #they are also a bit faster in caves [movetype] name=quenoth_foot [movement_costs] shallow_water=3 reef=2 swamp_water=2 flat=1 sand=1 forest=2 hills=2 mountains=3 village=1 castle=1 cave=2 frozen=3 fungus=2 [/movement_costs] [vision_costs] deep_water=3 unwalkable=3 [/vision_costs] [defense] shallow_water=80 reef=70 swamp_water=70 flat=60 sand=40 forest=50 hills=50 mountains=40 village=40 castle=40 cave=70 frozen=70 fungus=50 [/defense] {WOODLAND_RESISTANCE} [/movetype] [movetype] name=quenoth_beast [movement_costs] shallow_water=2 reef=2 swamp_water=2 flat=1 sand=1 forest=2 hills=2 mountains=3 village=1 castle=1 cave=2 frozen=2 fungus=2 [/movement_costs] [vision_costs] deep_water=3 unwalkable=3 [/vision_costs] [defense] shallow_water=70 reef=70 swamp_water=70 flat=70 sand=50 forest=60 hills=60 mountains=60 village=70 castle=60 cave=70 frozen=60 fungus=70 [/defense] [resistance] blade=80 pierce=100 impact=80 fire=90 cold=80 arcane=110 [/resistance] [/movetype] [movetype] name=quenoth_horse [movement_costs] shallow_water=3 reef=2 swamp_water=2 flat=1 sand=1 forest=2 hills=2 mountains=3 village=1 castle=1 cave=2 frozen=3 fungus=2 [/movement_costs] [vision_costs] deep_water=3 unwalkable=3 [/vision_costs] [defense] shallow_water=80 reef=70 swamp_water=70 flat=50 sand=50 forest=60 hills=50 mountains=60 village=50 castle=50 cave=70 frozen=70 fungus=70 [/defense] {WOODLAND_RESISTANCE} [+resistance] pierce=120 [/resistance] [/movetype] [movetype] name=quenoth_float flying=yes [movement_costs] deep_water={UNREACHABLE} shallow_water=1 reef=1 swamp_water=1 flat=1 sand=1 forest=2 hills=1 mountains=2 village=1 castle=1 cave=1 unwalkable=2 frozen=2 fungus=2 [/movement_costs] [vision_costs] deep_water=3 [/vision_costs] [defense] deep_water=70 shallow_water=60 reef=50 swamp_water=60 flat=50 sand=40 forest=50 hills=50 mountains=40 village=40 castle=40 cave=70 frozen=60 fungus=50 unwalkable=70 [/defense] {WOODLAND_RESISTANCE} [/movetype]
#textdomain wesnoth-utbs [unit_type] id=Human Commander name= _ "Human Commander" race=human image="units/humans/human-commander.png" profile="portraits/commander.png" {LEADING_ANIM "units/humans/human-commander.png" "units/humans/human-commander.png" 11,-21} {DEFENSE_ANIM "units/humans/human-commander.png" "units/humans/human-commander.png" {SOUND_LIST:HUMAN_HIT} } hitpoints=72 movement_type=smallfoot [movement_costs] hills=1 sand=1 [/movement_costs] [defense] hills=50 sand=40 [/defense] movement=6 experience=150 {AMLA_DEFAULT} level=3 alignment=chaotic advances_to=null cost=60 [abilities] {ABILITY_LEADERSHIP} [/abilities] usage=fighter description= _ "In this new harsh world, might often makes right and these commanders are strong enough to rise to positions of leadership. Leading small groups of warriors, commanders rally their troops around them and show no mercy to their enemies, striking fiercely with both sword and bow." die_sound={SOUND_LIST:HUMAN_DIE} [attack] name=sword #textdomain wesnoth-units description= _"sword" type=blade range=melee damage=9 number=4 icon=attacks/sword-human.png [/attack] [attack] name=bow description= _"bow" #textdomain wesnoth-utbs type=pierce range=ranged damage=11 number=3 [/attack] [attack_anim] [filter_attack] name=bow [/filter_attack] missile_start_time=-150 [missile_frame] duration=150 image=projectiles/missile-n.png image_diagonal=projectiles/missile-ne.png [/missile_frame] start_time=-350 [frame] image="units/humans/human-commander.png:500" [/frame] {SOUND:HIT_AND_MISS bow.ogg bow-miss.ogg -350} [/attack_anim] [attack_anim] [filter_attack] name=sword [/filter_attack] start_time=-300 offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0 [frame] image="units/humans/human-commander.png:450" [/frame] {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100} [/attack_anim] [/unit_type]
#textdomain wesnoth-utbs # This is the Alien Central Body with his immune to attacks [unit_type] id=Central Body Base name= _ "Central Body" race=monster image=units/alien/core-compact.png image_icon="units/alien/core-compact.png~SCALE(72,72)" [standing_anim] [frame] duration=100 image="units/alien/core-compact.png" auto_hflip=no [/frame] [/standing_anim] hitpoints=150 movement_type=smallfoot [movement_costs] cave={UNREACHABLE} flat={UNREACHABLE} [/movement_costs] [resistance] blade=0 pierce=0 impact=0 fire=0 cold=0 arcane=0 [/resistance] movement=7 experience=150 {AMLA_DEFAULT} level=3 alignment=chaotic advances_to=null cost=20 usage=fighter do_not_list=yes description= _ "This thing is impossible to describe, no one has seen anything like it before." {DEFENSE_ANIM_FILTERED ("units/alien/core-compact.png") ("units/alien/core-compact.png") ("wail.wav") (direction=n,ne,se,s)} {DEFENSE_ANIM_FILTERED ("units/alien/core-compact.png~FL(horiz)") ("units/alien/core-compact.png~FL(horiz)") ("wail.wav") (direction=nw,sw)} [attack] name=energy ray description= _"energy ray" icon=attacks/energyray.png type=cold range=melee [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] damage=10 number=3 [/attack] [attack] name=energy ray description= _"energy ray" icon=attacks/energyray.png type=cold range=ranged [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] damage=10 number=3 [/attack] [attack_anim] # NOTE: The following attack filter deliberately matches both ranged and melee. [filter_attack] name=energy ray [/filter_attack] start_time=-100 missile_start_time=-50 [missile_frame] duration=200 image="projectiles/darkmissile-n.png" image_diagonal="projectiles/darkmissile-ne.png" [/missile_frame] [frame] image="units/alien/core-compact.png:200" auto_hflip=no [/frame] {SOUND:HIT_AND_MISS magic-dark.ogg magic-dark-miss.ogg -100} [/attack_anim] [/unit_type] # This is the Alien Central Body which is vulnerable to attacks [unit_type] [base_unit] id=Central Body Base [/base_unit] id=Central Body1 hide_help=yes do_not_list=yes [abilities] [regenerate] value=150 id=regenerates_yec name= _ "alien regenerates" female_name= _ "female^alien regenerates" description= _ "The unit will heal itself 150 HP per turn. If it is poisoned, it will remove the poison instead of healing." affect_self=yes poison=cured [/regenerate] [/abilities] [/unit_type] # This is the Alien Central Body which is vulnerable to attacks [unit_type] [base_unit] id=Central Body Base [/base_unit] id=Central Body2 name= _ "Weakened Central Body" hitpoints={ON_DIFFICULTY 80 100 120} [resistance] blade=110 pierce=110 impact=80 fire=150 cold=150 arcane=200 [/resistance] hide_help=yes do_not_list=yes die_sound=wail-long.wav [attack] damage=4 [/attack] [attack] damage=4 [/attack] [death] [die_sound_frame] duration=600 sound=explosion.ogg [/die_sound_frame] [die_sound_frame] duration=800 sound=lich-hit-1.ogg [/die_sound_frame] [die_sound_frame] duration=400 sound=explosion.ogg [/die_sound_frame] [die_sound_frame] duration=800 sound=lich-hit-2.ogg [/die_sound_frame] [die_sound_frame] duration=900 sound=explosion.ogg [/die_sound_frame] [die_sound_frame] duration=600 sound=lich-die.ogg [/die_sound_frame] [die_sound_frame] duration=800 sound=explosion.ogg [/die_sound_frame] # Creating timed explosions at POS #define BURST_FRAME NUMBER TIME DELAY POS burst_{NUMBER}_start_time={TIME} [burst_{NUMBER}_frame] duration={DELAY} halo=halo/flame-burst-[1~8].png:50,misc/blank-hex.png:1 halo_x,halo_y={POS} auto_hflip=no auto_vflip=no [/burst_{NUMBER}_frame] [burst_{NUMBER}_frame] halo=projectiles/fireball-impact-[1,1~16].png,misc/blank-hex.png:1 halo_x,halo_y={POS} auto_hflip=no auto_vflip=no [/burst_{NUMBER}_frame] #enddef {BURST_FRAME 1 0 1800 -9,17} {BURST_FRAME 2 600 1700 18,0} {BURST_FRAME 3 1200 1600 -9,-18} {BURST_FRAME 4 1800 1500 9,17} {BURST_FRAME 5 2400 1400 8,-18} {BURST_FRAME 6 3000 1300 -18,0} #undef BURST_FRAME [frame] duration=2500 image="units/alien/core-compact.png" blend_color=255,255,255 blend_ratio=0.0~1.0 auto_hflip=no [/frame] [frame] duration=2600 image="units/alien/core-compact.png" blend_color=255,255,255 blend_ratio=1.0 alpha=1.0~0.0 auto_hflip=no [/frame] [frame] duration=1 image="misc/blank-hex.png" [/frame] [/death] [/unit_type]
#textdomain wesnoth-utbs [unit_type] id=Crawling Horror name= _ "Crawling Horror" race=monster image=units/alien/orb-small.png hitpoints=30 movement_type=largefoot movement=5 [resistance] blade=100 pierce=100 impact=90 fire=110 cold=90 arcane=120 [/resistance] experience=150 {AMLA_DEFAULT} level=0 alignment=chaotic advances_to=null cost=20 usage=fighter do_not_list=yes description= _ "This thing is impossible to describe, no one has seen anything like it before." die_sound=wail-long.wav # used to be 6-2 and 4-3 [attack] name=fangs #textdomain wesnoth-units description= _"fangs" #textdomain wesnoth-utbs icon=attacks/fangs-horror.png type=blade range=melee damage={ON_DIFFICULTY 7 9 11} number=2 [/attack] [attack] name=energy ray description= _"energy ray" icon=attacks/energyray.png type=cold range=ranged damage={ON_DIFFICULTY 4 5 6} number=3 [/attack] {DEFENSE_ANIM "units/alien/orb-small-defend.png" units/alien/orb-small.png wail-sml.wav } [attack_anim] [filter_attack] name=energy ray [/filter_attack] missile_start_time=-200 [missile_frame] duration=200 image="projectiles/darkmissile-n.png" image_diagonal="projectiles/darkmissile-ne.png" [/missile_frame] start_time=-300 [frame] image=units/alien/orb-small-ranged[1~2].png:[100,250] [/frame] {SOUND:HIT_AND_MISS magic-dark.ogg magic-dark-miss.ogg -200} [/attack_anim] [attack_anim] [filter_attack] name=fangs [/filter_attack] start_time=-200 [frame] image=units/alien/orb-small-melee[1~2].png:[150,200] [/frame] {SOUND:HIT_AND_MISS bite-small.ogg {SOUND_LIST:MISS} -50} [/attack_anim] [/unit_type]
#textdomain wesnoth-utbs [unit_type] id=Pulsing Spire name= _ "Pulsing Spire" race=monster image=units/alien/spire.png image_icon="units/alien/spire.png~SCALE(72,72)" [standing_anim] [frame] duration=100 image="units/alien/spire.png" auto_hflip=no [/frame] [/standing_anim] hitpoints={ON_DIFFICULTY 60 80 100} movement_type=smallfoot [movement_costs] cave={UNREACHABLE} flat={UNREACHABLE} [/movement_costs] [defense] cave=50 [/defense] movement=1 experience=150 {AMLA_DEFAULT} level=0 alignment=chaotic advances_to=null cost=20 usage=fighter do_not_list=yes description= _ "This thing is impossible to describe, no one has seen anything like it before." die_sound=wail.wav {DEFENSE_ANIM_FILTERED ("units/alien/spire.png") ("units/alien/spire.png") ("wail-sml.wav") (direction=n,ne,se,s)} {DEFENSE_ANIM_FILTERED ("units/alien/spire.png~FL(horiz)") ("units/alien/spire.png~FL(horiz)") ("wail-sml.wav") (direction=nw,sw)} [attack] name=energy ray description= _"energy ray" icon=attacks/energyray.png type=cold range=ranged [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] damage={ON_DIFFICULTY 8 12 16} number=1 [/attack] [attack_anim] [filter_attack] name=energy ray [/filter_attack] start_time=-100 missile_start_time=-50 [missile_frame] duration=200 image="projectiles/darkmissile-n.png" image_diagonal="projectiles/darkmissile-ne.png" [/missile_frame] [frame] image="units/alien/spire.png:200" auto_hflip=no [/frame] {SOUND:HIT_AND_MISS magic-dark.ogg magic-dark-miss.ogg -100} [/attack_anim] [/unit_type]
#textdomain wesnoth-utbs # A somewhat weaker and slower version of the Giant Spider. # Attacks are toned down from 18-2,8-3 to 14-2, 6-3, HP from 54 to 42, # movement from 6 to 4. [unit_type] [base_unit] id=Giant Spider [/base_unit] id=Cave Spider name= _ "Cave Spider" hitpoints=42 movement=4 description= _ "Cave Spiders roam deep under the earth, devouring many victims. They can bite at close range, thereby poisoning their enemies, and also can attack with a web at long range, slowing their foes down." [attack] # change damage of the first attack (fangs) damage=14 [/attack] [attack] # change damage of the second attack (web) damage=6 [/attack] [/unit_type]
#textdomain wesnoth-utbs [unit_type] id=Crab Man name= _ "Monster Crab" race=monster image="units/monsters/crab.png" {DEFENSE_ANIM "units/monsters/crab-defend2.png" "units/monsters/crab-defend1.png" {SOUND_LIST:SKELETON_HIT} } hitpoints=29 movement_type=swimmer movement=5 experience=50 advances_to=null {AMLA_DEFAULT} level=1 alignment=neutral cost=17 usage=fighter description= _ "The Monster Crab is a semi-sentient crab the size of a horse. It is one of many twisted monsters recorded by the sages of Wesnoth and probably the creation of some twisted mage. These monstrosities have spread into the wild and prefer to live around coastal waters, preying on both humans and animals." die_sound={SOUND_LIST:SKELETON_DIE} [attack] name=claws #textdomain wesnoth-units description= _"claws" #textdomain wesnoth-utbs icon=attacks/claws-crab.png type=blade range=melee damage=9 number=2 [/attack] [attack_anim] [filter_attack] name=claws [/filter_attack] start_time=-250 offset="0:100,0~0.6:150,0.6~0:200" [frame] image=units/monsters/crab-attack[1,2,3].png:[150,70,130],units/monsters/crab.png:100 [/frame] {SOUND:HIT_AND_MISS pincers.ogg {SOUND_LIST:MISS} -150} [/attack_anim] [/unit_type]
#textdomain wesnoth-utbs [unit_type] id=Dawarf name= _ "Dawarf" race=monster image="units/monsters/dawarf.png" {DEFENSE_ANIM "units/monsters/dawarf-growl.png" "units/monsters/dawarf.png" {SOUND_LIST:ZOMBIE_WEAK_HIT} } hitpoints=22 movement_type=dwarvishfoot movement=4 experience=50 {AMLA_DEFAULT} advances_to=null level=1 alignment=neutral cost=17 usage=fighter # wmllint: local spelling Dawarf description= _ "Don’t ask where the Dawarf came from. You really don’t want to know. It is a secret well guarded by the great lore-masters of Wesnoth. And it isn’t pretty. Hint: it involves lots of sherbet." [attack] name=fist #textdomain wesnoth-units description= _"fist" #textdomain wesnoth-utbs type=impact range=melee damage=6 number=2 [/attack] [attack_anim] [filter_attack] name=fist [/filter_attack] start_time=-100 [frame] image=units/monsters/dawarf-melee-[1~2].png:[100*2] [/frame] {SOUND:HIT_AND_MISS fist.ogg {SOUND_LIST:MISS} 0} [/attack_anim] [/unit_type]
#textdomain wesnoth-utbs [unit_type] id=Dust Devil name= _ "Dust Devil" race=monster {TRAIT_ELEMENTAL} usage=scout image="units/monsters/dust-devil.png" level=1 advances_to=null experience=36 hitpoints=36 alignment=neutral cost=20 description= _ "A swirl of dust and desert sand, quick as a wind, impossible to spot when resting and as dangerous as sand storm when riled." {DEFENSE_ANIM "units/monsters/dust-devil.png" "units/monsters/dust-devil.png" wose-hit.ogg } die_sound=groan.wav movement_type=undeadfly movement=8 [movement_costs] deep_water={UNREACHABLE} shallow_water=3 swamp_water=3 cave=2 fungus=2 unwalkable=2 [/movement_costs] [defense] sand=40 cave=50 impassable=50 [/defense] [resistance] blade=70 pierce=50 impact=50 fire=120 cold=150 arcane=140 [/resistance] [attack] name=twister description= _ "twister" icon=attacks/twister.png type=arcane [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] range=melee damage=5 number=2 [/attack] [attack] name=sand storm description= _ "sand storm" icon=attacks/sand-storm.png type=impact [specials] {WEAPON_SPECIAL_SWARM} [/specials] range=ranged damage=3 number=7 [/attack] [abilities] [regenerate] [filter_self] [filter_location] terrain=Dd,Ds,Hd,Rb,Rd,Re [/filter_location] [/filter_self] value=6 affect_self="yes" name = _ "dust recuperation" description= _ "The unit will heal itself 6 HP per turn on sand or dirt terrain." [/regenerate] [/abilities] [advancement] id=Dust1 max_times=4 description= _ "a stronger Dust Devil" # Make the XP bar blue instead of purple. major_amla=yes [effect] apply_to=attack range=melee increase_damage=1 [/effect] [effect] apply_to=hitpoints increase_total=2 increase=2 [/effect] [effect] apply_to=max_experience increase=12 [/effect] [/advancement] [advancement] id=Dust2 max_times=2 description= _ "a taller Dust Devil" major_amla=yes [effect] apply_to=attack range=ranged increase_attacks=1 [/effect] [effect] apply_to=max_experience increase=8 [/effect] [/advancement] [advancement] id=Dust3 max_times=100 description= _ "a fully-healed Dust Devil" [effect] apply_to=hitpoints increase_total=2 heal_full=yes [/effect] [/advancement] [attack_anim] [filter_attack] name=sand storm [/filter_attack] missile_start_time=-200 [missile_frame] duration=320 offset=1.0 halo="projectiles/sand-storm-[1~8].png:40" auto_vflip=no [/missile_frame] {SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-faeriefire-miss.ogg -200} [/attack_anim] [attack_anim] [filter_attack] name=twister [/filter_attack] [frame] image=units/monsters/dust-devil.png:200 [/frame] {SOUND:HIT_AND_MISS bite.ogg {SOUND_LIST:MISS} -100} [/attack_anim] [/unit_type]
