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#textdomain wesnoth-After_the_Storm
[unit_type]
id=Giant Mushroom
name= _ "Giant Mushroom"
race=monster
image="units/monsters/giant-mushroom.png"
hitpoints=63
movement_type=treefolk
movement=1
[movement_costs]
deep_water={UNREACHABLE}
shallow_water={UNREACHABLE}
reef={UNREACHABLE}
swamp_water={UNREACHABLE}
flat={UNREACHABLE}
sand={UNREACHABLE}
forest={UNREACHABLE}
hills={UNREACHABLE}
mountains={UNREACHABLE}
village={UNREACHABLE}
castle={UNREACHABLE}
cave={UNREACHABLE}
frozen={UNREACHABLE}
unwalkable={UNREACHABLE}
impassable={UNREACHABLE}
fungus={UNREACHABLE}
[/movement_costs]
[defense]
fungus=60
cave=60
[/defense]
experience=100
{AMLA_DEFAULT}
level=2
alignment=chaotic
advances_to=null
cost=90
usage=fighter
undead_variation=null
description="FIXME" # wmllint: ignore no spellcheck
die_sound=wose-hit.ogg
{DEFENSE_ANIM "units/monsters/giant-mushroom.png" "units/monsters/giant-mushroom.png" "wose-hit.ogg" }
[attack]
name=crush
description={TSTR_ATTACK_NAME_CRUSH}
icon=attacks/crush-wose.png
type=impact
range=melee
damage=10
number=2
[/attack]
[attack]
name=tentacle
description={TSTR_ATTACK_NAME_TENTACLE}
type=pierce
range=melee
damage=11
number=3
[/attack]
[attack_anim]
[filter_attack]
name=crush
[/filter_attack]
start_time=-500
[if]
hits=yes
[frame]
duration=400
image="units/monsters/giant-mushroom.png"
sound=wose-attack.ogg
[/frame]
[/if]
[else]
hits=no
[frame]
duration=400
image="units/monsters/giant-mushroom.png"
sound=wose-miss.ogg
[/frame]
[/else]
[frame]
duration=150
image="units/monsters/giant-mushroom.png"
[/frame]
[frame]
duration=75
image="units/monsters/giant-mushroom.png"
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=tentacle
[/filter_attack]
start_time=-225
[frame]
duration=75
image="units/monsters/giant-mushroom.png"
[/frame]
[frame]
duration=75
image="units/monsters/giant-mushroom.png"
[/frame]
[if]
hits=yes
[frame]
duration=100
image="units/monsters/giant-mushroom.png"
sound=tail.ogg
[/frame]
[/if]
[else]
hits=no
[frame]
duration=100
image="units/monsters/giant-mushroom.png"
sound={SOUND_LIST:MISS}
[/frame]
[/else]
[frame]
duration=75
image="units/monsters/giant-mushroom.png"
[/frame]
[frame]
duration=50
image="units/monsters/giant-mushroom.png"
[/frame]
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-After_the_Storm
#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III
[unit_type]
id=Lumeril Glyph
name= _ "Lumeril Glyph"
race=monster
{TRAIT_ELEMENTAL}
image="units/monsters/lumeril-glyph.png"
halo="halo/illuminates-aura.png~O(0.4)"
hitpoints=99
movement_type=none
[resistance]
blade=0
pierce=0
impact=0
fire=0
cold=0
# Unusually low resistance to arcane damage.
arcane=130
[/resistance]
movement=0
{NO_EXPERIENCE_UNIT}
# This unit is only level zero so units don't gain any
# experience from surviving an attack.
level=0
zoc=yes
alignment=neutral
cost=660
usage=archer
hide_help=true
[abilities]
{ABILITY_ILLUMINATES}
{ABILITY_REGENERATES}
[/abilities]
description= _ "This ethereal projection was created by a powerful demoness, follower of the path of Light. As such, it is invulnerable to physical attacks."
[defend]
start_time=-125
sound_start_time=-26
auto_hflip=no
[frame]
duration=250
image="units/monsters/lumeril-glyph.png"
[/frame]
[sound_frame]
duration=1
[/sound_frame]
[if]
hits=hit
[sound_frame]
duration=150
sound=gate.ogg
[/sound_frame]
[/if]
[else]
hits=miss,kill
[sound_frame]
duration=150
[/sound_frame]
[/else]
[/defend]
[attack]
name=lightbeam
description=_"lightbeam" # wmllint: no spellcheck
type=arcane
range=melee
[specials]
{WEAPON_SPECIAL_MAGICAL}
[/specials]
damage=14
number=1
[/attack]
[attack]
name=lightbeam
description=_"lightbeam" # wmllint: no spellcheck
type=arcane
range=ranged
[specials]
{WEAPON_SPECIAL_MAGICAL}
[/specials]
damage=14
number=1
[/attack]
[attack_anim]
[filter_attack]
name=lightbeam
[/filter_attack]
offset=0.0
auto_hflip=no
{MISSILE_FRAME_LIGHT_BEAM}
[frame]
begin=-76
end=-75
[/frame]
[if]
hits=yes
[frame]
begin=-75
end=0
sound={SOUND_LIST:HOLY}
[/frame]
[/if]
[else]
hits=no
[frame]
begin=-75
end=0
sound={SOUND_LIST:HOLY_MISS}
[/frame]
[/else]
[/attack_anim]
[death]
start_time=0
auto_hflip=no
[frame]
duration=200
image="units/monsters/lumeril-glyph-break-1.png"
[/frame]
[frame]
duration=250
image="units/monsters/lumeril-glyph-break-2.png"
[/frame]
[frame]
duration=275
image="units/monsters/lumeril-glyph-break-3.png"
[/frame]
[frame]
duration=250
image="units/monsters/lumeril-glyph-break-4.png"
sound=break.ogg
[/frame]
[frame]
duration=250
image="units/monsters/lumeril-glyph-break-5.png"
[/frame]
[/death]
[standing_anim]
start_time=0
[frame]
image="misc/blank-hex.png:4000"
[/frame]
[glyph_frame]
auto_hflip=no
auto_vflip=no
image="units/monsters/lumeril-glyph.png:4000"
y="0~4:1000,4~7:1000,7~4:1000,4~0:1000"
[/glyph_frame]
[/standing_anim]
[variation]
variation_id=anim1
inherit=yes
# Deliberately left empty
[/variation]
[variation]
variation_id=anim2
inherit=yes
[standing_anim]
[glyph_frame]
y="4~7:1000,7~4:1000,4~0:1000,0~4:1000"
[/glyph_frame]
[/standing_anim]
[/variation]
[variation]
variation_id=anim3
inherit=yes
[standing_anim]
[glyph_frame]
y="7~4:1000,4~0:1000,0~4:1000,4~7:1000"
[/glyph_frame]
[/standing_anim]
[/variation]
[variation]
variation_id=anim4
inherit=yes
[standing_anim]
[glyph_frame]
y="4~0:1000,0~4:1000,4~7:1000,7~4:1000"
[/glyph_frame]
[/standing_anim]
[/variation]
[/unit_type]
#endif
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-After_the_Storm
#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III
[unit_type]
id=Shaxthal Custodian Drone
name= _ "Custodian Drone"
race=shaxthal
image="units/shaxthal/drone-custodian.png"
image_icon="units/shaxthal/drone-custodian.png~SCALE(72,72)"
hitpoints=88
movement_type=biomechanical_drone
movement=8
experience=200
level=4
alignment=neutral
advances_to=null
{AMLA_DEFAULT}
cost=81
usage=mixed fighter
# Weaker than their cousins to most physical damage types
[resistance]
blade=70
impact=90
cold=70
fire=90
[/resistance]
description= _ "This massive airborne Shaxthal creature was created with the purpose of protecting key locations with its powerful raining fire attack. Combining the strengths of the more generic drones, a formidable foe like this is best approached with extreme caution."