# wmllint: no translatables [unit_type] [base_unit] id=Fire Guardian [/base_unit] id=Fire Guardian2 hitpoints=23 hide_help=yes do_not_list=yes [attack] # This attack intentionally left blank. [/attack] [attack] damage=8 [/attack] [/unit_type]
# wmllint: no translatables [unit_type] [base_unit] id=Fire Guardian [/base_unit] id=Fire Guardian3 hide_help=yes do_not_list=yes hitpoints=26 movement=7 [attack] damage=5 [/attack] [attack] damage=8 [/attack] [/unit_type]
#textdomain wesnoth-utbs [unit_type] id=Flesh Golem name= _ "Flesh Golem" race=monster image="units/monsters/flesh-golem.png" profile="portraits/monsters/flesh_golem.png" hitpoints=42 movement_type=largefoot [resistance] blade=90 pierce=90 impact=90 fire=120 cold=120 [/resistance] movement=4 experience=100 {AMLA_DEFAULT} level=2 alignment=chaotic advances_to=null cost=30 usage=fighter description= _ "Incredibly strong constructs, flesh golems are created by powerful necromancers from the bodies of fallen warriors. Though these golems dutifully follow every command, and attack their enemies with ceaseless rage, the madness that possesses them has occasionally caused them to turn on their masters." {DEFENSE_ANIM "units/monsters/flesh-golem-defend.png" "units/monsters/flesh-golem.png" {SOUND_LIST:TROLL_HIT} } die_sound={SOUND_LIST:TROLL_HIT} [attack] name=smashing frenzy description= _"smashing frenzy" icon=attacks/fist-golem.png type=impact [specials] {WEAPON_SPECIAL_BERSERK} [/specials] range=melee damage=10 number=3 [/attack] [attack_anim] [filter_attack] name=smashing frenzy [/filter_attack] start_time=-300 offset=0.0:150,0.0~0.6:150,0.6~0.0:250 swoosh_start_time=-50 swoosh_offset=0.6 [if] value_second=2,4,6,8,10,12 [frame] image="units/monsters/flesh-golem-attack-b[1~3,1].png:[120,120,150,160]" [/frame] [swoosh_frame] image="misc/blank-hex.png:1,units/monsters/flesh-golem-swoosh-b.png:100,misc/blank-hex.png:1" auto_vflip=no layer=90 [/swoosh_frame] [/if] [else] [frame] image="units/monsters/flesh-golem-attack-[1~3,1].png:[120,120,150,160]" [/frame] [swoosh_frame] image="misc/blank-hex.png:1,units/monsters/flesh-golem-swoosh.png:100,misc/blank-hex.png:1" auto_vflip=no layer=90 [/swoosh_frame] [/else] {SOUND:HIT_AND_MISS fist.ogg {SOUND_LIST:MISS} -100} [/attack_anim] [/unit_type]
#textdomain wesnoth-utbs [unit_type] id=Ixthala Demon name= _ "Ixthala Demon" # wmllint: general spelling Ixthala race=monster image="units/monsters/demon.png" {DEFENSE_ANIM "units/monsters/demon-defend2.png" "units/monsters/demon-defend.png" {SOUND_LIST:DRAKE_HIT} } hitpoints=60 movement_type=lizard [resistance] fire=70 [/resistance] movement=6 experience=150 {AMLA_DEFAULT} level=3 alignment=chaotic advances_to=null cost=50 usage=fighter description= _ "Are these monsters some beast-soldiers of a bygone era? Or are they spirits from another plane of existence? Knowledge of their origins is lost, all that is known is that they can spell trouble for those who go poking around in caverns and ruins." die_sound=drake-die.ogg [attack] name=flaming sword description= _"flaming sword" icon=attacks/sword-flaming.png type=fire range=melee damage=12 number=4 [/attack] [attack_anim] [filter_attack] name=flaming sword [/filter_attack] start_time=-250 offset=0:100,0~0.5:100,0.5~0.7:100,0.7~0:100,0. [frame] image="units/monsters/demon-attack-[1~3,1].png:[100,100,100,100]" [/frame] flame_start_time=0 [if] hits=yes [frame] image="units/monsters/demon.png:350" [/frame] [flame_frame] image="projectiles/fire-burst-small-[1~8].png~SCALE(80,80):[50*8]" offset=1.0 auto_vflip=no layer=10 [/flame_frame] [/if] {SOUND:HIT_AND_MISS torch.ogg torch-miss.ogg 75} [/attack_anim] [/unit_type]
#textdomain wesnoth-utbs # This is the same as the core Mudcrawler, except that it has a 6-1 melee attack [unit_type] [base_unit] id=Mudcrawler [/base_unit] id=Small Mudcrawler name= _ "Small Mudcrawler" # The first [attack] and [attack_anim] block assure the ranged attack animation of the base unit is kept [attack] [/attack] [attack] name=fist #textdomain wesnoth-units description= _"fist" #textdomain wesnoth-utbs icon=attacks/mud-glob.png type=impact range=melee damage=6 number=1 [/attack] [attack_anim] [/attack_anim] [attack_anim] [filter_attack] name=fist [/filter_attack] start_time=-400 [frame] image="units/monsters/mudcrawler.png:200" [/frame] [frame] image="units/monsters/mudcrawler-attack-[1,2,1].png:[100*2,75]" [/frame] [frame] image="units/monsters/mudcrawler-defend-1.png:125" [/frame] [frame] image="units/monsters/mudcrawler.png:25" [/frame] {SOUND:HIT_AND_MISS mud-fist.ogg mud-fist-miss.ogg -400} [/attack_anim] [/unit_type]
#textdomain wesnoth-utbs [unit_type] id=Naga Guardian name= _ "Naga Guardian" [base_unit] id=Naga Guard [/base_unit] cost=16 advances_to=Naga Warden [attack] name=mace #textdomain wesnoth-units description= _"mace" #textdomain wesnoth-utbs type=impact range=melee damage=7 number=3 [/attack] [/unit_type] [unit_type] id=Naga Warden name= _ "Naga Warden" [base_unit] id=Naga Shield Guard [/base_unit] cost=48 advances_to=Naga Sentinel [attack] name=mace #textdomain wesnoth-units description= _"mace" #textdomain wesnoth-utbs type=impact range=melee damage=12 number=3 [/attack] [/unit_type] [unit_type] id=Naga Sentinel name= _ "Naga Sentinel" [base_unit] id=Naga High Guard [/base_unit] cost=100 [attack] name=mace #textdomain wesnoth-units description= _"mace" #textdomain wesnoth-utbs type=impact range=melee damage=12 number=4 [/attack] [/unit_type]
#textdomain wesnoth-utbs [unit_type] id=Naga Hunter name= _ "Naga Hunter" race=naga image="units/nagas/hunter.png" profile="portraits/nagas/naga-hunter.png" hitpoints=33 movement_type=naga movement=7 experience=50 level=1 alignment=neutral advances_to=null {AMLA_DEFAULT} cost=15 usage=archer description= _ "Naga Hunters are naga who are skilled at hunting with a bow. Since the naga are naturally resistant to poison, they have no qualms about hunting with poisoned arrows. These two foot long shafts, tipped with a potent poison, have been known to slay many kinds of prey." die_sound=naga-die.ogg {DEFENSE_ANIM_RANGE "units/nagas/hunter-melee-defend.png" "units/nagas/hunter-attack-melee-1.png" {SOUND_LIST:NAGA_HIT} melee} {DEFENSE_ANIM_RANGE "units/nagas/hunter-defend.png" "units/nagas/hunter.png" {SOUND_LIST:NAGA_HIT} ranged} [attack] name=sword #textdomain wesnoth-units description= _"sword" type=blade range=melee damage=4 number=2 icon=attacks/sword-orcish.png [/attack] [attack] name=bow description= _"bow" #textdomain wesnoth-utbs type=pierce range=ranged damage=8 number=2 icon=attacks/bow-orcish.png [specials] {WEAPON_SPECIAL_POISON} [/specials] [/attack] [attack_anim] [filter_attack] name=bow [/filter_attack] missile_start_time=-150 [missile_frame] duration=150 image="projectiles/missile-n.png" image_diagonal="projectiles/missile-ne.png" [/missile_frame] start_time=-410 [frame] image="units/nagas/hunter-attack-ranged-[1~6].png:[65*4,100,150]" [/frame] {SOUND:HIT_AND_MISS bow.ogg bow-miss.ogg -410} [/attack_anim] [attack_anim] [filter_attack] name=sword [/filter_attack] offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0 start_time=-450 [frame] image="units/nagas/hunter-attack-melee-[1~4].png:[100*2,150,200]" [/frame] [frame] duration=100 image="units/nagas/hunter-attack-melee-1.png" [/frame] {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100} [/attack_anim] [/unit_type]
[unit_type] [base_unit] id=Dark Assassin Uncloaked [/base_unit] id=Dark Assassin Cloaked race=hidden_race image=units/other/dark-assassin.png profile=portraits/cloaked.png [/unit_type]
#textdomain wesnoth-utbs [unit_type] id=Dark Assassin Uncloaked name= _ "Dark Assassin" race=quenoth do_not_list=yes image=units/other/dark-assassin-uncloaked.png profile=portraits/uncloaked.png [defend] start_time=-126 hits=yes [frame] image=units/other/dark-assassin-defend-1.png:1,units/other/dark-assassin-defend-2.png:250,units/other/dark-assassin-defend-1.png:1 [/frame] hit_sound_start_time=-25 [hit_sound_frame] sound={SOUND_LIST:ORC_SMALL_HIT} [/hit_sound_frame] [/defend] [defend] start_time=-126 hits=no [frame] image=units/other/dark-assassin-defend-1.png:1,units/other/dark-assassin-defend-2-miss.png:250,units/other/dark-assassin-defend-1.png:1 [/frame] [/defend] hitpoints=68 movement_type=elusivefoot movement=6 experience=100 level=2 alignment=chaotic {AMLA_DEFAULT} advances_to=null cost=25 usage=fighter description= _ "The Dark Assassin appears and disappears at a moment’s notice. No one knows where he came from or why he acts the way he does, but the trail of death he leaves in his wake is unmistakeable." [attack] name=dagger description= _"dagger" icon=attacks/blade-curved.png type=blade range=melee damage=10 number=3 [/attack] [attack] name=knives description= _"throwing knives" icon=attacks/dagger-thrown-poison-human.png type=blade range=ranged damage=7 number=4 [specials] {WEAPON_SPECIAL_POISON} [/specials] [/attack] [attack_anim] [filter_attack] name=knives [/filter_attack] start_time=-250 missile_start_time=-100 [missile_frame] duration=100 image=projectiles/dagger-n.png image_diagonal=projectiles/dagger-ne.png [/missile_frame] [frame] image="units/other/dark-assassin.png:700" [/frame] {SOUND:HIT_AND_MISS throwing-knife.ogg throwing-knife-miss.ogg -100} [/attack_anim] [attack_anim] [filter_attack] name=dagger [/filter_attack] start_time=-400 offset=0.0:150,0.0~0.6:250,0.6~0.0:350 [frame] image="units/other/dark-assassin-attack[1~3].png:175" [/frame] [frame] image="units/other/dark-assassin.png:225" [/frame] {SOUND:HIT_AND_MISS dagger-swish.wav {SOUND_LIST:MISS} -100} [/attack_anim] [/unit_type]
#textdomain wesnoth-utbs [unit_type] id=Quenoth Archer name= _ "Quenoth Archer" image=units/quenoth/archer.png profile="portraits/quenoth/archer.png" race=quenoth hitpoints=36 movement_type=quenoth_horse [resistance] pierce=120 [/resistance] movement=8 experience=90 level=2 alignment=lawful advances_to=Quenoth Marksman cost=33 usage=scout undead_variation=mounted description= _ "With the open sands providing much less protection than the old forests did, the wide ranks of elvish archers that once formed the core of the elvish military have all but disappeared. Instead, the few who still dedicate themselves to the traditional weapon of their ancestors practice the art from the saddle, allowing them to more easily avoid the perils of melee combat." die_sound=horse-die.ogg [abilities] {ABILITY_DISENGAGE} [/abilities] [attack] name=sword #textdomain wesnoth-units description= _"sword" type=blade range=melee damage=6 number=3 icon=attacks/sword-elven.png movement_used=0 [/attack] [attack] name=bow description= _"bow" #textdomain wesnoth-utbs type=pierce range=ranged damage=7 number=4 icon=attacks/bow-elven.png movement_used=0 [/attack] {DEFENSE_ANIM "units/quenoth/archer-defend2.png" "units/quenoth/archer-defend1.png" {SOUND_LIST:HORSE_HIT}} [attack_anim] [filter_attack] name=sword [/filter_attack] offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0 start_time=-300 [frame] duration=450 image="units/quenoth/archer.png" [/frame] {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100} [/attack_anim] [attack_anim] [filter_attack] name=bow [/filter_attack] missile_start_time=-100 [missile_frame] duration=100 image=projectiles/missile-n.png image_diagonal=projectiles/missile-ne.png [/missile_frame] start_time=-380 [frame] image=units/quenoth/archer.png:470 [/frame] {SOUND:HIT_AND_MISS bow.ogg bow-miss.ogg -380} [/attack_anim] [/unit_type]
#textdomain wesnoth-utbs [unit_type] id=Quenoth Champion name= _ "Quenoth Champion" race=quenoth ignore_race_traits=yes {TRAIT_STRONG} {TRAIT_QUICK} {TRAIT_INTELLIGENT} {TRAIT_RESILIENT} image=units/quenoth/champion.png profile="portraits/quenoth/champion.png" hitpoints=55 movement_type=quenoth_foot movement=5 experience=150 level=3 alignment=lawful advances_to=null {AMLA_DEFAULT} cost=44 usage=fighter description= _ "Standing at the forefront of most Quenoth spear lines, Champions are those who have mastered the use of the glaive to near perfection. Perhaps only slightly lacking in finesse in strategy, these elves more than compensate with raw power and can force their way through all but the most secure of defenses." die_sound={SOUND_LIST:ELF_HIT} [abilities] {ABILITY_FORMATION} [/abilities] [attack] name=glaive description= _"glaive" type=pierce range=melee damage=14 number=3 icon=attacks/glaive.png [specials] {WEAPON_SPECIAL_FIRSTSTRIKE} [/specials] [/attack] [attack] name=glaive description= _"glaive" type=blade range=melee damage=9 number=4 icon=attacks/glaive.png [/attack] {DEFENSE_ANIM "units/quenoth/champion-defend2.png" "units/quenoth/champion-defend1.png" {SOUND_LIST:ELF_HIT}} [attack_anim] [filter_attack] name=glaive [/filter_attack] offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0 start_time=-300 [frame] duration=450 image="units/quenoth/champion.png" [/frame] {SOUND:HIT_AND_MISS spear.ogg spear-miss.ogg -100} [/attack_anim] [/unit_type]
#textdomain wesnoth-utbs [unit_type] id=Corrupted Quenoth Elf name= _ "Corrupted Elf" race=quenoth image=units/quenoth/corrupted-elf.png hitpoints=60 movement_type=quenoth_foot movement=5 experience=150 level=3 alignment=chaotic advances_to=null {AMLA_DEFAULT} cost=100 usage=fighter do_not_list=yes description= _ "Imbued with a dark spirit these corrupted elves combine unhuman strength with potent magics to create formidable opponents. Though the elvish body often decays quickly, these abominations are potent weapons of the undead lords." die_sound={SOUND_LIST:ELF_HIT} [attack] name=glaive description= _"glaive" type=pierce range=melee damage=12 number=4 icon=attacks/spear.png [specials] {WEAPON_SPECIAL_FIRSTSTRIKE} [/specials] [/attack] [attack] name=magic description= _"magic" icon=attacks/dark-missile.png type=cold range=ranged damage=12 number=3 [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] [/attack] {DEFENSE_ANIM "units/quenoth/corrupted-elf.png" "units/quenoth/corrupted-elf.png" {SOUND_LIST:ELF_HIT}} [attack_anim] [filter_attack] name=glaive [/filter_attack] offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0 start_time=-300 [frame] duration=450 image="units/quenoth/corrupted-elf.png" [/frame] {SOUND:HIT_AND_MISS spear.ogg spear-miss.ogg -100} [/attack_anim] [attack_anim] [filter_attack] name=magic [/filter_attack] missile_start_time=-200 [missile_frame] duration=200 image=projectiles/darkmissile-n.png image_diagonal=projectiles/darkmissile-ne.png [/missile_frame] start_time=-200 [frame] image=units/quenoth/corrupted-elf.png:200 [/frame] {SOUND:HIT_AND_MISS magic-dark.ogg magic-dark-miss.ogg -200} [/attack_anim] [/unit_type] [unit_type] id=Defeated Corrupted Quenoth Elf image=units/quenoth/corrupted-elf-defeated.png [base_unit] id=Corrupted Quenoth Elf [/base_unit] do_not_list=yes hide_help=yes [/unit_type]
#textdomain wesnoth-utbs [unit_type] id=Divine Avatar name= _ "female^Divine Avatar" gender=female race=quenoth image=units/quenoth/eloh.png # The baseframe is larger than usual to make compositing with the back haloin animations trivial. bar_offset_x,bar_offset_y=0,0 profile=portraits/eloh.png hitpoints=60 movement_type=woodland movement=1 experience=100 level=2 alignment=lawful advances_to=null {AMLA_DEFAULT} cost=100 usage=null do_not_list=yes description= _ "Divine Avatars only appear in time of great need. Forms of the Gods themselves, made real in this world for a time, blessed are those who are lucky enough to view such images of power and perfection." {DEFENSE_ANIM "halo/eloh-halo-bottom.png~BLIT(halo/eloh-halo-back.png)~BLIT(units/quenoth/eloh.png,0,0)" "halo/eloh-halo-bottom.png~BLIT(halo/eloh-halo-back.png)~BLIT(units/quenoth/eloh.png,0,0)" magicmissile.wav} die_sound=magic-holy-miss-2.ogg [attack] name=fist #textdomain wesnoth-units description= _"fist" type=arcane range=melee damage=7 number=3 [/attack] [attack] name=lightbeam description= _"lightbeam" # wmllint: no spellcheck (until name->id) #textdomain wesnoth-utbs type=arcane range=ranged [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] damage=11 number=3 [/attack] [standing_anim] start_time=0 [frame] image="halo/eloh-halo-bottom.png~BLIT(halo/eloh-halo-back.png)~BLIT(units/quenoth/eloh.png,0,0):100" [/frame] [/standing_anim] [attack_anim] [filter_attack] name=fist [/filter_attack] start_time=-250 [frame] image="halo/eloh-halo-bottom.png~BLIT(halo/eloh-halo-back.png)~BLIT(units/quenoth/eloh.png,0,0):400" [/frame] {SOUND:HIT_AND_MISS fist.ogg {SOUND_LIST:MISS} -100} [/attack_anim] [attack_anim] [filter_attack] name=lightbeam [/filter_attack] {MISSILE_FRAME_LIGHT_BEAM} start_time=-350 [frame] image="halo/eloh-halo-bottom.png~BLIT(halo/eloh-halo-back.png)~BLIT(units/quenoth/eloh.png,0,0):500" [/frame] {SOUND:HIT_AND_MISS {SOUND_LIST:HOLY} {SOUND_LIST:HOLY_MISS} -100} [/attack_anim] [/unit_type]