die_sound={SOUND_LIST:BIOMECHANICAL_DIE}
{DEFENSE_ANIM "units/shaxthal/drone-custodian.png" "units/shaxthal/drone-custodian.png" {SOUND_LIST:BIOMECHANICAL_HIT} }
[abilities]
{ABILITY_SUBMERGE}
[/abilities]
[attack]
name=battle claws
description={TSTR_ATTACK_NAME_BATTLE_CLAWS}
icon="attacks/claws-drake.png"
type=blade
range=melee
damage=11
number=3
[/attack]
[attack]
name=energy shock
description= _ "energy shock"
icon=attacks/energy-shock.png
type=impact
range=ranged
damage=13
number=4
[/attack]
[attack]
name=firefly rain
description= _ "firefly rain"
icon=attacks/firefly-rain.png
type=fire
range=ranged
damage=7
number=14
[specials]
{WEAPON_SPECIAL_SWARM}
[/specials]
[/attack]
[attack_anim]
[filter_attack]
name=battle claws
[/filter_attack]
offset=0.0~-0.75:225,-0.75~1.0:175,1.0~0.0:100
[frame]
begin=-400
end=-150
image="units/shaxthal/drone-custodian.png"
[/frame]
[if]
hits=no
[frame]
begin=-150
end=-50
image="units/shaxthal/drone-custodian.png"
sound={SOUND_LIST:MISS}
[/frame]
[/if]
[else]
hits=yes
[frame]
begin=-150
end=-50
image="units/shaxthal/drone-custodian.png"
sound=claws.ogg
[/frame]
[/else]
[frame]
begin=-50
end=100
image="units/shaxthal/drone-custodian.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-custodian.png"
sound=shaxthal-energy-prelude.ogg
[/frame]
[frame]
begin=-200
end=100
image="units/shaxthal/drone-custodian.png"
sound=shaxthal-energy-fire.ogg
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=firefly rain
[/filter_attack]
start_time=-400
offset=0.0
[frame]
duration=200
image="units/shaxthal/drone-custodian.png"
sound=shaxthal-energy-fire.ogg
[/frame]
[if]
hits=yes
direction=n
[frame]
duration=200
image="units/shaxthal/drone-custodian.png"
sound=fire.wav
[/frame]
{MISSILE_FRAME_MUZZLE_FLARE_HIT_NORTH 0 20}
[/if]
[else]
hits=yes
direction=ne,nw
[frame]
duration=200
image="units/shaxthal/drone-custodian.png"
sound=fire.wav
[/frame]
{MISSILE_FRAME_MUZZLE_FLARE_HIT_DIAG_NORTH 0 20}
[/else]
[else]
hits=yes
direction=se,sw
[frame]
duration=200
image="units/shaxthal/drone-custodian.png"
sound=fire.wav
[/frame]
{MISSILE_FRAME_MUZZLE_FLARE_HIT_SOUTH 0 0}
[/else]
[else]
hits=yes
direction=se,sw
[frame]
duration=200
image="units/shaxthal/drone-custodian.png"
sound=fire.wav
[/frame]
{MISSILE_FRAME_MUZZLE_FLARE_HIT_DIAG_SOUTH 0 0}
[/else]
[else]
hits=no
[frame]
duration=200
image="units/shaxthal/drone-custodian.png"
sound=torch-miss.ogg
[/frame]
[/else]
[frame]
duration=200
image="units/shaxthal/drone-custodian.png"
[/frame]
[/attack_anim]
[death]
start_time=0
die_sound_start_time=0
auto_vflip=no
[die_sound_frame]
duration=600
sound=explosion.ogg
[/die_sound_frame]
[die_sound_frame]
duration=800
sound={SOUND_LIST:BIOMECHANICAL_HIT}
[/die_sound_frame]
[die_sound_frame]
duration=400
sound=explosion.ogg
[/die_sound_frame]
[die_sound_frame]
duration=800
sound={SOUND_LIST:BIOMECHANICAL_HIT}
[/die_sound_frame]
[die_sound_frame]
duration=900
sound=explosion.ogg
[/die_sound_frame]
[die_sound_frame]
duration=600
sound={SOUND_LIST:BIOMECHANICAL_DIE}
[/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/shaxthal/drone-custodian.png"
blend_color=255,255,255
blend_ratio=0.0~1.0
[/frame]
[frame]
duration=2600
image="units/shaxthal/drone-custodian.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]
#endif
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-After_the_Storm
#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III
[unit_type]
id=Shaxthal Demolisher Drone
name= _ "Demolisher Drone"
race=shaxthal
image="units/shaxthal/drone-demolition.png"
image_icon="units/shaxthal/drone-demolition.png~SCALE(72,72)"
hitpoints=58
movement_type=biomechanical_drone
movement=5
experience=200
level=4
alignment=neutral
advances_to=null
{AMLA_DEFAULT}
cost=130
usage=mixed fighter
description="" # wmllint: ignore
die_sound={SOUND_LIST:BIOMECHANICAL_DIE}
{DEFENSE_ANIM "units/shaxthal/drone-demolition.png" "units/shaxthal/drone-demolition.png" {SOUND_LIST:BIOMECHANICAL_HIT} }
[abilities]
{ABILITY_DEMOLITION}
{ABILITY_SUBMERGE}
[/abilities]
[resistance]
blade=70
impact=80
cold=80
[/resistance]
[attack]
name=fangs
description={TSTR_ATTACK_NAME_FANGS}
type=pierce
range=melee
damage=10
number=2
[specials]
{WEAPON_SPECIAL_POISON}
[/specials]
[/attack]
[attack]
name=drill
description= _ "drill"
icon=attacks/blank-attack.png # FIXME
type=pierce
range=melee
damage=14
number=2
[specials]
{WEAPON_SPECIAL_FIRSTSTRIKE}
[/specials]
[/attack]
[attack]
name=tail
description={TSTR_ATTACK_NAME_TAIL}
icon=attacks/mace-spiked.png
type=impact
range=melee
damage=16
number=1
[/attack]
[attack]
name=energy burst
description= _ "energy burst"
icon=attacks/energy-shock.png
type=impact
range=ranged
damage=15
number=2
[/attack]
[attack_anim]
[filter_attack]
name=tail
[/filter_attack]
start_time=-300
[frame]
duration=50
image="units/shaxthal/drone-demolition.png"
[/frame]
[if]
hits=no
[frame]
duration=150
image="units/shaxthal/drone-demolition.png"
sound={SOUND_LIST:MISS}
[/frame]
[frame]
duration=300
image="units/shaxthal/drone-demolition.png"
[/frame]
[/if]
[else]
hits=yes
[frame]
duration=150
image="units/shaxthal/drone-demolition.png"
sound=tail.ogg
[/frame]
[frame]
duration=300
image="units/shaxthal/drone-demolition.png"
sound=mace.wav
[/frame]
[/else]
[/attack_anim]
[attack_anim]
[filter_attack]
name=drill
[/filter_attack]
start_time=-200
[frame]
duration=50
image="units/shaxthal/drone-demolition.png"
[/frame]
[if]
hits=no
[frame]
duration=250
image="units/shaxthal/drone-demolition.png"
sound=spear-miss.ogg
[/frame]
[/if]
[else]
hits=yes
[frame]
duration=250
image="units/shaxthal/drone-demolition.png"
sound=spear.ogg
[/frame]
[/else]
[/attack_anim]
[attack_anim]
[filter_attack]
name=fangs
[/filter_attack]
start_time=-300
[frame]
duration=150
image="units/shaxthal/drone-demolition.png"
[/frame]
[if]
hits=yes
[frame]
duration=250
image="units/shaxthal/drone-demolition.png"
sound=bite.ogg
[/frame]
[/if]
[else]
hits=no
[frame]
duration=250
image="units/shaxthal/drone-demolition.png"
sound={SOUND_LIST:MISS}
[/frame]
[/else]
[frame]
duration=100
image="units/shaxthal/drone-demolition.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-demolition.png"
sound=shaxthal-energy-prelude.ogg
[/frame]
[frame]
duration=300
image="units/shaxthal/drone-demolition.png"
sound=shaxthal-energy-fire.ogg
[/frame]
[/attack_anim]
[/unit_type]
#endif
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-After_the_Storm
[unit_type]
id=Shaxthal Infiltrator
[base_unit]
id=Faerie Avatar
[/base_unit]
name= _ "female^Infiltrator"
race=shaxthal
image="units/faeries/ivyel-damaged.png"
#profile="portraits/ivyel-damaged.png"
hitpoints=103
hide_help=true
undead_variation=null
{TRAIT_BIOMECHANICAL}
description= _ "A creature made of flesh and steel, with the power of the arcane flame bestowed upon her and unconditional servitude as her only goal in life, this hybrid Shaxthal being was created and enhanced for the purpose of posing as the elvenkind savior to provide the forces of Uria with new and powerful allies."
[resistance]
blade=80
pierce=70
impact=100
cold=90
arcane=100
[/resistance]
{DEFENSE_ANIM_RANGE "units/faeries/ivyel-damaged.png" "units/faeries/ivyel-damaged.png" {SOUND_LIST:ELF_FEMALE_HIT} melee }
{DEFENSE_ANIM_ELVEN_RANGE "units/faeries/ivyel-damaged.png" "units/faeries/ivyel-damaged.png" {SOUND_LIST:ELF_FEMALE_HIT} ranged }
[attack_anim]
[filter_attack]
name=arcane touch
[/filter_attack]
[frame]
image="units/faeries/ivyel-damaged.png"
[/frame]
[frame]
image="units/faeries/ivyel-damaged.png"
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=gossamer
[/filter_attack]
[frame]
image="units/faeries/ivyel-damaged.png"
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=ethereal storm
[/filter_attack]
[frame]
image="units/faeries/ivyel-damaged.png"
[/frame]
[/attack_anim]
[/unit_type]
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-After_the_Storm
[unit_type]
id=Shaxthal Hive Queen
name= _ "Hive Queen"
race=shaxthal
image="units/shaxthal/queen.png"
bar_offset_x,bar_offset_y=0,0
image_icon="units/shaxthal/queen.png~CROP(28,0,128,128)~SCALE(72,72)"
hitpoints=144
movement_type=biomechanical_drone
movement=5
experience=250
level=5
alignment=neutral
advances_to=null
{AMLA_DEFAULT}
cost=190
usage=mixed fighter
hide_help=true
description= _ "One of the greatest mysteries surrounding Shaxthalkind is their ability to follow orders from the servants of Uria, even though they normally appear to be chiefly insentient, irrational creatures with no ability to understand or communicate with other lifeforms. Following the destruction of the hive in the ruins of Weldyn, it’s been theorized by some that their behavior could be driven by commands from a single controlling entity of their own species."