#textdomain wesnoth-utbs [unit_type] [base_unit] id=Divine Avatar [/base_unit] id=Divine Incarnation name= _ "female^Divine Incarnation" hitpoints=70 movement=4 experience=150 level=3 do_not_list=yes description= _ "Divine Incarnations are said to be the closest thing to a god’s actual presence in this world. They can be both awe-inspiring and terrifying." [attack] damage=9 [/attack] [attack] damage=14 [/attack] [/unit_type]
#textdomain wesnoth-utbs [unit_type] id=Quenoth Druid name= _ "female^Quenoth Druid" race=quenoth gender=female image=units/quenoth/druid.png profile="portraits/quenoth/druid.png" hitpoints=45 movement_type=quenoth_foot movement=5 experience=180 level=3 alignment=neutral advances_to=Quenoth Shyde cost=48 usage=healer [abilities] {UTBS_ABILITY_CURES} [/abilities] description= _ "Worshippers of the Goddess of Light, Eloh, Druids are considered mysterious even by other elves of the same order. Part of this stems from the Druids’ unusual connection with nature, something nearly wholly absent in a world pervaded by scorched sand. In a brutish world where others train themselves for combat and survival, these elves are the few who remain as healers and caretakers." die_sound={SOUND_LIST:ELF_FEMALE_HIT} [attack] name=staff #textdomain wesnoth-units description= _"staff" #textdomain wesnoth-utbs type=impact range=melee damage=9 number=2 range=melee icon=attacks/druidstaff.png [/attack] [attack] name=sand description= _"sand" type=impact range=ranged damage=6 number=3 icon=attacks/sand-storm.png [specials] {WEAPON_SPECIAL_DAZE} [/specials] [/attack] [attack] name=thorns #textdomain wesnoth-units description= _"thorns" #textdomain wesnoth-utbs type=pierce range=ranged damage=7 number=4 [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] [/attack] {DEFENSE_ANIM "units/quenoth/druid-defend2.png" "units/quenoth/druid-defend1.png" {SOUND_LIST:ELF_FEMALE_HIT} } [healing_anim] start_time=-250 [frame] image="units/quenoth/druid.png:50" [/frame] [frame] image="units/quenoth/druid.png:350" halo=halo/elven/shaman-heal-halo-[1~7].png [/frame] [frame] image="units/quenoth/druid.png:50" [/frame] [/healing_anim] [attack_anim] [filter_attack] name=staff [/filter_attack] start_time=-250 [frame] image="units/quenoth/druid.png:400" [/frame] {SOUND:HIT_AND_MISS staff.ogg staff-miss.ogg -125} [/attack_anim] [attack_anim] [filter_attack] name=sand [/filter_attack] missile_start_time=-200 [missile_frame] duration=320 offset=0.75~1.1,1.1~1.25 halo="projectiles/sand-storm-[1~8].png:40" auto_vflip=no [/missile_frame] start_time=-320 [frame] image="units/quenoth/druid.png:450" sound=petrified.ogg [/frame] [/attack_anim] [attack_anim] [filter_attack] name=thorns [/filter_attack] missile_start_time=-200 [missile_frame] duration=200 image="projectiles/thorns.png" image_diagonal="projectiles/thorns-ne.png" [/missile_frame] start_time=-300 [frame] image="units/quenoth/druid.png:500" halo="halo/elven/nature-halo[1~8].png" [/frame] {SOUND:HIT_AND_MISS magic-thorns-[1,2].ogg magic-thorns-miss-[1,2].ogg -100} [/attack_anim] [/unit_type]
#textdomain wesnoth-utbs [unit_type] id=Quenoth Dustbok #po: Made-up animal name derived from 'dust' (sand) and 'bok' as in real-world steenbok or springbok antelope name= _ "Dustbok" image=units/quenoth/dustbok.png race=monster hitpoints=22 movement_type=quenoth_horse movement=8 experience=100 level=0 alignment=lawful advances_to=null cost=12 usage=scout description= _ "Dustboks are nimble, graceful creatures whose timid and peaceful nature stands in sharp contrast to the harsh land in which they live. Because the scorched land cannot support herds or even territorial neighbors, dustboks are solitary wanderers and yet still social, curious, and willing to cooperate with anyone if it leads to food. While this behavior has led to the death of many a foolish dustbok, it has made them excellent partners to the Quenoth Elves, who value their speed and agility." die_sound=horse-die.ogg [attack] name=ram #textdomain wesnoth-units description= _"ram" #textdomain wesnoth-utbs type=impact range=melee damage=4 number=3 icon=attacks/blank-attack.png [/attack] {DEFENSE_ANIM "units/quenoth/dustbok.png" "units/quenoth/dustbok.png" {SOUND_LIST:HORSE_HIT}} [attack_anim] [filter_attack] name=ram [/filter_attack] offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0 start_time=-300 [frame] duration=450 image="units/quenoth/dustbok.png" [/frame] {SOUND:HIT_AND_MISS club.ogg club-miss.ogg -100} [/attack_anim] [/unit_type]
#textdomain wesnoth-utbs [unit_type] id=Quenoth Fighter name= _ "Quenoth Fighter" race=quenoth ignore_race_traits=yes {TRAIT_STRONG} {TRAIT_QUICK} {TRAIT_INTELLIGENT} {TRAIT_RESILIENT} image=units/quenoth/fighter.png profile="portraits/quenoth/fighter.png" hitpoints=30 movement_type=quenoth_foot movement=5 experience=40 level=1 alignment=lawful advances_to=Quenoth Warrior,Quenoth Flanker cost=15 usage=fighter description= _ "Long ago, during more prosperous times, elven warriors favored the use of swords as more elegant, versatile weapons compared to other melee armaments. However, in recent times, the dearth of supplies for smithing has reduced the availability of blade-crafting, necessitating the fashioning of cheaper, more easily repaired weaponry. Quenoth Fighters are remarkably skilled in coordinated groups, where they can counteract the lack of more sophisticated weaponry by forming robust spear ranks capable of repelling nearly any frontal assault." die_sound={SOUND_LIST:ELF_HIT} [abilities] {ABILITY_FORMATION} [/abilities] [attack] name=spear #textdomain wesnoth-units description= _"spear" #textdomain wesnoth-utbs type=pierce range=melee damage=9 number=2 icon=attacks/spear.png [specials] {WEAPON_SPECIAL_FIRSTSTRIKE} [/specials] [/attack] {DEFENSE_ANIM "units/quenoth/fighter-defend-2.png" "units/quenoth/fighter-defend-1.png" {SOUND_LIST:ELF_HIT}} [attack_anim] [filter_attack] name=spear [/filter_attack] offset=0.0:130,0.0~0.6:170,0.6~0.0:230 start_time=-300 [frame] image="units/quenoth/fighter-attack[1,2,3,4,5].png:[80,70,100,50,230]" [/frame] {SOUND:HIT_AND_MISS spear.ogg spear-miss.ogg -100} [/attack_anim] [/unit_type] #define QUENOTH_FIGHTER_VARIANT SUFFIX_NUMBER COST [unit_type] id=Quenoth Fighter{SUFFIX_NUMBER} [base_unit] id=Quenoth Fighter [/base_unit] hide_help=yes do_not_list=yes cost={COST} [/unit_type] #enddef {QUENOTH_FIGHTER_VARIANT 1 16} {QUENOTH_FIGHTER_VARIANT 2 17} {QUENOTH_FIGHTER_VARIANT 3 18} {QUENOTH_FIGHTER_VARIANT 4 19} {QUENOTH_FIGHTER_VARIANT 5 20} {QUENOTH_FIGHTER_VARIANT 6 21} {QUENOTH_FIGHTER_VARIANT 7 22} {QUENOTH_FIGHTER_VARIANT 8 23} {QUENOTH_FIGHTER_VARIANT 9 24} {QUENOTH_FIGHTER_VARIANT 10 25} #undef QUENOTH_FIGHTER_VARIANT
#textdomain wesnoth-utbs [unit_type] id=Quenoth Flanker name= _ "Quenoth Flanker" race=quenoth ignore_race_traits=yes {TRAIT_STRONG} {TRAIT_QUICK} {TRAIT_INTELLIGENT} {TRAIT_RESILIENT} image=units/quenoth/flanker.png profile="portraits/quenoth/flanker.png" hitpoints=43 movement_type=quenoth_foot movement=5 experience=90 level=2 alignment=lawful advances_to=Quenoth Ranger cost=28 usage=fighter description= _ "Some fighters find that their true talents lie not within rigid spear ranks, but out in the sands, striking at the flanks and rear of enemy forces. Fast and nimble, these elves make use of the weaknesses in enemy formations to disrupt their lines and sow chaos on the battlefield. In more cutthroat conflicts, Flankers even rely on the use of poison — a tool whose use was frowned on by their ancestors — to cripple their foes before charging in for the finish." die_sound={SOUND_LIST:ELF_HIT} [abilities] {ABILITY_SKIRMISHER} [/abilities] [attack] name=sword #textdomain wesnoth-units description= _"sword" #textdomain wesnoth-utbs type=blade range=melee damage=8 number=4 icon=attacks/sword-elven.png [/attack] [attack] name=blowgun description= _"blowgun" type=pierce range=ranged damage=2 number=4 icon=attacks/blowgun.png [specials] {WEAPON_SPECIAL_POISON} [/specials] [/attack] {DEFENSE_ANIM "units/quenoth/flanker-defend2.png" "units/quenoth/flanker-defend1.png" {SOUND_LIST:ELF_HIT}} [attack_anim] [filter_attack] name=sword [/filter_attack] offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0 start_time=-300 [frame] duration=450 image="units/quenoth/flanker.png" [/frame] {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100} [/attack_anim] [attack_anim] [filter_attack] name=blowgun [/filter_attack] missile_start_time=-150 [missile_frame] duration=150 image="projectiles/missile-n.png~SCALE_SHARP(36,36)" image_diagonal="projectiles/missile-ne.png~SCALE_SHARP(36,36)" [/missile_frame] start_time=-300 [frame] image="units/quenoth/flanker.png:450" [/frame] {SOUND:HIT_AND_MISS crossbow.ogg crossbow-miss.ogg -300} [/attack_anim] [/unit_type]
#textdomain wesnoth-utbs [unit_type] id=Quenoth Marksman name= _ "Quenoth Marksman" image=units/quenoth/marksman.png profile="portraits/quenoth/marksman.png" race=quenoth hitpoints=46 movement_type=quenoth_horse [resistance] pierce=120 [/resistance] movement=8 experience=150 level=3 alignment=lawful advances_to=null {AMLA_DEFAULT} cost=44 usage=scout undead_variation=mounted description= _ "In times past, the elves’ supremacy at archery was unquestioned among the other races of the Great Continent. With archery being less viable in a land of scarce cover, however, the skills of the few remaining elven bowmen became suspect, to the point that even their brethren began to believe that archery was more of an outdated relic than a practical tool for battle. A simple glance at a Quenoth Marksman in action would be enough to dispel this foolish train of thought. Capable of the same legendary feats as their ancestors, these master archers can achieve the same speed and precision as the Sharpshooters of old, all while in full gallop on horseback." die_sound=horse-die.ogg [abilities] {ABILITY_DISENGAGE} [/abilities] [attack] name=sword #textdomain wesnoth-units description= _"sword" type=blade range=melee damage=6 number=3 icon=attacks/sword-elven.png movement_used=0 [/attack] [attack] name=bow description= _"bow" #textdomain wesnoth-utbs type=pierce range=ranged damage=9 number=5 icon=attacks/bow-elven.png movement_used=0 [specials] {WEAPON_SPECIAL_MARKSMAN} [/specials] [/attack] {DEFENSE_ANIM "units/quenoth/marksman.png" "units/quenoth/marksman.png" {SOUND_LIST:HORSE_HIT}} [attack_anim] [filter_attack] name=sword [/filter_attack] offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0 start_time=-300 [frame] duration=450 image="units/quenoth/marksman.png" [/frame] {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100} [/attack_anim] [attack_anim] [filter_attack] name=bow [/filter_attack] missile_start_time=-100 [missile_frame] duration=100 image=projectiles/missile-n.png image_diagonal=projectiles/missile-ne.png [/missile_frame] start_time=-380 [frame] image=units/quenoth/marksman.png:470 [/frame] {SOUND:HIT_AND_MISS bow.ogg bow-miss.ogg -380} [/attack_anim] [/unit_type]
#textdomain wesnoth-utbs [unit_type] id=Quenoth Mystic name= _ "female^Quenoth Mystic" race=quenoth gender=female image=units/quenoth/mystic/mystic.png profile="portraits/quenoth/mystic.png" hitpoints=25 movement_type=quenoth_foot movement=5 experience=28 level=1 alignment=neutral advances_to=Quenoth Shaman,Quenoth Sun Singer cost=16 usage=healer [abilities] {UTBS_ABILITY_HEALS} [/abilities] description= _ "Like their ancestors, Quenoth Mystics are those who devote themselves to the natural energies that flow through body of Irdya. In the harsh, barren wastelands, however, these elves can no longer rely on the once vast forests from which their forebears drew much of their strength. Instead, sand and sun are the source of the elves’ new powers, which they employ to great effect in their homes in the deserts." die_sound={SOUND_LIST:ELF_FEMALE_HIT} [attack] name=staff #textdomain wesnoth-units description= _"staff" #textdomain wesnoth-utbs type=impact range=melee damage=4 number=2 range=melee icon=attacks/druidstaff.png [/attack] [attack] name=sand description= _"sand" type=impact range=ranged damage=3 number=2 icon=attacks/sand-storm.png [specials] {WEAPON_SPECIAL_DAZE} [/specials] [/attack] {DEFENSE_ANIM "units/quenoth/mystic/mystic-defend-2.png" "units/quenoth/mystic/mystic-defend-1.png" {SOUND_LIST:ELF_FEMALE_HIT} } [healing_anim] start_time=-450 [frame] image="units/quenoth/mystic/mystic.png:50" [/frame] [frame] image="units/quenoth/mystic/mystic-heal-[1~8].png:70" halo=halo/elven/shaman-heal-halo-[1~7].png [/frame] [frame] image="units/quenoth/mystic/mystic.png:50" [/frame] [/healing_anim] [attack_anim] [filter_attack] name=staff [/filter_attack] start_time=-250 [frame] image="units/quenoth/mystic/mystic.png:400" [/frame] {SOUND:HIT_AND_MISS staff.ogg staff-miss.ogg -125} [/attack_anim] [attack_anim] [filter_attack] name=sand [/filter_attack] missile_start_time=-200 [missile_frame] duration=320 offset=0.75~1.1,1.1~1.25 halo="projectiles/sand-storm-[1~8].png:40" auto_vflip=no [/missile_frame] start_time=-320 [frame] image="units/quenoth/mystic/mystic.png:450" sound=petrified.ogg [/frame] [/attack_anim] [/unit_type] #define QUENOTH_MYSTIC_VARIANT SUFFIX_NUMBER COST [unit_type] id=Quenoth Mystic{SUFFIX_NUMBER} [base_unit] id=Quenoth Mystic [/base_unit] hide_help=yes do_not_list=yes cost={COST} [/unit_type] #enddef {QUENOTH_MYSTIC_VARIANT 1 19} {QUENOTH_MYSTIC_VARIANT 2 20} {QUENOTH_MYSTIC_VARIANT 3 21} {QUENOTH_MYSTIC_VARIANT 4 22} {QUENOTH_MYSTIC_VARIANT 5 23} {QUENOTH_MYSTIC_VARIANT 6 24} {QUENOTH_MYSTIC_VARIANT 7 25} {QUENOTH_MYSTIC_VARIANT 8 26} {QUENOTH_MYSTIC_VARIANT 9 27} {QUENOTH_MYSTIC_VARIANT 10 28} #undef QUENOTH_MYSTIC_VARIANT
#textdomain wesnoth-utbs [unit_type] id=Quenoth Outrider name= _ "Quenoth Outrider" image=units/quenoth/outrider.png profile="portraits/quenoth/outrider.png" race=quenoth hitpoints=54 movement_type=quenoth_horse [resistance] pierce=120 [/resistance] movement=8 experience=150 level=3 alignment=lawful advances_to=null {AMLA_DEFAULT} cost=42 usage=scout undead_variation=mounted description= _ "Described as riders who ‘rush like the wind’, Outriders breeze across the sands at unmatched speeds. Unlike their lesser brethren, Outriders train themselves for direct combat, wielding sword and bola to strike at injured units and exposed flanks where enemy lines are weakest. A group of these riders is especially dangerous, for against them, both retreat and attrition are futile, a prospect that is only ruinous in the inhospitable desert." die_sound=horse-die.ogg [abilities] {ABILITY_DISENGAGE} [/abilities] [attack] name=sword #textdomain wesnoth-units description= _"sword" #textdomain wesnoth-utbs type=blade range=melee damage=10 number=4 icon=attacks/sword-elven.png movement_used=0 [/attack] [attack] name=bolas description= _"bolas" type=impact range=ranged damage=8 number=3 icon=attacks/bolas.png movement_used=0 [specials] {WEAPON_SPECIAL_SLOW} [/specials] [/attack] {DEFENSE_ANIM "units/quenoth/outrider-defend2.png" "units/quenoth/outrider-defend1.png" {SOUND_LIST:HORSE_HIT}} [attack_anim] [filter_attack] name=sword [/filter_attack] offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0 start_time=-300 [frame] duration=450 image="units/quenoth/outrider.png" [/frame] {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100} [/attack_anim] [attack_anim] [filter_attack] name=bolas [/filter_attack] missile_start_time=-150 [missile_frame] duration=150 image=projectiles/bolas-n.png image_diagonal=projectiles/bolas-ne.png [/missile_frame] start_time=-300 [frame] image=units/quenoth/outrider.png:400 [/frame] {SOUND:HIT_AND_MISS hatchet.wav hatchet-miss.wav -300} [/attack_anim] [/unit_type]