die_sound=lich-die.ogg
{DEFENSE_ANIM "units/shaxthal/queen.png" "units/shaxthal/queen.png" {SOUND_LIST:LICH_HIT} }
[abilities]
{ABILITY_PROTECTION}
{ABILITY_REGENERATES}
{ABILITY_SUBMERGE}
{ABILITY_ABSORB_DAMAGE}
[/abilities]
[resistance]
blade=70
cold=80
fire=100
arcane=100
[/resistance]
[attack]
name=fangs
description={TSTR_ATTACK_NAME_FANGS}
type=pierce
range=melee
damage=28
number=2
[specials]
{WEAPON_SPECIAL_POISON}
{WEAPON_SPECIAL_SLOW}
[/specials]
[/attack]
[attack]
name=energy burst
description= _ "energy burst"
icon=attacks/energy-shock.png
type=impact
range=ranged
damage=18
number=3
[specials]
{WEAPON_SPECIAL_MARKSMAN}
{WEAPON_SPECIAL_SHOCK}
[/specials]
[/attack]
[attack_anim]
[filter_attack]
name=fangs
[/filter_attack]
start_time=-150
[if]
hits=yes
[frame]
duration=100
image="units/shaxthal/queen.png"
sound=bite.ogg
[/frame]
[/if]
[else]
hits=no
[frame]
duration=100
image="units/shaxthal/queen.png"
sound={SOUND_LIST:MISS}
[/frame]
[/else]
[frame]
duration=150
image="units/shaxthal/queen.png"
[/frame]
[frame]
duration=100
image="units/shaxthal/queen.png"
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=energy burst
[/filter_attack]
start_time=-300
blast_start_time=-1
blast_offset=1.0
blast_auto_vflip=no
[blast_frame]
duration=1
[/blast_frame]
[if]
hits=yes
[blast_frame]
duration=540
halo="projectiles/fireball-impact-7.png:60,projectiles/fireball-impact-8.png:60,projectiles/fireball-impact-9.png:60,projectiles/fireball-impact-10.png:60,projectiles/fireball-impact-11.png:60,projectiles/fireball-impact-12.png:60,projectiles/fireball-impact-13.png:60,projectiles/fireball-impact-14.png:60,projectiles/fireball-impact-15.png:60,projectiles/fireball-impact-16.png:60"
[/blast_frame]
[blast_frame]
duration=1
[/blast_frame]
[/if]
{MISSILE_FRAME_ENERGY_SHOCK}
[frame]
duration=100
image="units/shaxthal/queen.png"
sound=shaxthal-energy-prelude.ogg
[/frame]
[frame]
duration=300
image="units/shaxthal/queen.png"
sound=shaxthal-energy-fire.ogg
[/frame]
[/attack_anim]
[death]
start_time=0
die_sound_start_time=0
auto_vflip=no
[die_sound_frame] # 0 600
duration=600
sound=explosion.ogg
[/die_sound_frame]
[die_sound_frame] # 600 700
duration=100
sound={SOUND_LIST:LICH_HIT}
[/die_sound_frame]
[die_sound_frame] # 700 1400
duration=700
sound={SOUND_LIST:BIOMECHANICAL_HIT}
[/die_sound_frame]
[die_sound_frame] # 1400 1700
duration=300
sound=explosion-big.ogg
[/die_sound_frame]
[die_sound_frame] # 1700 1800
duration=100
sound={SOUND_LIST:LICH_HIT}
[/die_sound_frame]
[die_sound_frame] # 1800 2200
duration=400
sound={SOUND_LIST:BIOMECHANICAL_HIT}
[/die_sound_frame]
[die_sound_frame] # 2200 2600
duration=400
sound=gun-energy-huge-fire-prelude.ogg
[/die_sound_frame]
[die_sound_frame] # 2600 3400
duration=800
sound=explosion.ogg
[/die_sound_frame]
[die_sound_frame] # 3400 3600
duration=200
sound=lich-die.ogg
[/die_sound_frame]
[die_sound_frame] # 3600 3700
duration=100
sound=magic-dark.ogg
[/die_sound_frame]
[die_sound_frame] # 3700
duration=100
sound=dragonstick.ogg
[/die_sound_frame]
[die_sound_frame] # 3800
duration=100
sound=explosion-big.ogg
[/die_sound_frame]
[die_sound_frame] # 3900
duration=100
sound=dragonstick.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_BURST_FRAME 7 3600 18 17}
{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}
#define QUEEN_BURST_COLOR_MOD _NAMESTEM
{BOSS_BURST_FRAME_IMAGE_MOD {_NAMESTEM} "~CS(96,-32,-64)"}
#enddef
{BOSS_BURST_FRAME inN 3750 0 -18} {QUEEN_BURST_COLOR_MOD inN }
{BOSS_BURST_FRAME inE 3750 18 0} {QUEEN_BURST_COLOR_MOD inE }
{BOSS_BURST_FRAME inS 3750 0 18} {QUEEN_BURST_COLOR_MOD inS }
{BOSS_BURST_FRAME inW 3750 -18 0} {QUEEN_BURST_COLOR_MOD inW }
{BOSS_BURST_FRAME outNE 3850 36 -36} {QUEEN_BURST_COLOR_MOD outNE}
{BOSS_BURST_FRAME outSE 3850 36 36} {QUEEN_BURST_COLOR_MOD outSE}
{BOSS_BURST_FRAME outSW 3850 -36 36} {QUEEN_BURST_COLOR_MOD outSW}
{BOSS_BURST_FRAME outNW 3850 -36 -36} {QUEEN_BURST_COLOR_MOD outNW}
{BOSS_BURST_FRAME farN 3900 0 -96} {QUEEN_BURST_COLOR_MOD farN }
{BOSS_BURST_FRAME farNE 3950 72 -72} {QUEEN_BURST_COLOR_MOD farNE}
{BOSS_BURST_FRAME farE 3900 96 0} {QUEEN_BURST_COLOR_MOD farE }
{BOSS_BURST_FRAME farSE 4000 72 72} {QUEEN_BURST_COLOR_MOD farSE}
{BOSS_BURST_FRAME farS 3900 0 96} {QUEEN_BURST_COLOR_MOD farS }
{BOSS_BURST_FRAME farSW 4050 -72 72} {QUEEN_BURST_COLOR_MOD farSW}
{BOSS_BURST_FRAME farW 3900 -96 0} {QUEEN_BURST_COLOR_MOD farW }
{BOSS_BURST_FRAME farNW 4000 -72 -72} {QUEEN_BURST_COLOR_MOD farNW}
#undef QUEEN_BURST_COLOR_MOD
[frame]
duration=4100
image="units/shaxthal/queen.png"
blend_color=255,128,128
blend_ratio="0.0~1.0:3700,1.0"
[/frame]
[frame]
duration=1
image="misc/blank-hex.png"
[/frame]
#
# NOTE: the following are not true haloes because otherwise we can't
# specify an animated alpha blending sequence for them without
# spamming frame definitions and ~O() image modifications.
#
# We render them on layer 100 so they draw atop the inner
# portion of cave walls, etc.
#
#define QUEEN_AURA_FRAME _NUM _START_TIME _DURATION _MOD
heart_aura_{_NUM}_start_time={_START_TIME}
heart_aura_{_NUM}_layer=100
[heart_aura_{_NUM}_frame]
duration={_DURATION}
image="halo/heart-aura.png"+{_MOD}
alpha="0.0~0.5,0.5~1.0,1.0,1.0"
[/heart_aura_{_NUM}_frame]
[heart_aura_{_NUM}_frame]
duration=1
image="misc/blank-hex.png"
[/heart_aura_{_NUM}_frame]
#enddef
{QUEEN_AURA_FRAME 1 0 4200 ""}
{QUEEN_AURA_FRAME 2 200 4000 "~SCALE(450,450)~BL(1)"}
{QUEEN_AURA_FRAME 3 400 3800 "~SCALE(675,675)~BL(2)"}
#undef QUEEN_AURA_FRAME
[/death]
[/unit_type]
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-After_the_Storm
#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III
[unit_type]
id=Shaxthal Deathbringer
name= _ "Deathbringer"
race=shaxthal
image="units/shaxthal/deathbringer-1.png"
hitpoints=172
movement_type=biomechanical_drone
movement=6
experience=200
level=4
alignment=neutral
advances_to=null
{AMLA_DEFAULT}
cost=130
usage=mixed fighter
hide_help=true
# wmllint: notecheck off
description="" # wmllint: ignore
die_sound={SOUND_LIST:BIOMECHANICAL_DIE}
{DEFENSE_ANIM "units/shaxthal/deathbringer-1.png" "units/shaxthal/deathbringer-1.png" {SOUND_LIST:BIOMECHANICAL_HIT} }
[abilities]
{ABILITY_SUBMERGE}
{ABILITY_FEEDING}
[/abilities]
[attack]
name=claws
description={I18N:ATTACK_CLAWS}
icon=attacks/claws-drake.png
type=blade
range=melee
damage=16
number=3
[specials]
{WEAPON_SPECIAL_POISON}
[/specials]
[/attack]
[attack]
name=concussion beam
description= _ "concussion beam"
icon=attacks/energy-shock.png
type=impact
range=ranged
damage=80
number=1
attack_weight=3.0
[specials]
{WEAPON_SPECIAL_SLOW}
{WEAPON_SPECIAL_STUN}
{WEAPON_SPECIAL_ALWAYS_HITS}
[/specials]
[/attack]
[attack_anim]
[filter_attack]
name=claws
[/filter_attack]
[frame]
duration=400
image="units/shaxthal/deathbringer-1.png"
[/frame]
{SOUND:HIT_AND_MISS claws.ogg {SOUND_LIST:MISS} -150}
[/attack_anim]
[attack_anim]
[filter_attack]
name=concussion beam
[/filter_attack]
{MISSILE_FRAME_LIGHT_BEAM}
missile_halo_mod="~BLEND(255,255,0,0.50)~O(0.25)"
prelude_sound_start_time=-750
[prelude_sound_frame]
sound=gun-energy-huge-fire-prelude.ogg
[/prelude_sound_frame]
fire_sound_start_time=-100
[fire_sound_frame]
sound=gun-energy-huge-fire.ogg
[/fire_sound_frame]
[/attack_anim]
# Utility variation, doesn't do anything other than make variation
# randomization simpler to write.
[variation]
variation_id=base
inherit=yes
[/variation]
[variation]
variation_id=cyclops
inherit=yes
image="units/shaxthal/deathbringer-2.png"
{DEFENSE_ANIM "units/shaxthal/deathbringer-2.png" "units/shaxthal/deathbringer-2.png" {SOUND_LIST:BIOMECHANICAL_HIT} }
[attack_anim]
[frame]
image="units/shaxthal/deathbringer-2.png"
[/frame]
[/attack_anim]
[/variation]
[variation]
variation_id=beast
inherit=yes
image="units/shaxthal/deathbringer-3.png"
{DEFENSE_ANIM "units/shaxthal/deathbringer-3.png" "units/shaxthal/deathbringer-3.png" {SOUND_LIST:BIOMECHANICAL_HIT} }
[attack_anim]
[frame]
image="units/shaxthal/deathbringer-3.png"
[/frame]
[/attack_anim]
[/variation]
[/unit_type]
#endif
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-After_the_Storm
#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III
[unit_type]