#textdomain wesnoth-utbs [unit_type] id=Quenoth Pathfinder name= _ "Quenoth Pathfinder" image=units/quenoth/pathfinder.png profile="portraits/quenoth/pathfinder.png" race=quenoth hitpoints=40 movement_type=quenoth_horse [resistance] pierce=120 [/resistance] movement=8 experience=80 level=2 alignment=lawful advances_to=Quenoth Outrider cost=31 usage=scout undead_variation=mounted description= _ "In times past, turning and fleeing from an engagement was a risky tactic, for there were few means to avoid or block enemy archers shooting from behind. In the desert, however, unstable footing and lack of cover make it far more challenging for most fighters to strike from range. The elusive Pathfinders make use of this by riding the exceptionally agile dustboks, who are highly adapted to traversing the dunes and can evade most attacks with their swift movements. The difficulty in pinning these riders down often tries the patience of their enemies, who are provoked into recklessly giving chase — inevitably into many a deadly trap." die_sound=horse-die.ogg [abilities] {ABILITY_DISENGAGE} [/abilities] [attack] name=sword #textdomain wesnoth-units description= _"sword" #textdomain wesnoth-utbs type=blade range=melee damage=7 number=4 icon=attacks/sword-elven.png movement_used=0 [/attack] [attack] name=bolas #textdomain wesnoth-units description= _"bolas" #textdomain wesnoth-utbs type=impact range=ranged damage=8 number=2 icon=attacks/bolas.png movement_used=0 [specials] {WEAPON_SPECIAL_SLOW} [/specials] [/attack] {DEFENSE_ANIM "units/quenoth/pathfinder-defend2.png" "units/quenoth/pathfinder-defend1.png" {SOUND_LIST:HORSE_HIT}} [attack_anim] [filter_attack] name=sword [/filter_attack] offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0 start_time=-300 [frame] duration=450 image="units/quenoth/pathfinder.png" [/frame] {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100} [/attack_anim] [attack_anim] [filter_attack] name=bolas [/filter_attack] missile_start_time=-150 [missile_frame] duration=150 image=projectiles/bolas-n.png image_diagonal=projectiles/bolas-ne.png [/missile_frame] start_time=-300 [frame] image=units/quenoth/pathfinder.png:400 [/frame] {SOUND:HIT_AND_MISS hatchet.wav hatchet-miss.wav -300} [/attack_anim] [/unit_type]
#textdomain wesnoth-utbs [unit_type] id=Quenoth Ranger name= _ "Quenoth Ranger" race=quenoth ignore_race_traits=yes {TRAIT_STRONG} {TRAIT_QUICK} {TRAIT_INTELLIGENT} {TRAIT_RESILIENT} image=units/quenoth/ranger.png profile="portraits/quenoth/ranger.png" hitpoints=53 movement_type=quenoth_foot movement=6 experience=150 level=3 alignment=lawful advances_to=null {AMLA_DEFAULT} cost=42 usage=fighter description= _ "The title ‘Ranger’ is a little misleading, for these agile elves have little in common with the more pacifistic explorers of nature that once bore the same title. They, instead, are expert fighters who specifically seek combat in order to better hone their skirmishing skills. While they do not possess the brute force of their warrior counterparts, Quenoth Rangers are more proficient at navigating through chaotic fights and are capable of darting in and out of enemy lines to assassinate injured targets. Their masterful use of poison and formidable swordsmanship make these elves especially deadly in the harsh desert terrain, where fewer options to retreat are available." die_sound={SOUND_LIST:ELF_HIT} [abilities] {ABILITY_SKIRMISHER} [/abilities] [attack] name=sword #textdomain wesnoth-units description= _"sword" #textdomain wesnoth-utbs type=blade range=melee damage=10 number=4 icon=attacks/sword-elven.png [/attack] [attack] name=blowgun description= _"blowgun" type=pierce range=ranged damage=3 number=5 icon=attacks/blowgun.png [specials] {WEAPON_SPECIAL_POISON} [/specials] [/attack] {DEFENSE_ANIM "units/quenoth/ranger-defend2.png" "units/quenoth/ranger-defend1.png" {SOUND_LIST:ELF_HIT}} [attack_anim] [filter_attack] name=sword [/filter_attack] offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0 start_time=-300 [frame] duration=450 image="units/quenoth/ranger.png" [/frame] {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100} [/attack_anim] [attack_anim] [filter_attack] name=blowgun [/filter_attack] missile_start_time=-150 [missile_frame] duration=150 image="projectiles/missile-n.png~SCALE_SHARP(36,36)" image_diagonal="projectiles/missile-ne.png~SCALE_SHARP(36,36)" [/missile_frame] start_time=-300 [frame] image="units/quenoth/ranger.png:450" [/frame] {SOUND:HIT_AND_MISS crossbow.ogg crossbow-miss.ogg -300} [/attack_anim] [/unit_type]
#textdomain wesnoth-utbs [unit_type] id=Quenoth Scout name= _ "Quenoth Scout" image=units/quenoth/scout.png profile="portraits/quenoth/scout.png" race=quenoth hitpoints=26 movement_type=quenoth_horse movement=8 experience=40 level=1 alignment=lawful advances_to=Quenoth Pathfinder,Quenoth Archer cost=17 usage=scout undead_variation=mounted description= _ "Riding the graceful, agile dustboks, Quenoth Scouts move with unmatched speed across the sands. Their practiced skill with sword and sling are useful abilities to harry enemies and allows them to act as effective hunters and patrolmen." die_sound=horse-die.ogg [abilities] {ABILITY_DISENGAGE} [/abilities] [attack] name=sword #textdomain wesnoth-units description= _"sword" #textdomain wesnoth-utbs type=blade range=melee damage=6 number=3 icon=attacks/sword-elven.png movement_used=0 [/attack] [attack] name=sling #textdomain wesnoth-units description= _"sling" #textdomain wesnoth-utbs type=impact range=ranged damage=8 number=2 icon=attacks/sling.png movement_used=0 [/attack] {DEFENSE_ANIM "units/quenoth/scout-defend-2.png" "units/quenoth/scout-defend-1.png" {SOUND_LIST:HORSE_HIT}} [attack_anim] [filter_attack] name=sword [/filter_attack] offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0 start_time=-300 [frame] duration=450 image="units/quenoth/scout.png" [/frame] {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100} [/attack_anim] [attack_anim] [filter_attack] name=sling [/filter_attack] offset=0.0 start_time=-400 [if] hits=yes {MISSILE_FRAME_STONE_HIT 5 -6} [frame] image="units/quenoth/scout.png:450" sound=sling.ogg [/frame] [/if] [else] hits=no {MISSILE_FRAME_STONE_MISS 5 -6} [frame] image="units/quenoth/scout.png:450" sound=sling-miss.ogg [/frame] [/else] [/attack_anim] [/unit_type] #define QUENOTH_SCOUT_VARIANT SUFFIX_NUMBER COST [unit_type] id=Quenoth Scout{SUFFIX_NUMBER} [base_unit] id=Quenoth Scout [/base_unit] hide_help=yes do_not_list=yes cost={COST} [/unit_type] #enddef {QUENOTH_SCOUT_VARIANT 1 18} {QUENOTH_SCOUT_VARIANT 2 19} {QUENOTH_SCOUT_VARIANT 3 20} {QUENOTH_SCOUT_VARIANT 4 21} {QUENOTH_SCOUT_VARIANT 5 22} {QUENOTH_SCOUT_VARIANT 6 23} {QUENOTH_SCOUT_VARIANT 7 24} {QUENOTH_SCOUT_VARIANT 8 25} {QUENOTH_SCOUT_VARIANT 9 26} {QUENOTH_SCOUT_VARIANT 10 27} #undef QUENOTH_SCOUT_VARIANT
#textdomain wesnoth-utbs [unit_type] id=Quenoth Shaman name= _ "female^Quenoth Shaman" race=quenoth gender=female image=units/quenoth/shaman.png profile="portraits/quenoth/shaman.png" hitpoints=35 movement_type=quenoth_foot movement=5 experience=65 level=2 alignment=neutral advances_to=Quenoth Druid cost=33 usage=healer [abilities] {UTBS_ABILITY_CURES} [/abilities] description= _ "Like the elves of old, many Quenoth Elves seek to study the art of medicine and healing rather than hone their abilities in direct battle. Shamans are highly knowledgeable about the sparse plant-life scattered across the deserts and even possess some ability to bolster crop growth, an invaluable skill in a land with few resources. The capacity to foster flora in such an inhospitable environment is a sign of hope as well, a chance that nature might one day rise from its sandy grave and bloom again." die_sound={SOUND_LIST:ELF_FEMALE_HIT} [attack] name=staff #textdomain wesnoth-units description= _"staff" #textdomain wesnoth-utbs type=impact range=melee damage=6 number=2 range=melee icon=attacks/druidstaff.png [/attack] [attack] name=sand description= _"sand" type=impact range=ranged damage=6 number=2 icon=attacks/sand-storm.png [specials] {WEAPON_SPECIAL_DAZE} [/specials] [/attack] [attack] name=thorns #textdomain wesnoth-units description= _"thorns" #textdomain wesnoth-utbs type=pierce range=ranged damage=6 number=3 [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] [/attack] {DEFENSE_ANIM "units/quenoth/shaman-defend2.png" "units/quenoth/shaman-defend1.png" {SOUND_LIST:ELF_FEMALE_HIT} } [healing_anim] start_time=-250 [frame] image="units/quenoth/shaman.png:50" [/frame] [frame] image="units/quenoth/shaman.png:350" halo=halo/elven/shaman-heal-halo-[1~7].png [/frame] [frame] image="units/quenoth/shaman.png:50" [/frame] [/healing_anim] [attack_anim] [filter_attack] name=staff [/filter_attack] start_time=-250 [frame] image="units/quenoth/shaman.png:400" [/frame] {SOUND:HIT_AND_MISS staff.ogg staff-miss.ogg -125} [/attack_anim] [attack_anim] [filter_attack] name=sand [/filter_attack] missile_start_time=-200 [missile_frame] duration=320 offset=0.75~1.1,1.1~1.25 halo="projectiles/sand-storm-[1~8].png:40" auto_vflip=no [/missile_frame] start_time=-320 [frame] image="units/quenoth/shaman.png:450" sound=petrified.ogg [/frame] [/attack_anim] [attack_anim] [filter_attack] name=thorns [/filter_attack] missile_start_time=-200 [missile_frame] duration=200 image="projectiles/thorns.png" image_diagonal="projectiles/thorns-ne.png" [/missile_frame] start_time=-300 [frame] image="units/quenoth/shaman.png:500" halo="halo/elven/nature-halo[1~8].png" [/frame] {SOUND:HIT_AND_MISS magic-thorns-[1,2].ogg magic-thorns-miss-[1,2].ogg -100} [/attack_anim] [/unit_type]
#textdomain wesnoth-utbs [unit_type] id=Quenoth Shyde name= _ "female^Quenoth Shyde" race=quenoth gender=female image=units/quenoth/shyde.png profile="portraits/quenoth/shyde.png" hitpoints=55 movement_type=quenoth_float movement=6 experience=200 level=4 alignment=neutral advances_to=null {AMLA_DEFAULT} cost=60 usage=healer [abilities] {UTBS_ABILITY_SUPER_CURES} [/abilities] description= _ "From the teachings of Analia, the healer of the Emerald Blossom: “... by embracing the path to the faerie, we must step past the boundary of flesh and magic to become a being of them both. As surely as the physical form binds the blood that gives us life, it must bind the energy that governs our world, that which is the flowing wind, the cycle of day and night, the endless march of time... We are the physical form, but we are timeless spirits as well, beings touched by that which is faerie. That realm is one that endures through the aeons, whether it takes on the form of nature, of fire, or of sand, it is always there. As it is mutable, so must we be, for the power of faerie is that to transmute the flesh of our world, from sand to earth, from scorched wasteland to life.”" die_sound={SOUND_LIST:ELF_FEMALE_HIT} [attack] name=staff #textdomain wesnoth-units description= _"staff" #textdomain wesnoth-utbs type=impact range=melee damage=11 number=2 range=melee icon=attacks/druidstaff.png [/attack] [attack] name=sand description= _"sand" type=impact range=ranged damage=6 number=4 icon=attacks/sand-storm.png [specials] {WEAPON_SPECIAL_DAZE} [/specials] [/attack] [attack] name=thorns #textdomain wesnoth-units description= _"thorns" #textdomain wesnoth-utbs type=pierce range=ranged damage=9 number=4 [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] [/attack] {DEFENSE_ANIM "units/quenoth/shyde.png" "units/quenoth/shyde.png" {SOUND_LIST:ELF_FEMALE_HIT} } [healing_anim] start_time=-250 [frame] image="units/quenoth/shyde.png:50" [/frame] [frame] image="units/quenoth/shyde.png:350" halo=halo/elven/shaman-heal-halo-[1~7].png [/frame] [frame] image="units/quenoth/shyde.png:50" [/frame] [/healing_anim] [attack_anim] [filter_attack] name=staff [/filter_attack] start_time=-250 [frame] image="units/quenoth/shyde.png:400" [/frame] {SOUND:HIT_AND_MISS staff.ogg staff-miss.ogg -125} [/attack_anim] [attack_anim] [filter_attack] name=sand [/filter_attack] missile_start_time=-200 [missile_frame] duration=320 offset=0.75~1.1,1.1~1.25 halo="projectiles/sand-storm-[1~8].png:40" auto_vflip=no [/missile_frame] start_time=-320 [frame] image="units/quenoth/shyde.png:450" sound=petrified.ogg [/frame] [/attack_anim] [attack_anim] [filter_attack] name=thorns [/filter_attack] missile_start_time=-200 [missile_frame] duration=200 image="projectiles/thorns.png" image_diagonal="projectiles/thorns-ne.png" [/missile_frame] start_time=-300 [frame] image="units/quenoth/shyde.png:500" halo="halo/elven/nature-halo[1~8].png" [/frame] {SOUND:HIT_AND_MISS magic-thorns-[1,2].ogg magic-thorns-miss-[1,2].ogg -100} [/attack_anim] [/unit_type]
#textdomain wesnoth-utbs [unit_type] id=Quenoth Sun Singer name= _ "female^Quenoth Sun Singer" race=quenoth gender=female image=units/quenoth/sun_singer/sun-singer.png profile="portraits/quenoth/sun_singer.png" hitpoints=36 movement_type=quenoth_foot movement=5 experience=105 level=2 alignment=lawful advances_to=Quenoth Sun Sylph cost=36 usage=healer [abilities] {UTBS_ABILITY_HEALS} [/abilities] description= _ "Faerie and elven magic have oft been aptly associated with life, from which they draw the majority of their power. However, with the death of much of Irdya’s flora, the Quenoth Elves were forced to seek another source for their sorcery. In time, they learned to harness the power of the suns Sela and Naia - the twin stars that had razed the forests of Irdya to ashes, yet still spring forth the energy required for sparking life. Those who master this new magic sing of the dual nature of these embodiments of fire: flames that are both life and life’s demise." die_sound={SOUND_LIST:ELF_FEMALE_HIT} [attack] name=touch #textdomain wesnoth-units description= _"touch" type=fire range=melee damage=8 number=2 icon=attacks/touch-faerie.png [/attack] [attack] name=faerie fire description= _"faerie fire" #textdomain wesnoth-utbs type=arcane range=ranged damage=9 number=3 icon=attacks/faerie-fire-sun.png [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] [/attack] {DEFENSE_ANIM "units/quenoth/sun_singer/sun-singer-defend2.png" "units/quenoth/sun_singer/sun-singer-defend1.png" {SOUND_LIST:ELF_FEMALE_HIT} } [standing_anim] start_time=0 flame_start_time=0 backglow_start_time=0 [frame] image="units/quenoth/sun_singer/sun-singer-stand.png" [/frame] [flame_frame] image="{QUENOTH_FLAME_POS 38 0}" layer=42 auto_vflip=no auto_hflip=yes [/flame_frame] [backglow_frame] image="units/quenoth/sun_singer/sun-singer-backglow.png" layer=41 auto_vflip=no auto_hflip=yes [/backglow_frame] [/standing_anim] [healing_anim] start_time=-270 [frame] image="units/quenoth/sun_singer/sun-singer-heal-[1,2].png:70" [/frame] [frame] image="units/quenoth/sun_singer/sun-singer-heal-[3~8].png:90" halo=halo/elven/shaman-heal-halo-[1~7].png~O(0.8)~CS(30,-15,-35)~SCALE(108,108) [/frame] [frame] image="units/quenoth/sun_singer/sun-singer.png:50" [/frame] [/healing_anim] [attack_anim] [filter_attack] name=touch [/filter_attack] start_time=-250 [frame] image="units/quenoth/sun_singer/sun-singer.png:400" [/frame] {SOUND:HIT_AND_MISS flame-big.ogg flame-big-miss.ogg -250} [/attack_anim] [attack_anim] [filter_attack] name=faerie fire [/filter_attack] start_time=-350 {MISSILE_FRAME_FAERIE_FIRE} missile_blend_color=255,180,0 missile_blend_ratio=0.5 missile_halo_mod=~CS(255,-40,-155) [frame] image="units/quenoth/sun_singer/sun-singer.png" duration=500 halo=halo/elven/faerie-fire-halo[1~7].png halo_x,halo_y=14,0 halo_mod=~CS(255,-40,-155) [/frame] {SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-faeriefire-miss.ogg -350} [/attack_anim] [/unit_type]