id=Shaxthal Deathbringer Alpha
# po: That's a greek alpha. Translate as it seems more
# po: convenient for your target language/font.
name= _ "Deathbringer α"
race=shaxthal
image="units/shaxthal/deathbringer-alpha.png"
hitpoints=280
movement_type=biomechanical_drone
movement=6
{NO_EXPERIENCE_UNIT}
level=6
alignment=neutral
cost=211
usage=mixed fighter
hide_help=true
[resistance]
arcane=90
[/resistance]
# wmllint: notecheck off
description="" # wmllint: ignore
die_sound={SOUND_LIST:BIOMECHANICAL_DIE}
{DEFENSE_ANIM "units/shaxthal/deathbringer-alpha.png" "units/shaxthal/deathbringer-alpha.png" {SOUND_LIST:BIOMECHANICAL_HIT} }
[abilities]
{ABILITY_ASPECT_DESTROYER}
{ABILITY_TERROR}
{ABILITY_LEADERSHIP}
[/abilities]
[attack]
name=soul spear
description= _ "soul spear"
type=arcane
range=melee
damage=24
number=2
icon=attacks/soul-spear.png
[specials]
{WEAPON_SPECIAL_MARKSMAN}
{WEAPON_SPECIAL_STUN}
[/specials]
[/attack]
[attack]
name=blood storm
description= _ "blood storm"
icon=attacks/blood-storm-1.png
type=arcane
range=ranged
damage=13
number=6
[specials]
{WEAPON_SPECIAL_MAGICAL}
[/specials]
[/attack]
{SOUL_SPEAR_ANIMATION}
{BLOOD_STORM_ANIMATION 1 2}
{BLOOD_STORM_ANIMATION 2 1}
{BLOOD_STORM_ANIMATION 2 3}
{BLOOD_STORM_ANIMATION 3 2}
{BLOOD_STORM_ANIMATION 1 3}
{BLOOD_STORM_ANIMATION 3 1}
[/unit_type]
#endif
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-After_the_Storm
[unit_type]
id=Shaxthal Stormblade Ivyel
[base_unit]
id=Shaxthal Stormblade
[/base_unit]
image="units/shaxthal/ivyel.png"
hitpoints=73
movement=6
cost=66
hide_help=true
[resistance]
arcane=110
[/resistance]
{DEFENSE_ANIM "units/shaxthal/ivyel.png" "units/shaxthal/ivyel.png" {SOUND_LIST:BIOMECHANICAL_HIT} }
[attack]
name=rayblade
description= _ "weapon^rayblade"
[/attack]
[attack]
name=energy shock
description= _ "energy shock"
damage,number=11,3
[/attack]
[attack_anim]
[filter_attack]
name=rayblade
[/filter_attack]
[frame]
image="units/shaxthal/ivyel.png"
[/frame]
[if]
[frame]
image="units/shaxthal/ivyel.png"
[/frame]
[/if]
[else]
[frame]
image="units/shaxthal/ivyel.png"
[/frame]
[/else]
[frame]
image="units/shaxthal/ivyel.png"
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=energy shock
[/filter_attack]
[frame]
image="units/shaxthal/ivyel.png"
[/frame]
[frame]
image="units/shaxthal/ivyel.png"
[/frame]
[/attack_anim]
[/unit_type]
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-After_the_Storm
#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III
[unit_type]
id=Shaxthal Turret
name= _ "Turret"
race=shaxthal
ignore_race_traits=yes
{TRAIT_BIOMECHANICAL}
# the unit box in sidebar and help screen is really limited to 72x72...
image="units/shaxthal/turret.png~SCALE(72,72)"
hitpoints=97
movement_type=none
[resistance]
blade=60
pierce=70
impact=90
fire=110
cold=90
arcane=120
[/resistance]
movement=1
{NO_EXPERIENCE_UNIT}
level=2
alignment=neutral
cost=24
usage=archer
undead_variation=null
description= _ "It is said that these technological constructs once were living creatures, and in particular, some of the most persistent opponents faced by Uria’s forces on Irdya and Inferno. Whether their former selves remain within their twisted bodies is a mystery, but if it were indeed the case they would unhesitatingly embrace their own destruction."
die_sound=lich-die.ogg
[attack]
name=energy burst
description= _ "energy burst"
icon=attacks/energy-shock.png
type=impact
range=melee
damage=13
number=2
[/attack]
[attack]
name=energy burst
description= _ "energy burst"
icon=attacks/energy-shock.png
type=impact
range=ranged
damage=13
number=2
[/attack]
[standing_anim]
start_time=0
auto_hflip=no
[frame]
duration=100
image="units/shaxthal/turret.png"
[/frame]
[/standing_anim]
[death]
start_time=0
auto_hflip=no
explosion_start_time=599
explosion_auto_hflip=no
explosion_auto_vflip=no
[frame]
duration=600
image="units/shaxthal/turret.png"
blend_color=255,0,0
blend_ratio=0.0~1.0
[/frame]
[frame]
duration=200
image="units/shaxthal/turret.png"
alpha=1.0~0.0
blend_color=255,0,0
blend_ratio=1.0
[/frame]
[frame]
duration=1
image="misc/blank-hex.png"
alpha=0.0
[/frame]
[explosion_frame]
duration=1
image="misc/blank-hex.png"
[/explosion_frame]
[explosion_frame]
duration=100
image="projectiles/fireball-impact-7.png"
sound={SOUND_LIST:EXPLOSION}
[/explosion_frame]
[explosion_frame]
duration=100
image="projectiles/fireball-impact-8.png"
[/explosion_frame]
[explosion_frame]
duration=100
image="projectiles/fireball-impact-9.png"
[/explosion_frame]
[explosion_frame]
duration=100
image="projectiles/fireball-impact-10.png"
[/explosion_frame]
[explosion_frame]
duration=100
image="projectiles/fireball-impact-11.png"
[/explosion_frame]
[explosion_frame]
duration=100
image="projectiles/fireball-impact-12.png"
[/explosion_frame]
[explosion_frame]
duration=100
image="projectiles/fireball-impact-13.png"
[/explosion_frame]
[explosion_frame]
duration=100
image="projectiles/fireball-impact-14.png"
[/explosion_frame]
[explosion_frame]
duration=100
image="projectiles/fireball-impact-15.png"
[/explosion_frame]
[explosion_frame]
duration=100
image="projectiles/fireball-impact-16.png"
[/explosion_frame]
[explosion_frame]
duration=1
image="misc/blank-hex.png"
alpha=0.0
[/explosion_frame]
[/death]
[defend]
start_time=-125
sound_start_time=-26
auto_hflip=no
[frame]
duration=250
image="units/shaxthal/turret.png"
[/frame]
[sound_frame]
duration=1
[/sound_frame]
[if]
hits=hit
[sound_frame]
duration=150
sound={SOUND_LIST:LICH_HIT}
[/sound_frame]
[/if]
[else]
hits=miss,kill
[sound_frame]
duration=150
[/sound_frame]
[/else]
[/defend]
[attack_anim]
[filter_attack]
name=energy burst
[/filter_attack]
start_time=-300
auto_hflip=no
{MISSILE_FRAME_ENERGY_SHOCK}
[frame]
duration=100
image="units/shaxthal/turret.png"
sound=shaxthal-energy-prelude.ogg
[/frame]
[frame]
duration=300
image="units/shaxthal/turret.png"
sound=shaxthal-energy-fire.ogg
[/frame]
[/attack_anim]
[/unit_type]
#endif
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-After_the_Storm
[unit_type]
id=Shaxthal Warlord Elyssa
name= _ "female^Shaxthal Warlord"
race=shaxthal
gender=female
image="units/shaxthal/warlord-elyssa.png"
profile="portraits/elyssa.png"
hitpoints=145
movement_type=biomechanical_elusivefoot
movement=6
experience=250
level=5
alignment=neutral
advances_to=null
{AMLA_DEFAULT}
cost=280
usage=mixed fighter
undead_variation=null
[resistance]
blade=80
impact=70
arcane=100
fire=70
[/resistance]
[abilities]
{ABILITY_SUBMERGE}
{ABILITY_REGENERATES}
{ABILITY_LEADERSHIP}
[/abilities]