#textdomain wesnoth-utbs [unit_type] id=Quenoth Sun Sylph name= _ "female^Quenoth Sun Sylph" race=quenoth gender=female image=units/quenoth/sun_sylph/sun-sylph.png profile="portraits/quenoth/sun_sylph.png" halo=halo/illuminates-aura.png~CS(50,20,-70) hitpoints=46 movement_type=quenoth_float movement=6 experience=150 level=3 alignment=lawful advances_to=null {AMLA_DEFAULT} cost=53 usage=healer [abilities] {UTBS_ABILITY_HEALS} {ABILITY_ILLUMINATES} [/abilities] description= _ "In times past, those who stepped beyond the boundary of the worlds of elf and faerie were called Sylphs, mystics with unparalleled knowledge of the secrets of the natural sphere. However, in the harsh new world, the path into the realm of the faerie became no longer a journey into the heart of nature, but a diverging path between light and darkness. Those elves who embrace the burning suns as the fulcrum of life and death learn also to harness their power, transforming into beings imbued with radiant fire. These Sun Sylphs very much embody the power that they wield: light that heals and protects, and flames that smolder with destruction." die_sound={SOUND_LIST:ELF_FEMALE_HIT} [attack] name=touch #textdomain wesnoth-units description= _"touch" type=fire range=melee damage=12 number=2 icon=attacks/touch-faerie.png [/attack] [attack] name=faerie fire description= _"faerie fire" #textdomain wesnoth-utbs type=arcane range=ranged damage=10 number=4 icon=attacks/faerie-fire-sun.png [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] [/attack] # filtering whether she is floating or standing {DEFENSE_ANIM_FILTERED "units/quenoth/sun_sylph/sun-sylph-fly-defend2.png" "units/quenoth/sun_sylph/sun-sylph-fly-defend1.png" {SOUND_LIST:ELF_FEMALE_HIT} ( terrain_type={QUENOTH_UNWALKABLE_TERRAINS} )} {DEFENSE_ANIM_FILTERED "units/quenoth/sun_sylph/sun-sylph-defend2.png" "units/quenoth/sun_sylph/sun-sylph-defend1.png" {SOUND_LIST:ELF_FEMALE_HIT} ( terrain_type=!,{QUENOTH_UNWALKABLE_TERRAINS} )} [movement_anim] # flame frames are absent because they do some weird lagging thing start_time=0 [frame] image="units/quenoth/sun_sylph/sun-sylph-fly1.png:150" [/frame] [/movement_anim] [standing_anim] start_time=0 flame_start_time=0 backglow_start_time=0 [if] terrain_type={QUENOTH_UNWALKABLE_TERRAINS} [frame] image="units/quenoth/sun_sylph/sun-sylph-fly[1~6].png:150" [/frame] [/if] [else] [frame] image="units/quenoth/sun_sylph/sun-sylph-stand.png" [/frame] [/else] [flame_frame] image="{QUENOTH_FLAME_POS 44 0}" halo="{QUENOTH_FLAME_POS 4 4}" layer=42 auto_vflip=no auto_hflip=yes [/flame_frame] [backglow_frame] image="units/quenoth/sun_sylph/sun-sylph-backglow.png" layer=41 auto_vflip=no auto_hflip=yes [/backglow_frame] [/standing_anim] [healing_anim] start_time=-250 [frame] image="units/quenoth/sun_sylph/sun-sylph-fly1.png:50" [/frame] [frame] image="units/quenoth/sun_sylph/sun-sylph-fly[2~5].png:[80*4]" halo=halo/elven/shaman-heal-halo-[1~7].png [/frame] [frame] image="units/quenoth/sun_sylph/sun-sylph-fly6.png:50" [/frame] [/healing_anim] [attack_anim] [filter_attack] name=touch [/filter_attack] start_time=-250 offset="0~0.6:200,0.6~0:200" [if] terrain_type={QUENOTH_UNWALKABLE_TERRAINS} [frame] image="units/quenoth/sun_sylph/sun-sylph-fly1.png:400" [/frame] [/if] [else] [frame] image="units/quenoth/sun_sylph/sun-sylph.png:400" [/frame] [/else] missile_start_time=0 [if] hits=yes {FIRE_BURST_SMALL} [/if] {SOUND:HIT_AND_MISS flame-big.ogg flame-big-miss.ogg -250} [/attack_anim] [attack_anim] [filter_attack] name=faerie fire [/filter_attack] start_time=-350 elfhalo_start_time=-350 {MISSILE_FRAME_FAERIE_FIRE} missile_blend_color=255,180,0 missile_blend_ratio=0.5 missile_halo_mod=~CS(255,-40,-155) [if] terrain_type={QUENOTH_UNWALKABLE_TERRAINS} [frame] image="units/quenoth/sun_sylph/sun-sylph-fly1.png" [/frame] [/if] [else] [frame] image="units/quenoth/sun_sylph/sun-sylph.png" [/frame] [/else] [elfhalo_frame] duration=500 halo=halo/elven/faerie-fire-halo[1~7].png halo_x,halo_y=14,0 halo_mod=~CS(255,-40,-155) [/elfhalo_frame] {SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-faeriefire-miss.ogg -350} [/attack_anim] [/unit_type]
#textdomain wesnoth-utbs [unit_type] id=Tauroch name= _ "Tauroch" image=units/quenoth/tauroch/tauroch.png # profile="portraits/quenoth/tauroch_rider.png" race=monster hitpoints=36 movement_type=quenoth_beast movement=5 experience=100 level=1 alignment=neutral advances_to=null cost=12 usage=fighter description= _ "Taurochs are huge, hardened beasts of the desert, considered untamable by most surviving races. However, the elves’ affinity with nature has allowed them to form an unlikely bond with these unruly animals. While taurochs can easily carry or pull heavy loads, their thick hides and unwavering resolution also make them formidable mounts in battle." die_sound="tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg" [attack] name=trample description= _"trample" type=impact range=melee damage=7 number=2 icon=attacks/trample.png [/attack] {DEFENSE_ANIM "units/quenoth/tauroch/tauroch.png" "units/quenoth/tauroch/tauroch.png" "tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg"} [attack_anim] [filter_attack] name=trample [/filter_attack] offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0 start_time=-300 [frame] duration=100 image="units/quenoth/tauroch/tauroch.png" [/frame] [frame] duration=350 image="units/quenoth/tauroch/tauroch.png" sound=club.ogg [/frame] {SOUND:HIT squishy-hit.wav -150} [/attack_anim] [/unit_type]
#textdomain wesnoth-utbs [unit_type] id=Tauroch Flagbearer name= _ "Tauroch Flagbearer" image=units/quenoth/tauroch/flagbearer.png image_icon="units/quenoth/tauroch/flagbearer.png~CROP(0,0,72,72)" profile="portraits/quenoth/tauroch_flagbearer.png" race=quenoth # Base movement of 4 is too little, but we don't want them to get 6 either # if they're quick, so instead they just have 5 movement but can't get quick ignore_race_traits=yes {TRAIT_STRONG} {TRAIT_INTELLIGENT} {TRAIT_RESILIENT} {TRAIT_DEXTROUS} {TRAIT_HEALTHY} hitpoints=65 movement_type=quenoth_beast #mostly like a foot Elf, but they are bad at defending in villages [defense] village=60 [/defense] movement=5 experience=150 level=3 alignment=lawful advances_to=null {AMLA_DEFAULT} cost=52 usage=mixed fighter undead_variation=beast_rider description= _ "The prestigious Flagbearers spend years out in the open deserts leading their brethren on patrols and hunts, where they forage for supplies while defending their villages from brigands. They are invariably masters of skirmishes and tactics, highly proficient at roaming through the inhospitable sands. Rarely the leaders of large villages or armies, Flagbearers nonetheless have the skill and charisma to act as generals in times of need, when the elves are threatened by something more than mere scavengers or wild beasts." die_sound="tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg" [abilities] {ABILITY_LEADERSHIP} [/abilities] [attack] name=ram #textdomain wesnoth-units description= _"ram" type=impact range=melee damage=10 number=3 icon=attacks/ram.png [specials] {WEAPON_SPECIAL_SHOCK} [/specials] [/attack] [attack] name=javelin description= _"javelin" #textdomain wesnoth-utbs type=pierce range=ranged damage=8 number=3 icon=attacks/javelin-human.png [/attack] {DEFENSE_ANIM "units/quenoth/tauroch/flagbearer-defend-2.png" "units/quenoth/tauroch/flagbearer-defend-1.png" "tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg"} [attack_anim] [filter_attack] name=ram [/filter_attack] offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0 start_time=-300 [frame] duration=50 image="units/quenoth/tauroch/flagbearer.png" [/frame] [frame] duration=400 image="units/quenoth/tauroch/flagbearer.png" sound=tail.ogg [/frame] {SOUND:HIT mace.ogg -100} [/attack_anim] [attack_anim] [filter_attack] name=javelin [/filter_attack] missile_start_time=-150 [missile_frame] duration=150 image="projectiles/spear-n.png" image_diagonal="projectiles/spear-ne.png" [/missile_frame] start_time=-300 [frame] image="units/quenoth/tauroch/flagbearer.png:450" sound={SOUND_LIST:THROW} [/frame] {SOUND:HIT spear.ogg -100} [/attack_anim] [/unit_type]
#textdomain wesnoth-utbs [unit_type] id=Tauroch Protector name= _ "Tauroch Protector" image=units/quenoth/tauroch/protector.png image_icon="units/quenoth/tauroch/protector.png~CROP(0,0,72,72)" profile="portraits/quenoth/tauroch_protector.png" race=quenoth # Base movement of 4 is too little, but we don't want them to get 6 either # if they're quick, so instead they just have 5 movement but can't get quick ignore_race_traits=yes {TRAIT_STRONG} {TRAIT_INTELLIGENT} {TRAIT_RESILIENT} {TRAIT_DEXTROUS} {TRAIT_HEALTHY} hitpoints=71 movement_type=quenoth_beast #mostly like a foot Elf, but they are bad at defending in villages [defense] village=60 [/defense] [resistance] blade=70 pierce=80 impact=70 [/resistance] movement=5 experience=150 level=3 alignment=lawful advances_to=null {AMLA_DEFAULT} cost=48 usage=mixed fighter undead_variation=beast_rider description= _ "From the journal of Syniel, the Sand Skipper: The orcs ambushed me near the oasis at twilight. I had to flee into the desert, but even there, the wolves were nearly fast enough to keep up with me. I ran and ran for hours until I could barely feel my legs and still, they hounded me under the bright moonlight. I thought that I was dead for sure, but as Eloh would have it, I came across a young tauroch that had wandered away from her pack. She must have sensed my trouble, for she came to me swiftly and fought beside me all through the long night; beyond exhaustion, we somehow managed to drive off dozens of orcs and wolves by ourselves. By dawn, we were alone, but wounded and weary to our bones with nothing but sand in sight. I used what little remained of my supplies to tend to the tauroch’s wounds, then I succumbed to fatigue and I remember little after that. ----------------------- I woke up today in the village, tired, but alive. My friends told me that the tauroch had carried me through the desert for many hours at no little cost to herself, for she was in worse condition than I by the time we had arrived. I can only be grateful that I managed to survive that dreadful night, for it is only by Eloh’s grace that I happened upon such a loyal companion. She is my savior, my watchful guardian, a blessing from the Goddess herself. I think I will call her Nala, meaning ‘Protector’ in our tongue. I am sure we will have many more adventures together." die_sound="tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg" [abilities] {ABILITY_STEADFAST} [/abilities] [attack] name=trample description= _"trample" type=impact range=melee damage=14 number=2 icon=attacks/trample.png [/attack] [attack] name=javelin #textdomain wesnoth-units description= _"javelin" #textdomain wesnoth-utbs type=pierce range=ranged damage=11 number=3 icon=attacks/javelin-human.png [/attack] {DEFENSE_ANIM "units/quenoth/tauroch/protector-defend-2.png" "units/quenoth/tauroch/protector-defend-1.png" "tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg"} [attack_anim] [filter_attack] name=trample [/filter_attack] offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0 start_time=-300 [frame] duration=100 image="units/quenoth/tauroch/protector.png" [/frame] [frame] duration=350 image="units/quenoth/tauroch/protector.png" sound=club.ogg [/frame] {SOUND:HIT squishy-hit.wav -150} [/attack_anim] [attack_anim] [filter_attack] name=javelin [/filter_attack] missile_start_time=-150 [missile_frame] duration=150 image="projectiles/spear-n.png" image_diagonal="projectiles/spear-ne.png" [/missile_frame] start_time=-300 [frame] image="units/quenoth/tauroch/protector.png:450" sound={SOUND_LIST:THROW} [/frame] {SOUND:HIT spear.ogg -100} [/attack_anim] [/unit_type]
#textdomain wesnoth-utbs [unit_type] id=Tauroch Rider name= _ "Tauroch Rider" image=units/quenoth/tauroch/rider.png image_icon="units/quenoth/tauroch/rider.png~CROP(0,0,72,72)" profile="portraits/quenoth/tauroch_rider.png" race=quenoth # Base movement of 4 is too little, but we don't want them to get 6 either # if they're quick, so instead they just have 5 movement but can't get quick ignore_race_traits=yes {TRAIT_STRONG} {TRAIT_INTELLIGENT} {TRAIT_RESILIENT} {TRAIT_DEXTROUS} {TRAIT_HEALTHY} hitpoints=42 movement_type=quenoth_beast movement=5 experience=34 level=1 alignment=lawful advances_to=Tauroch Vanguard,Tauroch Stalwart cost=20 usage=mixed fighter undead_variation=beast_rider description= _ "Taurochs are huge, hardened beasts of the desert, considered untamable by most surviving races. However, the elves’ affinity with nature has allowed them to form an unlikely bond with these unruly animals. While taurochs can easily carry or pull heavy loads, their thick hides and unwavering resolution also make them formidable mounts in battle. A tauroch guided by a skilled rider can hold off multiple enemies by itself and serves as a powerful warden to protect elven villages and caravans." die_sound="tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg" [attack] name=trample description= _"trample" type=impact range=melee damage=8 number=2 icon=attacks/trample.png [/attack] [attack] name=javelin #textdomain wesnoth-units description= _"javelin" #textdomain wesnoth-utbs type=pierce range=ranged damage=6 number=3 icon=attacks/javelin-human.png [/attack] {DEFENSE_ANIM "units/quenoth/tauroch/rider-defend-2.png" "units/quenoth/tauroch/rider-defend-1.png" "tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg"} [attack_anim] [filter_attack] name=trample [/filter_attack] offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0 start_time=-300 [frame] duration=100 image="units/quenoth/tauroch/rider.png" [/frame] [frame] duration=350 image="units/quenoth/tauroch/rider.png" sound=club.ogg [/frame] {SOUND:HIT squishy-hit.wav -150} [/attack_anim] [attack_anim] [filter_attack] name=javelin [/filter_attack] missile_start_time=-150 [missile_frame] duration=150 image="projectiles/spear-n.png" image_diagonal="projectiles/spear-ne.png" [/missile_frame] start_time=-300 [frame] image="units/quenoth/tauroch/rider.png:450" sound={SOUND_LIST:THROW} [/frame] {SOUND:HIT spear.ogg -100} [/attack_anim] [/unit_type] #define QUENOTH_RIDER_VARIANT SUFFIX_NUMBER COST [unit_type] id=Tauroch Rider{SUFFIX_NUMBER} [base_unit] id=Tauroch Rider [/base_unit] hide_help=yes do_not_list=yes cost={COST} [/unit_type] #enddef {QUENOTH_RIDER_VARIANT 1 21} {QUENOTH_RIDER_VARIANT 2 22} {QUENOTH_RIDER_VARIANT 3 23} {QUENOTH_RIDER_VARIANT 4 24} {QUENOTH_RIDER_VARIANT 5 25} {QUENOTH_RIDER_VARIANT 6 26} {QUENOTH_RIDER_VARIANT 7 27} {QUENOTH_RIDER_VARIANT 8 28} {QUENOTH_RIDER_VARIANT 9 29} {QUENOTH_RIDER_VARIANT 10 30} #undef QUENOTH_RIDER_VARIANT
#textdomain wesnoth-utbs [unit_type] id=Tauroch Stalwart name= _ "Tauroch Stalwart" image=units/quenoth/tauroch/stalwart.png image_icon="units/quenoth/tauroch/stalwart.png~CROP(0,0,72,72)" profile="portraits/quenoth/tauroch_stalwart.png" race=quenoth # Base movement of 4 is too little, but we don't want them to get 6 either # if they're quick, so instead they just have 5 movement but can't get quick ignore_race_traits=yes {TRAIT_STRONG} {TRAIT_INTELLIGENT} {TRAIT_RESILIENT} {TRAIT_DEXTROUS} {TRAIT_HEALTHY} hitpoints=56 movement_type=quenoth_beast #mostly like a foot Elf, but they are bad at defending in villages [defense] village=60 [/defense] [resistance] blade=70 pierce=90 impact=70 [/resistance] movement=5 experience=80 level=2 alignment=lawful advances_to=Tauroch Protector cost=33 usage=mixed fighter undead_variation=beast_rider description= _ "When encountering wild taurochs, Quenoth hunters often observe the curious behavior of particularly stubborn beasts, who will brace their rugged bodies and absolutely refuse to budge when provoked. Though difficult to placate, these taurochs are sometimes selected by skilled riders for their exceptional resilience. Any warrior who finds their advance blocked by a Stalwart would undoubtedly be wise to seek another path, for trying to displace the beast would be akin to trying to fight a stone wall." die_sound="tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg" [abilities] {ABILITY_STEADFAST} [/abilities] [attack] name=trample description= _"trample" type=impact range=melee damage=11 number=2 icon=attacks/trample.png [/attack] [attack] name=javelin #textdomain wesnoth-units description= _"javelin" #textdomain wesnoth-utbs type=pierce range=ranged damage=8 number=3 icon=attacks/javelin-human.png [/attack] {DEFENSE_ANIM "units/quenoth/tauroch/stalwart-defend-2.png" "units/quenoth/tauroch/stalwart-defend-1.png" "tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg"} [attack_anim] [filter_attack] name=trample [/filter_attack] offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0 start_time=-300 [frame] duration=100 image="units/quenoth/tauroch/stalwart.png" [/frame] [frame] duration=350 image="units/quenoth/tauroch/stalwart.png" sound=club.ogg [/frame] {SOUND:HIT squishy-hit.wav -150} [/attack_anim] [attack_anim] [filter_attack] name=javelin [/filter_attack] missile_start_time=-150 [missile_frame] duration=150 image="projectiles/spear-n.png" image_diagonal="projectiles/spear-ne.png" [/missile_frame] start_time=-300 [frame] image="units/quenoth/tauroch/stalwart.png:450" sound={SOUND_LIST:THROW} [/frame] {SOUND:HIT spear.ogg -100} [/attack_anim] [/unit_type]
#textdomain wesnoth-utbs [unit_type] id=Tauroch Vanguard name= _ "Tauroch Vanguard" image=units/quenoth/tauroch/vanguard.png image_icon="units/quenoth/tauroch/vanguard.png~CROP(0,0,72,72)" profile="portraits/quenoth/tauroch_vanguard.png" race=quenoth # Base movement of 4 is too little, but we don't want them to get 6 either # if they're quick, so instead they just have 5 movement but can't get quick ignore_race_traits=yes {TRAIT_STRONG} {TRAIT_INTELLIGENT} {TRAIT_RESILIENT} {TRAIT_DEXTROUS} {TRAIT_HEALTHY} hitpoints=51 movement_type=quenoth_beast #mostly like a foot Elf, but they are bad at defending in villages [defense] village=60 [/defense] movement=5 experience=85 level=2 alignment=lawful advances_to=Tauroch Flagbearer cost=35 usage=mixed fighter undead_variation=beast_rider description= _ "The massive and fearless taurochs are often employed not only to charge and break through enemy formations, but to rally and inspire infantry to hold their ground. Vanguards are hardy riders, adept at surviving in the thick of battle and leading their brethren from the front lines. Towering above the rolling dunes, the Vanguards bear great flags that fly brightly in the desert skies, a distinctive sight even from far away across the sands. The presence of these riders is a heartening one for most elves and a deterrent for the many pillagers that rove the deserts." die_sound="tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg" [abilities] {ABILITY_LEADERSHIP} [/abilities] [attack] name=ram #textdomain wesnoth-units description= _"ram" type=impact range=melee damage=8 number=3 icon=attacks/ram.png [specials] {WEAPON_SPECIAL_SHOCK} [/specials] [/attack] [attack] name=javelin description= _"javelin" #textdomain wesnoth-utbs type=pierce range=ranged damage=7 number=3 icon=attacks/javelin-human.png [/attack] {DEFENSE_ANIM "units/quenoth/tauroch/vanguard-defend-2.png" "units/quenoth/tauroch/vanguard-defend-1.png" "tauroch-hit-1.ogg,tauroch-hit-2.ogg,tauroch-hit-3.ogg"} [attack_anim] [filter_attack] name=ram [/filter_attack] offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0 start_time=-300 [frame] duration=50 image="units/quenoth/tauroch/vanguard.png" [/frame] [frame] duration=400 image="units/quenoth/tauroch/vanguard.png" sound=tail.ogg [/frame] {SOUND:HIT mace.ogg -100} [/attack_anim] [attack_anim] [filter_attack] name=javelin [/filter_attack] missile_start_time=-150 [missile_frame] duration=150 image="projectiles/spear-n.png" image_diagonal="projectiles/spear-ne.png" [/missile_frame] start_time=-300 [frame] image="units/quenoth/tauroch/vanguard.png:450" sound={SOUND_LIST:THROW} [/frame] {SOUND:HIT spear.ogg -100} [/attack_anim] [/unit_type]
#textdomain wesnoth-utbs [unit_type] id=Quenoth Warrior name= _ "Quenoth Warrior" race=quenoth ignore_race_traits=yes {TRAIT_STRONG} {TRAIT_QUICK} {TRAIT_INTELLIGENT} {TRAIT_RESILIENT} image=units/quenoth/warrior.png profile="portraits/quenoth/warrior.png" hitpoints=44 movement_type=quenoth_foot movement=5 experience=80 level=2 alignment=lawful advances_to=Quenoth Champion cost=29 usage=fighter description= _ "When compared to a spear, a glaive is often a shorter weapon with less reach, but more versatile in use. An experienced fighter can use the head to hook or pin enemy weapons and strike from unusual angles, allowing them to catch an unwary opponent by surprise. In formation, Quenoth Warriors bear these somewhat unorthodox weapons to both strike with great power and to support their nearby brethren." die_sound={SOUND_LIST:ELF_HIT} [abilities] {ABILITY_FORMATION} [/abilities] [attack] name=glaive description= _"glaive" type=pierce range=melee damage=14 number=2 icon=attacks/glaive.png [specials] {WEAPON_SPECIAL_FIRSTSTRIKE} [/specials] [/attack] [attack] name=glaive description= _"glaive" type=blade range=melee damage=8 number=3 icon=attacks/glaive.png [/attack] {DEFENSE_ANIM "units/quenoth/warrior-defend-2.png" "units/quenoth/warrior-defend-1.png" {SOUND_LIST:ELF_HIT}} [attack_anim] [filter_attack] name=glaive [/filter_attack] offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0 start_time=-300 [frame] duration=450 image="units/quenoth/warrior.png" [/frame] {SOUND:HIT_AND_MISS spear.ogg spear-miss.ogg -100} [/attack_anim] [/unit_type]
#textdomain wesnoth-utbs #define KALEH_DESCRIPTION _"Kaleh is still a young elf of the Quenoth, on the verge of adulthood. He trained with his father with the bow and sword, joining him in lighter expeditions and raids. When his father was lost, Kaleh became more serious and solemn than is usual for those who walk under the two suns. He turned inwards for answers and guidance, not knowing how much his people would look towards him for guidance in times to come."#enddef #define NYM_DESCRIPTION _"Nym is Kaleh’s childhood friend, a young, rebellious lady with quick wits and strong will. Her high spirits are a great boon in dark times."#enddef #define QUENOTH_YOUTH_DESCRIPTION {KALEH_DESCRIPTION}+" "+{NYM_DESCRIPTION}#enddef #define HEAL_EFFECTS # Make the XP bar blue instead of purple. major_amla=yes [effect] apply_to=hitpoints heal_full=yes [/effect] [effect] apply_to=status remove=poisoned [/effect] [effect] apply_to=status remove=slowed [/effect] [effect] apply_to=status remove=dazed [/effect] #enddef #define XP_INCREASE_EFFECT [effect] apply_to=max_experience increase=20% [/effect] #enddef #define QUENOTH_YOUTH_ADVANCEMENTS EXTRA_EFFECTS [advancement] id=warrior_1 description= _ "Warrior" image=attacks/sword-elven.png [effect] [filter] type=Quenoth Youth [/filter] apply_to=type name=Quenoth Youth 2 [/effect] [effect] [filter] type=Quenoth Youth 2 [/filter] apply_to=type name=Quenoth Youth 3 [/effect] {HEAL_EFFECTS} {EXTRA_EFFECTS} [effect] apply_to=attack name=sword increase_damage=2 [/effect] [effect] apply_to=attack name=bow increase_damage=2 increase_attacks=1 [/effect] [/advancement] [advancement] id=hunter_1 description= _ "Hunter" image=attacks/bolas.png [effect] [filter] type=Quenoth Youth [/filter] apply_to=type name=Quenoth Youth 2 [/effect] [effect] [filter] type=Quenoth Youth 2 [/filter] apply_to=type name=Quenoth Youth 3 [/effect] {HEAL_EFFECTS} {EXTRA_EFFECTS} [effect] apply_to=new_attack name=bolas description= _"bolas" type=impact range=ranged damage=10 number=2 icon=attacks/bolas.png [specials] {WEAPON_SPECIAL_SLOW} [/specials] [/effect] [effect] apply_to=movement increase=1 [/effect] [/advancement] [advancement] id=leader_1 description= _ "Leader" image=attacks/leader.png [effect] [filter] type=Quenoth Youth [/filter] apply_to=type name=Quenoth Youth 2 [/effect] [effect] [filter] type=Quenoth Youth 2 [/filter] apply_to=type name=Quenoth Youth 3 [/effect] {HEAL_EFFECTS} {EXTRA_EFFECTS} [effect] apply_to=attack name=sword increase_damage=1 [/effect] [effect] apply_to=attack name=bow increase_damage=1 [/effect] [effect] apply_to=new_ability [abilities] {ABILITY_LEADERSHIP} [/abilities] [/effect] [/advancement] [advancement] id=warrior_2_1 require_amla=warrior_1 description= _ "Warrior (choose only one): specialize in melee combat" image=attacks/sword-elven.png exclude_amla=warrior_2_1,warrior_2_2 [effect] [filter] type=Quenoth Youth 2 [/filter] apply_to=type name=Quenoth Youth 3 [/effect] {HEAL_EFFECTS} {EXTRA_EFFECTS} [effect] apply_to=attack name=sword increase_damage=2 increase_attacks=1 [/effect] [/advancement] [advancement] id=warrior_2_2 require_amla=warrior_1 description= _ "Warrior (choose only one): specialize in archery" image=attacks/sword-elven.png exclude_amla=warrior_2_1,warrior_2_2 [effect] [filter] type=Quenoth Youth 2 [/filter] apply_to=type name=Quenoth Youth 3 [/effect] {HEAL_EFFECTS} {EXTRA_EFFECTS} [effect] apply_to=attack name=bow increase_damage=3 [set_specials] mode=append {WEAPON_SPECIAL_MARKSMAN} [/set_specials] [/effect] [/advancement] [advancement] id=hunter_2_1 require_amla=hunter_1 description= _ "Hunter (choose only one): specialize in surprise attacks" image=attacks/bolas.png exclude_amla=hunter_2_1,hunter_2_2 [effect] [filter] type=Quenoth Youth 2 [/filter] apply_to=type name=Quenoth Youth 3 [/effect] {HEAL_EFFECTS} {EXTRA_EFFECTS} [effect] apply_to=attack name=sword [set_specials] mode=append {WEAPON_SPECIAL_BACKSTAB} [/set_specials] [/effect] [effect] apply_to=attack name=bolas increase_damage=3 increase_attacks=1 [/effect] [/advancement] [advancement] id=hunter_2_2 require_amla=hunter_1 description= _ "Hunter (choose only one): specialize in skirmishing" image=attacks/bolas.png exclude_amla=hunter_2_1,hunter_2_2 [effect] [filter] type=Quenoth Youth 2 [/filter] apply_to=type name=Quenoth Youth 3 [/effect] {HEAL_EFFECTS} {EXTRA_EFFECTS} [effect] apply_to=new_ability [abilities] {ABILITY_SKIRMISHER} [/abilities] [/effect] [effect] apply_to=attack name=bolas increase_damage=3 increase_attacks=1 [/effect] [/advancement] [advancement] id=leader_2_1 require_amla=leader_1 description= _ "Leader (choose only one): specialize in supporting allies" image=attacks/leader.png exclude_amla=leader_2_1,leader_2_2 [effect] [filter] type=Quenoth Youth 2 [/filter] apply_to=type name=Quenoth Youth 3 [/effect] {HEAL_EFFECTS} {EXTRA_EFFECTS} [effect] apply_to=new_ability [abilities] {ABILITY_SUPPORT} [/abilities] [/effect] [effect] apply_to=attack name=sword increase_damage=1 [/effect] [effect] apply_to=attack name=bow increase_damage=1 [/effect] [/advancement] [advancement] id=leader_2_2 require_amla=leader_1 description= _ "Leader (choose only one): specialize in distracting enemies" image=attacks/leader.png exclude_amla=leader_2_1,leader_2_2 [effect] [filter] type=Quenoth Youth 2 [/filter] apply_to=type name=Quenoth Youth 3 [/effect] {HEAL_EFFECTS} {EXTRA_EFFECTS} [effect] apply_to=new_ability [abilities] {ABILITY_DISTRACT} [/abilities] [/effect] [effect] apply_to=attack name=sword increase_damage=1 [/effect] [effect] apply_to=attack name=bow increase_damage=1 [/effect] [/advancement] #enddef #define KALEH_ANIMATIONS {LEADING_ANIM "units/quenoth/kaleh-lead2.png" "units/quenoth/kaleh-lead1.png" (12,-32)} {DEFENSE_ANIM_RANGE "units/quenoth/kaleh-defend-2.png" "units/quenoth/kaleh-defend-1.png" {SOUND_LIST:ELF_HIT} melee} {DEFENSE_ANIM_FILTERED "units/quenoth/kaleh-bow-defend-2.png" "units/quenoth/kaleh-bow-defend-1.png" {SOUND_LIST:ELF_HIT} ( [filter_second_attack] name=bow [/filter_second_attack] )} {DEFENSE_ANIM_FILTERED "units/quenoth/kaleh-defend-2.png" "units/quenoth/kaleh-defend-1.png" {SOUND_LIST:ELF_HIT} ( [filter_second_attack] name=bolas [/filter_second_attack] )} [attack_anim] [filter_attack] name=bow [/filter_attack] missile_start_time=-100 [missile_frame] duration=100 image=projectiles/missile-n.png image_diagonal=projectiles/missile-ne.png [/missile_frame] start_time=-380 [frame] image=units/quenoth/kaleh-bow.png:470 [/frame] {SOUND:HIT_AND_MISS bow.ogg bow-miss.ogg -380} [/attack_anim] [attack_anim] [filter_attack] name=sword [/filter_attack] start_time=-420 offset=0.0:210,0.0~0.5:210,0.5~0.0:250,0.0:1 [frame] image="units/quenoth/kaleh-sword[1,2,3,4,5,6,7].png:[80,80,80,80,100,125,125],units/quenoth/kaleh.png:1" [/frame] {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100} [/attack_anim] [attack_anim] [filter_attack] name=bolas [/filter_attack] missile_start_time=-150 [missile_frame] duration=150 image=projectiles/bolas-n.png image_diagonal=projectiles/bolas-ne.png [/missile_frame] start_time=-400 [frame] image=units/quenoth/kaleh-bolas[1,2,3,4].png:[70,80,100,200] [/frame] {SOUND:HIT_AND_MISS hatchet.wav hatchet-miss.wav -300} [/attack_anim] #enddef #define NYM_ANIMATIONS {LEADING_ANIM "units/quenoth/nym-lead2.png" "units/quenoth/nym-lead1.png" (12,-32)} {DEFENSE_ANIM_RANGE "units/quenoth/nym-defend-2.png" "units/quenoth/nym-defend-1.png" {SOUND_LIST:ELF_FEMALE_HIT} melee} {DEFENSE_ANIM_FILTERED "units/quenoth/nym-bow-defend-2.png" "units/quenoth/nym-bow-defend-1.png" {SOUND_LIST:ELF_FEMALE_HIT} ( [filter_second_attack] name=bow [/filter_second_attack] )} {DEFENSE_ANIM_FILTERED "units/quenoth/nym-defend-2.png" "units/quenoth/nym-defend-1.png" {SOUND_LIST:ELF_FEMALE_HIT} ( [filter_second_attack] name=bolas [/filter_second_attack] )} [attack_anim] [filter_attack] name=bow [/filter_attack] missile_start_time=-100 [missile_frame] duration=100 image=projectiles/missile-n.png image_diagonal=projectiles/missile-ne.png [/missile_frame] start_time=-380 [frame] image=units/quenoth/nym-bow.png:470 [/frame] {SOUND:HIT_AND_MISS bow.ogg bow-miss.ogg -380} [/attack_anim] [attack_anim] [filter_attack] name=sword [/filter_attack] start_time=-420 offset=0.0:210,0.0~0.5:210,0.5~0.0:250,0.0:1 [frame] image="units/quenoth/nym-sword[1,2,3,4,5,6,7].png:[80,80,80,80,100,125,125],units/quenoth/nym.png:1" [/frame] {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100} [/attack_anim] [attack_anim] [filter_attack] name=bolas [/filter_attack] missile_start_time=-150 [missile_frame] duration=150 image=projectiles/bolas-n.png image_diagonal=projectiles/bolas-ne.png [/missile_frame] start_time=-400 [frame] image=units/quenoth/nym-bolas[1,2,3,4].png:[70,80,100,200] [/frame] {SOUND:HIT_AND_MISS hatchet.wav hatchet-miss.wav -300} [/attack_anim] #enddef [unit_type] id=Quenoth Youth race=quenoth ignore_race_traits=yes gender=male,female name= _ "Quenoth Youth" image=units/quenoth/kaleh.png movement_type=quenoth_foot movement=6 hitpoints=32 experience=40 level=1 profile=portraits/kaleh.png alignment=lawful advances_to=null cost=14 usage=fighter description={QUENOTH_YOUTH_DESCRIPTION} die_sound={SOUND_LIST:ELF_HIT} [attack] name=sword #textdomain wesnoth-units description= _"sword" type=blade range=melee damage=5 number=4 icon=attacks/sword-elven.png [/attack] [attack] name=bow description= _"bow" #textdomain wesnoth-utbs type=pierce range=ranged damage=4 number=3 icon=attacks/bow-elven.png [/attack] {KALEH_ANIMATIONS} [male] description={KALEH_DESCRIPTION} [/male] [female] gender=female name= _ "female^Quenoth Youth" image="units/quenoth/nym.png" profile=portraits/nym.png die_sound={SOUND_LIST:ELF_FEMALE_HIT} description={NYM_DESCRIPTION} {NYM_ANIMATIONS} [/female] {QUENOTH_YOUTH_ADVANCEMENTS ()} [/unit_type] [unit_type] id=Quenoth Youth 2 race=quenoth ignore_race_traits=yes gender=male,female name= _ "Quenoth Youth" image=units/quenoth/kaleh.png movement_type=quenoth_foot movement=6 hitpoints=40 experience=90 level=2 profile=portraits/kaleh.png alignment=lawful advances_to=null cost=14 usage=fighter description={QUENOTH_YOUTH_DESCRIPTION} die_sound={SOUND_LIST:ELF_HIT} hide_help=yes do_not_list=yes [attack] name=sword #textdomain wesnoth-units description= _"sword" type=blade range=melee damage=5 number=4 icon=attacks/sword-elven.png [/attack] [attack] name=bow description= _"bow" #textdomain wesnoth-utbs type=pierce range=ranged damage=4 number=3 icon=attacks/bow-elven.png [/attack] {KALEH_ANIMATIONS} [male] description={KALEH_DESCRIPTION} [/male] [female] gender=female name= _ "female^Quenoth Youth" image="units/quenoth/nym.png" profile=portraits/nym.png die_sound={SOUND_LIST:ELF_FEMALE_HIT} description={NYM_DESCRIPTION} {NYM_ANIMATIONS} [/female] {QUENOTH_YOUTH_ADVANCEMENTS ()} [/unit_type] [unit_type] id=Quenoth Youth 3 race=quenoth ignore_race_traits=yes gender=male,female name= _ "Quenoth Youth" image=units/quenoth/kaleh.png movement_type=quenoth_foot movement=6 hitpoints=52 experience=150 level=3 profile=portraits/kaleh.png alignment=lawful advances_to=null cost=14 usage=fighter description={QUENOTH_YOUTH_DESCRIPTION} die_sound={SOUND_LIST:ELF_HIT} hide_help=yes do_not_list=yes [attack] name=sword #textdomain wesnoth-units description= _"sword" type=blade range=melee damage=5 number=4 icon=attacks/sword-elven.png [/attack] [attack] name=bow description= _"bow" #textdomain wesnoth-utbs type=pierce range=ranged damage=4 number=3 icon=attacks/bow-elven.png [/attack] {KALEH_ANIMATIONS} [male] description={KALEH_DESCRIPTION} [/male] [female] gender=female name= _ "female^Quenoth Youth" image="units/quenoth/nym.png" profile=portraits/nym.png die_sound={SOUND_LIST:ELF_FEMALE_HIT} description={NYM_DESCRIPTION} {NYM_ANIMATIONS} [/female] {QUENOTH_YOUTH_ADVANCEMENTS {XP_INCREASE_EFFECT}} {AMLA_DEFAULT} [/unit_type]
#textdomain wesnoth-utbs [unit_type] [base_unit] id=Ghost [/base_unit] id=EGhost name= _ "Ethereal Ghost" [movement_costs] impassable=1 [/movement_costs] [defense] impassable=50 [/defense] experience=30 advances_to=EWraith,EShadow description= _ "It is one of the greater mercies of creation that a human soul is immutable, and cannot be destroyed. However, the many things a necromancer can do, despite this, are entirely horrifying. Trapped within a shroud of vile enchantments, a spirit likens unto the wind in the sails of a ship. The contrivance that results from this prison is an unfailing servant, which can be bound to whatever task their master sees fit." {NOTE_ETHEREAL} [/unit_type]
#textdomain wesnoth-utbs [unit_type] [base_unit] id=Nightgaunt [/base_unit] id=ENightgaunt name= _ "Ethereal Nightgaunt" [movement_costs] impassable=1 [/movement_costs] [defense] impassable=50 [/defense] [abilities] # Remove inherited nightstalk [hides] __remove=yes [/hides] [/abilities] description= _ "The purpose of the masks that these creatures wear is unknown, as is the countenance that they obscure. These terrible forms are rarely seen by the living, and those who live to speak of them had no leisure to study their foe." {NOTE_ETHEREAL} [special_note] note=_"SPECIAL_NOTE^Unlike normal Nightgaunts, Ethereal Nightgaunts cannot hide at night." [/special_note] [/unit_type]