# Exclude from units.w.o, not from the help browser.
do_not_list=yes
description= _ "Nobody knows for sure what path led her to become what she is now: a creature neither human nor machine. The Chaos Warlord’s human visage and emaciated body belie the fearsome strength and sharpness of mind she has displayed in battle over the centuries. To Uria’s servants — humans or otherwise — her unnatural abilities and great power have earned her a reputation as a demoness, along with the fear and respect normally reserved for a demon lord.
The fate of anyone facing her in combat is already set, and the most they can hope for is a swift and painless death."
die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}
{DEFENSE_ANIM "units/shaxthal/warlord-elyssa.png" "units/shaxthal/warlord-elyssa.png" {SOUND_LIST:HUMAN_FEMALE_HIT} }
[attack]
name=sword
description={TSTR_ATTACK_NAME_SWORD}
type=blade
range=melee
damage=11
number=4
icon=attacks/scimitar.png
[specials]
{WEAPON_SPECIAL_DRAIN}
[/specials]
[/attack]
[attack]
name=ethereal blast
description= _ "ethereal blast"
type=arcane
range=ranged
[specials]
{WEAPON_SPECIAL_MAGICAL}
[/specials]
damage=9
number=5
icon=attacks/missile-chaos.png
[/attack]
[attack]
name=burning inferno
description= _ "burning inferno"
type=fire
range=ranged
[specials]
{WEAPON_SPECIAL_MAGICAL}
[/specials]
damage=14
number=3
icon=attacks/fireball.png
[/attack]
[attack_anim]
[filter_attack]
name=sword
[/filter_attack]
[frame]
begin=-225
end=-175
image="units/shaxthal/warlord-elyssa.png"
[/frame]
[frame]
begin=-175
end=-100
image="units/shaxthal/warlord-elyssa.png"
[/frame]
[if]
hits=yes
[frame]
begin=-100
end=100
image="units/shaxthal/warlord-elyssa.png"
sound={SOUND_LIST:SWORD_SWISH}
[/frame]
[/if]
[else]
hits=no
[frame]
begin=-100
end=100
image="units/shaxthal/warlord-elyssa.png"
sound={SOUND_LIST:MISS}
[/frame]
[/else]
[frame]
begin=100
end=175
image="units/shaxthal/warlord-elyssa.png"
[/frame]
[frame]
begin=175
end=200
image="units/shaxthal/warlord-elyssa.png"
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=ethereal blast
[/filter_attack]
[missile_frame]
begin=-200
end=50
image="projectiles/chaosmissile-n.png"
image_diagonal="projectiles/chaosmissile-ne.png"
halo=halo/chaos-halo1.png:25,halo/chaos-halo2.png:25,halo/chaos-halo3.png:25,halo/chaos-halo4.png:25,halo/chaos-halo5.png:25,halo/chaos-halo6.png:25,halo/chaos-halo7.png:25,halo/chaos-halo8.png:25,halo/chaos-halo9.png:50
halo_x,halo_y=10,-2
[/missile_frame]
[frame]
begin=-300
end=-200
image="units/shaxthal/warlord-elyssa.png"
[/frame]
[if]
hits=yes
[frame]
begin=-200
end=100
image="units/shaxthal/warlord-elyssa.png"
sound=magic-missile-1.ogg,magic-missile-2.ogg,magic-missile-3.ogg
[/frame]
[/if]
[else]
hits=no
[frame]
begin=-200
end=100
image="units/shaxthal/warlord-elyssa.png"
sound=magic-missile-1-miss.ogg,magic-missile-2-miss.ogg,magic-missile-3-miss.ogg
[/frame]
[/else]
[/attack_anim]
[attack_anim]
[filter_attack]
name=burning inferno
[/filter_attack]
start_time=-400
{FLAME_BLAST_ANIMATION}
[frame]
duration=100
image="units/shaxthal/warlord-elyssa.png"
[/frame]
[frame]
duration=100
image="units/shaxthal/warlord-elyssa.png"
[/frame]
[frame]
duration=200
image="units/shaxthal/warlord-elyssa.png"
[/frame]
[frame]
duration=100
image="units/shaxthal/warlord-elyssa.png"
[/frame]
[frame]
duration=100
image="units/shaxthal/warlord-elyssa.png"
[/frame]
[/attack_anim]
[variation]
variation_id=e2s12_cutscene
inherit=yes
hide_help=yes
image="units/shaxthal/warlord-elyssa-cutscene-1.png"
# Defense animation required for E19.1
{DEFENSE_ANIM "units/shaxthal/warlord-elyssa-cutscene-1.png" "units/shaxthal/warlord-elyssa-cutscene-1.png" {SOUND_LIST:HUMAN_FEMALE_HIT} }
[levelout_anim]
blend_ratio="0.0~1.0"
blend_color="255,0,0"
start_time=0
[frame]
duration=1500
[/frame]
[/levelout_anim]
[/variation]
[variation]
variation_id=e3s0_cutscene_1
inherit=yes
hide_help=yes
image="units/shaxthal/warlord-elyssa-cutscene-2.png"
[levelin_anim]
blend_ratio="1.0~0.0"
blend_color="255,0,0"
start_time=0
[frame]
duration=800
[/frame]
[/levelin_anim]
[/variation]
[variation]
variation_id=e3s0_cutscene_2
inherit=yes
hide_help=yes
#image="units/shaxthal/warlord-elyssa-cutscene-3-se.png"
[standing_anim]
direction=s,se,sw
[frame]
image="units/shaxthal/warlord-elyssa-cutscene-3-se.png"
[/frame]
[/standing_anim]
[standing_anim]
direction=n,ne,nw
[frame]
image="units/shaxthal/warlord-elyssa-cutscene-3-ne.png"
[/frame]
[/standing_anim]
[/variation]
[/unit_type]