#textdomain wesnoth-utbs [unit_type] [base_unit] id=Shadow [/base_unit] id=EShadow name= _ "Ethereal Shadow" [movement_costs] impassable=1 [/movement_costs] [defense] impassable=50 [/defense] [abilities] # Remove inherited nightstalk [hides] __remove=yes [/hides] [/abilities] advances_to=ENightgaunt description= _ "When light came into the world and gave form to the unknown, fear was forced to retreat into darkness. Since that day, the shadows of the world have held terror for humanity, though it knows not why. That is a question which is easily answered by a necromancer." {NOTE_ETHEREAL} [special_note] note=_"SPECIAL_NOTE^Unlike normal Shadows, Ethereal Shadows cannot hide at night." [/special_note] [/unit_type]
#textdomain wesnoth-utbs [unit_type] [base_unit] id=Spectre [/base_unit] id=ESpectre name= _ "Ethereal Spectre" [movement_costs] impassable=1 [/movement_costs] [defense] impassable=50 [/defense] description= _ "Sometimes called the ‘hollow men’, spectres form the right arm of their master’s power. These abominations are a rightful terror to the living, and keep a sleepless vigil over their master’s domain. The creation of these is no mean feat; the real danger in encountering one is that it is likely only the harbinger of a much more dangerous force that will follow in its wake." {NOTE_ETHEREAL} [/unit_type]
#textdomain wesnoth-utbs [unit_type] [base_unit] id=Wraith [/base_unit] id=EWraith name= _ "Ethereal Wraith" [movement_costs] impassable=1 [/movement_costs] [defense] impassable=50 [/defense] advances_to=ESpectre description= _ "These tortured forms of what were once warriors are among the most terrifying things a necromancer can create, for a sword will cleave right through them, as through air itself. What inspires such fear is the thought that these beasts are invincible, a belief that is actually far from the truth. Because of this, a means was made by which the enchantments that drive these creatures could renew themselves through the very thing which threatened them." {NOTE_ETHEREAL} [/unit_type]
#textdomain wesnoth-utbs # same as a ghost, except that a haunt can't move [unit_type] [base_unit] id=Wraith [/base_unit] id=Haunt name= _ "Haunt" [movement_costs] cave={UNREACHABLE} flat={UNREACHABLE} shallow_water={UNREACHABLE} deep_water={UNREACHABLE} [/movement_costs] experience=30 description= _ "Haunts are the tortured souls of those who have died suddenly and never been laid to rest. Paralyzed by the shock of their death, they are cursed to forever haunt the place of their death and relive their final moments over and over and over." [/unit_type]
#textdomain wesnoth-utbs [unit_type] id=Spider Lich name= _ "Spider Lich" race=undead image="units/undead/spider-lich.png" {DEFENSE_ANIM "units/undead/spider-lich-defend.png" "units/undead/spider-lich.png" {SOUND_LIST:LICH_HIT} } hitpoints=52 movement_type=undeadfoot movement=6 experience=100 {AMLA_DEFAULT} level=2 alignment=chaotic advances_to=null cost=62 usage=fighter description= _ "No one is quite sure how spider liches are created, but they are a horrific sight to behold. Crawling around on huge skeletal legs, and wielding huge magical staves, these abominations are fearsome undead foes. " die_sound=lich-die.ogg [attack] name=touch #textdomain wesnoth-units description= _"touch" type=cold range=melee damage=5 number=3 icon=attacks/touch-undead.png [specials] {WEAPON_SPECIAL_DRAIN} [/specials] [/attack] [attack] name=chill wave description= _"chill wave" type=cold [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] range=ranged damage=9 number=3 icon=attacks/iceball.png [/attack] [attack] name=shadow wave description=_"shadow wave" #textdomain wesnoth-utbs type=arcane [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] range=ranged damage=6 number=3 icon=attacks/dark-missile.png [/attack] [attack_anim] [filter_attack] name=chill wave [/filter_attack] offset=0 {MISSILE_FRAME_CHILL_TEMPEST 0 -15} start_time=-355 [frame] image="units/undead/spider-lich-magic-[1,2].png:75" [/frame] [frame] image="units/undead/spider-lich-magic-3.png" halo=halo/undead/black-magic-[1~5].png:[75*4,50] [/frame] {SOUND:HIT_AND_MISS magic-dark-big.ogg magic-dark-big-miss.ogg -150} [frame] image="units/undead/spider-lich-magic-[2,1].png:50" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=shadow wave [/filter_attack] {MISSILE_FRAME_SHADOW_WAVE} start_time=-675 [frame] image="units/undead/spider-lich-magic-[1,2].png:75" [/frame] [frame] image="units/undead/spider-lich-magic-3.png" halo=halo/undead/black-magic-[1~5].png:[75*4,50] [/frame] [frame] image="units/undead/spider-lich-magic-3.png:200" [/frame] {SOUND:HIT_AND_MISS magic-dark-big.ogg magic-dark-big-miss.ogg -150} [frame] image="units/undead/spider-lich-magic-[2,1].png:50" [/frame] [frame] image="units/undead/spider-lich.png:50" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=touch [/filter_attack] start_time=-250 [frame] image="units/undead/spider-lich.png:50" [/frame] [frame] image="units/undead/spider-lich-melee-[1~2].png:[100,200]" [/frame] {SOUND:HIT_AND_MISS wail-sml.wav {SOUND_LIST:MISS} -100} [frame] image="units/undead/spider-lich-melee-1.png:75" [/frame] [frame] image="units/undead/spider-lich.png:75" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-utbs [unit_type] id=Skeleton Rider name= _ "Skeleton Rider" race=undead image="units/undead-skeletal/rider.png" {DEFENSE_ANIM "units/undead-skeletal/rider-defend.png" "units/undead-skeletal/rider.png" {SOUND_LIST:SKELETON_HIT} } [movement_anim] start_time=0 [frame] image="units/undead-skeletal/rider-moving.png:150" [/frame] [/movement_anim] hitpoints=36 movement_type=mounted movement=7 # a cross between the mounted and undeadfoot resistances [resistance] blade=80 pierce=70 impact=110 fire=120 cold=40 arcane=150 [/resistance] experience=50 level=1 alignment=chaotic advances_to=null {AMLA_DEFAULT} cost=19 usage=scout description= _ "Once great warriors across the plains, these mounted riders atop their skeletal horses were raised from the sands by unholy magic to spread fear and destruction." die_sound={SOUND_LIST:SKELETON_DIE} [attack] name=axe #textdomain wesnoth-units description= _"axe" #textdomain wesnoth-utbs type=blade range=melee damage=6 number=3 [/attack] [attack_anim] [filter_attack] name=axe [/filter_attack] start_time=-250 horse_sound_start_time=-250 [frame] image="units/undead-skeletal/rider-moving.png:150" [/frame] [frame] image="units/undead-skeletal/rider-attack.png:200" [/frame] [frame] image="units/undead-skeletal/rider-moving.png:50" [/frame] [horse_sound_frame] sound=horse-canter.wav [/horse_sound_frame] {SOUND:HIT_AND_MISS axe.ogg {SOUND_LIST:MISS} -50} [/attack_anim] [/unit_type]
#textdomain wesnoth-help # These are all direct clones of the mainline healing abilities, except that # they are set to exclude units suffering from dehydration. Dehydration is only # delayed by healers, so they must not actually heal a dehydrated unit any # hitpoints. # # The ability macros go into wesnoth textdomain since the strings are identical # to their core counterparts, but the special notes belong to wesnoth-utbs. #define UTBS_ABILITY_HEALS [heals] value=4 id=healing affect_allies=yes name= _ "heals +4" female_name= _ "female^heals +4" description= _ "Allows the unit to heal adjacent allied units at the beginning of our turn. A unit cared for by this healer may heal up to 4 HP per turn, or stop poison from taking effect for that turn. A poisoned unit cannot be cured of its poison by a healer, and must seek the care of a village or a unit that can cure." special_note=_"This unit is capable of basic healing and slowing dehydration." affect_self=no poison=slowed [affect_adjacent] [filter] [not] status=dehydration_slowed_by_healer [/not] [/filter] [/affect_adjacent] [/heals] #enddef #define UTBS_ABILITY_EXTRA_HEAL_NO_NOTES [heals] value=8 id=healing affect_allies=yes name= _ "heals +8" female_name= _ "female^heals +8" description= _ "This unit combines herbal remedies with magic to heal units more quickly than is normally possible on the battlefield. A unit cared for by this healer may heal up to 8 HP per turn, or stop poison from taking effect for that turn. A poisoned unit cannot be cured of its poison by a healer, and must seek the care of a village or a unit that can cure." affect_self=no poison=slowed [affect_adjacent] [filter] [not] status=dehydration_slowed_by_healer [/not] [/filter] [/affect_adjacent] [/heals] #enddef #define UTBS_ABILITY_EXTRA_HEAL {UTBS_ABILITY_EXTRA_HEAL_NO_NOTES} [+heals] special_note=_"This unit is capable of basic healing and slowing dehydration." [/heals] #enddef #define UTBS_ABILITY_SUPER_HEAL_NO_NOTES [heals] value=12 id=healing affect_allies=yes name= _ "heals +12" female_name= _ "female^heals +12" description= _ "This unit combines herbal remedies with magic to heal units more quickly than is normally possible on the battlefield. A unit cared for by this healer may heal up to 12 HP per turn, or stop poison from taking effect for that turn. A poisoned unit cannot be cured of its poison by a healer, and must seek the care of a village or a unit that can cure." affect_self=no poison=slowed [affect_adjacent] [filter] [not] status=dehydration_slowed_by_healer [/not] [/filter] [/affect_adjacent] [/heals] #enddef #define UTBS_ABILITY_SUPER_HEAL {UTBS_ABILITY_SUPER_HEAL_NO_NOTES} [+heals] special_note=_"This unit is capable of basic healing and slowing dehydration." [/heals] #enddef #define UTBS_NOTE_CURES [+heals] special_note=_"This unit is capable of healing those around it, slowing dehydration, and curing them of poison." [/heals] #enddef #define UTBS_ABILITY_CURES {INTERNAL:ABILITY_UNPOISON_NO_NOTES} {UTBS_ABILITY_EXTRA_HEAL} {UTBS_NOTE_CURES} #enddef #define UTBS_ABILITY_SUPER_CURES {INTERNAL:ABILITY_UNPOISON_NO_NOTES} {UTBS_ABILITY_SUPER_HEAL} {UTBS_NOTE_CURES} #enddef #textdomain wesnoth-utbs #define NOTE_ETHEREAL [special_note] note=_"SPECIAL_NOTE^This unit is able to move through solid stone walls." [/special_note] #enddef # This is the Teaching ability owned by Garak #define ABILITY_TEACHING [dummy] id=teaching name= _ "teaching" female_name= _ "female^teaching" description= _ "At the start of every turn, this unit redistributes its experience points to all the units of the same side adjacent to it. If no suitable unit is adjacent, its experience just goes back to zero." [/dummy] #enddef #define WEAPON_SPECIAL_SHOCK # Canned definition of the Shock ability to be included in a # [specials] clause. [attacks] id=shock name= _ "shock" description= _ "When this attack is used on offense, the opponent will retaliate with one less strike than normally, to a minimum of one strike." special_note=_"This unit’s melee attack can overwhelm the defenses of enemies, preventing them from retaliating as effectively." sub=1 active_on=offense apply_to=opponent [filter_base_value] greater_than=1 [/filter_base_value] [/attacks] #enddef #define FORMATION ID GREATER_THAN COUNT [chance_to_hit] id={ID} apply_to=opponent sub=10 [filter_base_value] greater_than_equal_to={GREATER_THAN} [/filter_base_value] [filter_self] [filter_adjacent] is_enemy=no count={COUNT} ability=formation [/filter_adjacent] [/filter_self] [/chance_to_hit] #enddef #define ABILITY_FORMATION [dummy] id=formation name= _ "formation" female_name= _ "female^formation" description= _ "This unit gains a +10% bonus to defense when another unit with the same ability is adjacent to it. However, this cannot raise the unit’s defense above 70%." special_note=_"Groups of units of this type are able to shield each other in combat." [filter] [filter_adjacent] ability=formation is_enemy=no count=1-5 [/filter_adjacent] [/filter] [/dummy] {FORMATION formation1 40 1-5} {FORMATION formation2 50 2-5} {FORMATION formation3 60 3-5} {FORMATION formation4 70 4-5} {FORMATION formation5 80 5} #enddef #define ABILITY_DISENGAGE [dummy] id=disengage name= _ "disengage" female_name= _ "female^disengage" description= _ "If this unit doesn’t move before attacking, it will retain its movement points after the attack." special_note=_"This unit can move either before or after attacking." [/dummy] #enddef #define WEAPON_SPECIAL_DAZE [dummy] id=daze name= _ "daze" description= _ "When hit with this attack, an enemy suffers a 10% penalty both to their defense and chance to hit for one turn. Other specials that affect chance to hit (e.g. magical and marksman) take precedence over this special. Magical attacks will still have a 70% chance to hit. Marksman attacks are only affected if the chance to hit is greater than 60%." special_note=_"This unit can daze its enemies, reducing their accuracy and defense until they end a turn." [/dummy] #enddef #define ABILITY_DISTRACT [skirmisher] id=distract name= _ "distract" female_name= _ "female^distract" description= _ "This unit negates enemy Zones of Control around itself for allied units (but not for itself)." special_note=_"This unit is capable of distracting opponents, allowing allied units to trespass their Zones of Control and move unhindered around them." affect_self=no affect_allies=yes [affect_adjacent] [/affect_adjacent] [/skirmisher] #enddef #define ABILITY_SUPPORT [dummy] id=support name= _ "support" female_name= _ "female^support" description= _ "The upkeep costs of adjacent friendly units are lowered by 1." [/dummy] #enddef #define ABILITY_DISENGAGE_EVENTS [event] name=attack end first_time_only=no [filter] ability=disengage [not] [filter_wml] moves=$this_unit.max_moves [/filter_wml] [/not] [/filter] {VARIABLE unit.moves 0} [unstore_unit] variable=unit find_vacant=no [/unstore_unit] [/event] #enddef #define WEAPON_SPECIAL_DAZE_EVENTS [event] id=weapon_special_daze_event_2 name=attacker hits first_time_only=no [filter_attack] special_id=daze [/filter_attack] [filter_second] [not] [filter_wml] [status] dazed=yes [/status] [/filter_wml] [/not] [/filter_second] {VARIABLE second_unit.status.dazed yes} [unstore_unit] variable=second_unit find_vacant=no text= _ "dazed" female_text = _ "female^dazed" red,green,blue=196,196,128 [/unstore_unit] [object] silent=yes duration=scenario [filter] x,y=$x2,$y2 [not] ability=self_dazed [/not] [/filter] [effect] apply_to=new_ability [abilities] [chance_to_hit] id=enemy_dazed name="" description="" add=10 apply_to=opponent [filter_student] [filter_wml] [status] dazed=yes [/status] [/filter_wml] [/filter_student] [filter_opponent] [filter_weapon] [not] special_id=magical [/not] [not] special_id_active=marksman [/not] [/filter_weapon] [/filter_opponent] [/chance_to_hit] [chance_to_hit] id=enemy_dazed name="" description="" add=10 apply_to=opponent [filter_base_value] greater_than_equal_to=60 [/filter_base_value] [filter_student] [filter_wml] [status] dazed=yes [/status] [/filter_wml] [/filter_student] [filter_opponent] [filter_weapon] special_id_active=marksman [/filter_weapon] [/filter_opponent] [/chance_to_hit] [chance_to_hit] id=self_dazed name="" description="" sub=10 [filter_student] [filter_weapon] [not] special_id=magical [/not] [not] special_id_active=marksman [/not] [/filter_weapon] [filter_wml] [status] dazed=yes [/status] [/filter_wml] [/filter_student] [/chance_to_hit] [chance_to_hit] id=self_dazed name="" description="" sub=10 [filter_base_value] greater_than_equal_to=70 [/filter_base_value] [filter_student] [filter_weapon] special_id_active=marksman [/filter_weapon] [filter_wml] [status] dazed=yes [/status] [/filter_wml] [/filter_student] [/chance_to_hit] [/abilities] [/effect] [/object] [/event] [event] id=weapon_special_daze_event_3 name=side turn first_time_only=no [event] name=side turn delayed_variable_substitution=no #{DEBUG_MSG "side $|side_number turn started, clearing daze from side $side_number units"} [modify_unit] [filter] side=$side_number [filter_wml] [status] dazed=yes [/status] [/filter_wml] [/filter] [status] dazed=no [/status] [/modify_unit] [/event] [/event] #enddef #define ABILITY_SUPPORT_EVENTS [event] name=unit placed first_time_only=no [filter] side=1 [not] level=0 [/not] [filter_wml] upkeep=full [/filter_wml] [filter_adjacent] ability=support [/filter_adjacent] [/filter] {VARIABLE unit.variables.original_upkeep $unit.upkeep} {VARIABLE unit.variables.upkeep_supported yes} {VARIABLE unit.upkeep "$($unit.level - 1)"} [unstore_unit] variable=unit find_vacant=no fire_event=no [/unstore_unit] [/event] [event] name=set_support_upkeep first_time_only=no [foreach] array=update_support_units variable=support_unit [do] [if] [have_unit] x,y=$support_unit.x,$support_unit.y [not] level=0 [/not] [filter_wml] upkeep=full [/filter_wml] [filter_adjacent] ability=support [/filter_adjacent] [/have_unit] [then] {VARIABLE support_unit.variables.original_upkeep $support_unit.upkeep} {VARIABLE support_unit.variables.upkeep_supported yes} {VARIABLE support_unit.upkeep "$($support_unit.level - 1)"} [/then] [else] [if] [have_unit] x,y=$support_unit.x,$support_unit.y [not] level=0 [/not] [filter_wml] [variables] upkeep_supported=yes [/variables] [/filter_wml] [not] [filter_adjacent] ability=support [/filter_adjacent] [/not] [/have_unit] [then] {VARIABLE support_unit.upkeep $support_unit.variables.original_upkeep} {VARIABLE support_unit.variables.upkeep_supported no} [/then] [else] [continue][/continue] [/else] [/if] [/else] [/if] [unstore_unit] variable=support_unit find_vacant=no fire_event=no [/unstore_unit] [/do] [/foreach] [/event] [event] name=moveto first_time_only=no [filter] side=1 ability=support [/filter] [store_unit] [filter] [filter_wml] upkeep=full [/filter_wml] [filter_adjacent] x,y=$x1,$y1 [/filter_adjacent] [or] [filter_wml] [variables] upkeep_supported=yes [/variables] [/filter_wml] [filter_location] [filter_adjacent_location] x,y=$x2,$y2 [/filter_adjacent_location] [/filter_location] [/or] [/filter] kill=no variable=update_support_units [/store_unit] [fire_event] name=set_support_upkeep [/fire_event] {CLEAR_VARIABLE update_support_units} [on_undo] [store_unit] [filter] [filter_wml] upkeep=full [/filter_wml] [filter_location] [filter_adjacent_location] x,y=$x2,$y2 [/filter_adjacent_location] [/filter_location] [or] [filter_wml] [variables] upkeep_supported=yes [/variables] [/filter_wml] [filter_location] [filter_adjacent_location] x,y=$x1,$y1 [/filter_adjacent_location] [/filter_location] [/or] [/filter] kill=no variable=update_support_units [/store_unit] [fire_event] name=set_support_upkeep [/fire_event] {CLEAR_VARIABLE update_support_units} [/on_undo] [allow_undo] [/allow_undo] [/event] [event] name=moveto first_time_only=no [filter] side=1 [not] ability=support [/not] [and] [filter_wml] upkeep=full [/filter_wml] [filter_adjacent] side=1 ability=support [/filter_adjacent] [or] [filter_wml] [variables] upkeep_supported=yes [/variables] [/filter_wml] [not] [filter_adjacent] side=1 ability=support [/filter_adjacent] [/not] [/or] [/and] [/filter] [store_unit] [filter] x,y=$x1,$y1 [/filter] kill=no variable=update_support_units [/store_unit] [fire_event] name=set_support_upkeep [/fire_event] {CLEAR_VARIABLE update_support_units} [on_undo] [store_unit] [filter] x,y=$x2,$y2 [/filter] kill=no variable=update_support_units [/store_unit] [fire_event] name=set_support_upkeep [/fire_event] {CLEAR_VARIABLE update_support_units} [/on_undo] [allow_undo] [/allow_undo] [/event] [event] name=die,post advance first_time_only=no [filter] side=1 ability=support [/filter] [store_unit] [filter] side=1 [filter_adjacent] x,y=$x1,$y1 [/filter_adjacent] [/filter] kill=no variable=update_support_units [/store_unit] [fire_event] name=set_support_upkeep [/fire_event] {CLEAR_VARIABLE update_support_units} [/event] [event] name=post advance first_time_only=no [filter] side=1 [filter_adjacent] ability=support [/filter_adjacent] [/filter] [store_unit] [filter] x,y=$x1,$y1 [/filter] kill=no variable=update_support_units [/store_unit] [fire_event] name=set_support_upkeep [/fire_event] {CLEAR_VARIABLE update_support_units} [/event] #enddef
#textdomain wesnoth-utbs # Macros for setting animations. # Quenoth elf animation macros #define QUENOTH_FLAME_INTERNAL X Y Y2 misc/blank-hex.png~BLIT(units/quenoth/fire/flame-color.png,{X},{Y2})~MASK(units/quenoth/fire/flame-mask.png,{X},{Y}):75#enddef #define QUENOTH_FLAME_POS X Y {QUENOTH_FLAME_INTERNAL {X} {Y} 15}, {QUENOTH_FLAME_INTERNAL {X} {Y} 14}, {QUENOTH_FLAME_INTERNAL {X} {Y} 13}, {QUENOTH_FLAME_INTERNAL {X} {Y} 12}, {QUENOTH_FLAME_INTERNAL {X} {Y} 11}, {QUENOTH_FLAME_INTERNAL {X} {Y} 10}, {QUENOTH_FLAME_INTERNAL {X} {Y} 9}, {QUENOTH_FLAME_INTERNAL {X} {Y} 8}, {QUENOTH_FLAME_INTERNAL {X} {Y} 7}, {QUENOTH_FLAME_INTERNAL {X} {Y} 6}, {QUENOTH_FLAME_INTERNAL {X} {Y} 5}, {QUENOTH_FLAME_INTERNAL {X} {Y} 4}#enddef # Not all unwalkable, but still supposed to provide some visual cue that movement is different. # This is only used for animation, it's the list of terrains on which the Sun Sylph will fly. # Both the old ^Uf* and new ^Tf* mushrooms are supported here - if the Quenoth elves are moved # to core then it seems sensible to still have the old behavior on old maps. #define QUENOTH_UNWALKABLE_TERRAINS {DRAKE_UNWALKABLE_TERRAINS},A*^*,Uu*^*,Uh*^*,*^Uf*,Tb*^*,*^Tf*#enddef
#textdomain wesnoth-utbs #define KALEH id=Kaleh name= _ "Kaleh" gender=male type=Quenoth Youth canrecruit=yes unrenamable=yes #enddef #define NYM type=Quenoth Youth id=Nym name= _ "Nym" gender=female unrenamable=yes random_traits=no profile=portraits/nym.png upkeep=loyal [modifications] {TRAIT_LOYAL_HERO} {TRAIT_DEXTROUS} [/modifications] #enddef #define GARAK type=Quenoth Champion id=Garak name= _ "Garak" profile=portraits/garak.png unrenamable=yes [modifications] {TRAIT_LOYAL_HERO} {TRAIT_STRONG} [object] [effect] apply_to=new_ability [abilities] {ABILITY_TEACHING} [/abilities] [/effect] [effect] apply_to=max_experience increase=850 [/effect] [/object] [/modifications] #enddef #define ZHUL type=Quenoth Shaman id=Zhul name= _ "Zhul" profile=portraits/zhul.png unrenamable=yes [modifications] {TRAIT_LOYAL_HERO} {TRAIT_INTELLIGENT} [object] [effect] [filter] type=Quenoth Shyde [/filter] apply_to=profile portrait=portraits/zhul_shyde.png [/effect] [/object] [/modifications] #enddef
#textdomain wesnoth-utbs # This file contains message to display when heroes die # Some of these are conditional on in_final_fight, which # will be set to true for the final battle. [event] name=last breath [filter] id=Kaleh [/filter] #ifdef UTBS_IN_FINAL_FIGHT [message] speaker=unit message= _ "To die on the cusp of victory. Oh, the irony!" [/message] #else [message] speaker=unit message= _ "I’m too young to die. What will happen to my people?" [/message] #endif [endlevel] result=defeat [/endlevel] [/event] [event] name=last breath [filter] id=Nym [/filter] [message] speaker=unit message= _ "Save me, Kaleh, I’m dying..." image=portraits/nym_moody.png [/message] #ifdef UTBS_IN_FINAL_FIGHT {VARIABLE_OP allies_killed add 1} #else [endlevel] result=defeat [/endlevel] #endif [/event] [event] name=last breath [filter] id=Zhul [/filter] [message] speaker=unit message= _ "Eloh protect us, I have fallen." [/message] #ifdef UTBS_IN_FINAL_FIGHT {VARIABLE_OP allies_killed add 1} #else [endlevel] result=defeat [/endlevel] #endif [/event] #ifdef UTBS_GARAK_MUST_LIVE [event] name=last breath [filter] id=Garak [/filter] [message] speaker=unit message= _ "Aaargh! Curse you!" [/message] [endlevel] result=defeat [/endlevel] [/event] #endif [event] name=last breath [filter] id=Grog,Nog,Rogrimir,Jarl [/filter] [if] [variable] name=ally_race equals=dwarf [/variable] [then] [message] speaker=unit message= _ "I go now to join my forefathers..." [/message] [/then] [else] [message] speaker=unit message= _ "No, $unit.name can’t die now!" [/message] [/else] [/if] #ifdef UTBS_IN_FINAL_FIGHT {VARIABLE ally_died_in_final_fight yes} {VARIABLE_OP allies_killed add 1} #else [if] [variable] name=ally_must_live boolean_equals=yes [/variable] [then] [message] speaker=Kaleh message= _ "Without his guidance, how can we escape from these infernal caves? We are lost without him!" [/message] [endlevel] result=defeat [/endlevel] [/then] [else] [message] speaker=Kaleh message= _ "He was a brave warrior and a true ally. He will be missed." [/message] [/else] [/if] #endif [/event] [event] name=last breath [filter] id=Esanoo [/filter] [message] speaker=unit message= _ "Farewell Nym, I go to the sea god. You elves must go on without me." [/message] [message] speaker=Nym message= _ "Farewell Esanoo. You were my favorite of the merfolk." image=portraits/nym_moody.png [/message] [/event] #ifndef UTBS_IN_FINAL_FIGHT [event] name=last breath [filter] id=Kromph [/filter] [message] speaker=unit message= _ "Aaurrgghh!!" [/message] [/event] [event] name=last breath [filter] id=Elyssa [/filter] [message] speaker=unit message= _ "This can’t be the end, I have too much left to see." [/message] [message] speaker=Kaleh message= _ "How could we have let her die? I’ve never seen fire magic like that before. She will be sorely missed." [/message] [/event] #endif
#textdomain wesnoth-utbs #define HYDRATING_TILES Ww*, *^V* #enddef #define DEHYDRATING_TILES Hd, Dd*, Dd^E*, Rd #enddef #define DEHYDRATABLE_UNITS_FILTER [not] race=undead [/not] [not] type=Giant Scorpion [/not] [not] type=Dust Devil [/not] [not] # traveller's ring role=immune [/not] [and] side=1 [/and] #enddef # This dehydrates the given units. However, if the unit is adjacent to a # friendly healer, the dehydration will be delayed instead: the unit suffers no # ill effects, but it cannot receive any healing on this turn either. Basically, # dehydration works just like poison. # # Each turn of dehydration lowers the unit’s attack damage by 1 point and # decreases hitpoints by -$dehydration_loss. #define APPLY_DEHYDRATION_EFFECT FILTER [store_unit] [filter] {FILTER} [/filter] kill=no variable=dehydrating_units [/store_unit] [for] array=dehydrating_units [do] [if] [have_unit] x,y=$dehydrating_units[$i].x,$dehydrating_units[$i].y [filter_adjacent] is_enemy=no [and] ability=healing [or] ability=curing [/or] [/and] [/filter_adjacent] [/have_unit] [then] {VARIABLE dehydrating_units[$i].resting no} {VARIABLE dehydrating_units[$i].status.dehydration_slowed_by_healer yes} [unstore_unit] variable=dehydrating_units[$i] find_vacant=no [/unstore_unit] [/then] [else] [modify_unit] [filter] id=$dehydrating_units[$i].id [/filter] ## this object might be obtained multiple times, but that shouldn't be a problem. [object] duration=scenario id="dehydration_effect" [effect] apply_to=attack formula="damage>1" increase_damage=-1 [/effect] [/object] [object] duration=scenario id="dehydration_overlay" [effect] apply_to=overlay add="misc/dehydration-icon.png" [/effect] [/object] hitpoints="$(max(1, $dehydrating_units[$i].hitpoints - $dehydration_loss))" resting=no [status] dehydrated=yes [/status] [/modify_unit] [if] [variable] name=dehydrating_units[$i].gender equals=female [/variable] [then] [floating_text] x=$dehydrating_units[$i].x y=$dehydrating_units[$i].y text= _ "female^thirst" {COLOR_HARM} [/floating_text] [/then] [else] [floating_text] x=$dehydrating_units[$i].x y=$dehydrating_units[$i].y text= _ "thirst" {COLOR_HARM} [/floating_text] [/else] [/if] [/else] [/if] [/do] [/for] {CLEAR_VARIABLE dehydrating_units} #enddef # This rehydrates the given units. The units gain back their full attack damage. #define APPLY_HYDRATION_EFFECT FILTER [store_unit] [filter] {FILTER} [/filter] kill=no variable=hydrating_units [/store_unit] [for] array=hydrating_units [do] [if] [variable] name=hydrating_units[$i].status.dehydrated equals=yes [/variable] [then] [remove_object] x,y=$hydrating_units[$i].x,$hydrating_units[$i].y object_id=dehydration_effect [/remove_object] [/then] [/if] [modify_unit] [filter] id=$hydrating_units[$i].id [/filter] [status] dehydrated=no [/status] [/modify_unit] [if] [variable] name=hydrating_units[$i].gender equals=female [/variable] [then] [floating_text] x=$hydrating_units[$i].x y=$hydrating_units[$i].y text= _ "female^refreshed" {COLOR_HEAL} [/floating_text] [/then] [else] [floating_text] x=$hydrating_units[$i].x y=$hydrating_units[$i].y text= _ "refreshed" {COLOR_HEAL} [/floating_text] [/else] [/if] [remove_object] x,y=$hydrating_units[$i].x,$hydrating_units[$i].y object_id=dehydration_overlay [/remove_object] [/do] [/for] {CLEAR_VARIABLE hydrating_units} #enddef # # Events # #define DEHYDRATION_EVENTS [event] name=prestart # dehydration loss - a variable for the dialogue #ifdef EASY {VARIABLE dehydration_loss 3} #endif #ifdef NORMAL {VARIABLE dehydration_loss 5} #endif #ifdef HARD {VARIABLE dehydration_loss 7} #endif [/event] [event] name=side turn first_time_only=no # dehydration: # only at dawn, morning, mid-day, afternoon and dusk {APPLY_DEHYDRATION_EFFECT ( side=$side_number {DEHYDRATABLE_UNITS_FILTER} [filter_location] terrain={DEHYDRATING_TILES} [not] time_of_day_id=short_dark,long_dark1,long_dark2,long_dark3,long_dark4 [/not] [/filter_location] )} [/event] [event] name=side turn first_time_only=no # rehydration in water, villages or when next to healers {APPLY_HYDRATION_EFFECT ( side=$side_number status=dehydrated [and] [filter_location] terrain={HYDRATING_TILES} [/filter_location] [/and] )} [/event] [event] name=turn refresh first_time_only=no [if] [variable] name=side_number equals=1 [/variable] [then] {MODIFY_UNIT ( side=1 status=dehydration_slowed_by_healer ) status.dehydration_slowed_by_healer no} [/then] [/if] [/event] [event] name=advance first_time_only=no [filter] status=dehydrated [/filter] {VARIABLE unit.status.dehydrated no} [unstore_unit] variable=unit find_vacant=no male_text= _ "refreshed" female_text= _ "female^refreshed" {COLOR_HEAL} advance=no [/unstore_unit] [remove_object] x,y=$unit.x,$unit.y object_id=dehydration_overlay [/remove_object] [/event] [event] name="victory" [modify_unit] [filter] status=dehydrated [/filter] [status] dehydrated=no [/status] [/modify_unit] [modify_unit] [filter] status=dehydration_slowed_by_healer [/filter] [status] dehydration_slowed_by_healer=no [/status] [/modify_unit] [/event] #enddef
#textdomain wesnoth-utbs # check to see if the Dust Devil is the unit # triggering the event, and if it is, use Nym # as the speaker #define CHECK_EXPLORER [if] [variable] name=unit.type equals=Dust Devil [/variable] [or] [variable] name=unit.type equals="Flesh Golem" [/variable] [/or] [then] [store_unit] variable=explorer kill=no [filter] id=Nym [/filter] [/store_unit] [/then] [else] [store_unit] variable=explorer kill=no [filter] x=$unit.x y=$unit.y [/filter] [/store_unit] [/else] [/if] #enddef # for second_unit #define CHECK_SPEAKER [if] [variable] name=second_unit.type equals=Dust Devil [/variable] [or] [variable] name=second_unit.type equals="Flesh Golem" [/variable] [/or] [then] [store_unit] variable=speaking_unit kill=no [filter] id=Nym [/filter] [/store_unit] [/then] [else] [store_unit] variable=speaking_unit kill=no [filter] x=$second_unit.x y=$second_unit.y [/filter] [/store_unit] [/else] [/if] #enddef #define MESSAGE_DEPEND_ON_ALLY GROG_WML NOG_WML ROGRIMIR_WML JARL_WML [switch] variable=ally_name [case] value=Grog {GROG_WML} [/case] [case] value=Nog {NOG_WML} [/case] [case] value=Rogrimir {ROGRIMIR_WML} [/case] [case] value=Jarl {JARL_WML} [/case] [/switch] #enddef
#textdomain wesnoth-utbs # event for the teaching ability #define ABILITY_TEACHING_EVENT [event] name=turn refresh,victory id=garak_teaching first_time_only=no [lua] # wmllint: markcheck off code=<< local _ = wesnoth.textdomain "wesnoth-utbs" local teachers = wesnoth.units.find_on_map { ability = "teaching", side = wesnoth.current.side } for i, teacher in ipairs(teachers) do local students = wesnoth.units.find_on_map { side = wesnoth.current.side, { "filter_adjacent", { id = teacher.id } } } if #students > 0 then -- don't divide by zero wesnoth.interface.scroll_to_hex(teacher.x, teacher.y) local function cf(u1, u2) -- criteria: the unit with lower level comes first -- if level is equal, the unit with less experience comes first if u1.level < u2.level then return true end if u1.level > u2.level then return false end if u1.experience < u2.experience then return true end return false end table.sort(students, cf) -- now we need to divide Garak's xp between all the units -- we can't just round the result of the division, because this will mean -- either not redistributing all the XP points, or generating them out of thin air -- so we perform both a division and a modulo -- # (length) has a higher precedence than *, / and % local div = math.floor(teacher.experience / #students) local mod = teacher.experience % #students for j, student in ipairs(students) do -- the modulo operation is used to redistribute every remaining XP -- so at the start of each turn Garak goes back to 0 XP -- concrete example: we have 9 XP and 4 units -- the first unit will receive 3 XP, while the other units 2 local xp_to_add = div if j <= mod then xp_to_add = xp_to_add + 1 end -- having a message that tells you that the unit gained 0 XP is simply obnoxious if xp_to_add > 0 then student.experience = student.experience + xp_to_add -- po: Floating text shown when Garak's teaching ability transfers experience points local xp_string = _ "+$amount XP" xp_string = xp_string:vformat{amount = xp_to_add} wesnoth.interface.float_label(student.x, student.y, "<span color='cyan'>" .. xp_string .. "</span>") if student.experience >= student.max_experience then -- advance unit, animate and fire events student:advance(true, true) end end end end -- in case that Garak has no "students", his experience goes wasted instead of being redistributed... teacher.experience = 0 end >> # wmllint: markcheck off [/lua] [/event] #enddef