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-After_the_Storm
#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III
#
# This unit is intended to be identical to the regular Elyssa used in
# E1 and E2 except for the graphics--which will eventually be subtly
# different--and some stats, the unit type description, and
# --eventually-- portraits.
#
# The transition intended is that Elynia knows she's dealing with
# Merthiaal's heir, hence she's identified as the Guardian of Darkness.
# What she doesn't know yet is the full extent of her powers. The
# transition begins with this unit type and ends with the real
# Guardian of Darkness unit type.
#
[unit_type]
id=Boss Shaxthal Warlord Elyssa
[base_unit]
id=Shaxthal Warlord Elyssa
[/base_unit]
name= _ "female^Guardian of Darkness"
image="units/shaxthal/warlord-elyssa-f+sword.png"
# TODO: portraits!
#profile="portraits/elyssa.png"
hide_help=true
description= _ "There is no information available about this class of beings at this time."
{DEFENSE_ANIM "units/shaxthal/warlord-elyssa-f+sword.png" "units/shaxthal/warlord-elyssa-f+sword.png" {SOUND_LIST:HUMAN_FEMALE_HIT} }
[attack_anim]
[filter_attack]
name=sword
[/filter_attack]
[frame]
image="units/shaxthal/warlord-elyssa-f+sword.png"
[/frame]
[frame]
image="units/shaxthal/warlord-elyssa-f+sword.png"
[/frame]
[if]
[frame]
image="units/shaxthal/warlord-elyssa-f+sword.png"
[/frame]
[/if]
[else]
[frame]
image="units/shaxthal/warlord-elyssa-f+sword.png"
[/frame]
[/else]
[frame]
image="units/shaxthal/warlord-elyssa-f+sword.png"
[/frame]
[frame]
image="units/shaxthal/warlord-elyssa-f+sword.png"
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=ethereal blast
[/filter_attack]
[frame]
image="units/shaxthal/warlord-elyssa-f+sword.png"
[/frame]
[if]
[frame]
image="units/shaxthal/warlord-elyssa-f+sword.png"
[/frame]
[/if]
[else]
[frame]
image="units/shaxthal/warlord-elyssa-f+sword.png"
[/frame]
[/else]
[/attack_anim]
[attack_anim]
[filter_attack]
name=burning inferno
[/filter_attack]
[frame]
image="units/shaxthal/warlord-elyssa-f+sword.png"
[/frame]
[frame]
image="units/shaxthal/warlord-elyssa-f+sword.png"
[/frame]
[frame]
image="units/shaxthal/warlord-elyssa-f+sword.png"
[/frame]
[frame]
image="units/shaxthal/warlord-elyssa-f+sword.png"
[/frame]
[frame]
image="units/shaxthal/warlord-elyssa-f+sword.png"
[/frame]
[/attack_anim]
[/unit_type]
#endif
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-After_the_Storm
#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III
[unit_type]
id=Guardian of Darkness Elyssa
name= _ "female^Guardian of Darkness"
race=shaxthal
gender=female
image="units/shaxthal/warlord-elyssa-f.png"
profile="portraits/elyssa.png"
hitpoints=145
movement_type=biomechanical_elusivefoot
movement=6
experience=181
level=6
alignment=neutral
advances_to=null
{AMLA_TREE:ELYSSA_GUARDIAN}
{AMLA_VITALITY}
cost=910
usage=mixed fighter
hide_help=true
undead_variation=null
[resistance]
blade=80
impact=70
arcane=100
fire=70
[/resistance]
[abilities]
{ABILITY_ASPECT_OF_DARKNESS}
{ABILITY_SUBMERGE}
[/abilities]
# wmllint: notecheck off
description= _ "There is no information available about this class of beings at this time."
die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}
{GUARDIAN_DEFENSE_ANIM 128 -64 -64 "units/shaxthal/warlord-elyssa-f.png" "units/shaxthal/warlord-elyssa-f.png" {SOUND_LIST:HUMAN_FEMALE_HIT} }
[attack]
name=claw of urvatha
description= _ "claw of urvatha"
type=arcane
range=melee
damage=18
number=2
icon=attacks/staff-elven-star.png # FIXME: placeholder
[specials]
{WEAPON_SPECIAL_MAGICAL}
[/specials]
[/attack]
[attack]
name=noctum
description= _ "noctum"
type=arcane
range=ranged
[specials]
{WEAPON_SPECIAL_MAGICAL}
[/specials]
damage=16
number=5
icon=attacks/noctum.png
[/attack]
[attack]
name=pyranoctum
description= _ "pyranoctum" # wmllint: no spellcheck
type=fire
range=ranged
[specials]
{WEAPON_SPECIAL_MAGICAL}
[/specials]
damage=24
number=3
icon=attacks/fireball.png
[/attack]
#
# NOTE: There's a copy of this animation in the Dream Controller unit. It
# must be kept in sync with this one.
#
[attack_anim]
[filter_attack]
name=claw of urvatha
[/filter_attack]
[frame]
begin=-250
end=-125
[/frame]
[if]
hits=yes
[frame]
begin=-125
end=-100
sound=magic-dark.ogg
[/frame]
[frame]
begin=-100
end=100
sound=spear.ogg
[/frame]
[/if]
[else]
hits=no
[frame]
begin=-125
end=-100
[/frame]
[frame]
begin=-100
end=100
sound=spear-miss.ogg
[/frame]
[/else]
[frame]
begin=100
end=175
[/frame]
[/attack_anim]
#ifdef 0
#define ELYSSA_NOCTUM_ANIMATION _BOLT_N1 _BOLT_N2
[attack_anim]
[filter_attack]
name=noctum
[/filter_attack]
start_time=-400
{NOCTUM_BEAM_ANIMATION}
{NOCTUM_BOLT_ANIMATION {_BOLT_N1} {_BOLT_N2} }
[frame]
duration=600
[/frame]
[/attack_anim]
#enddef
{ELYSSA_NOCTUM_ANIMATION 1 2}
{ELYSSA_NOCTUM_ANIMATION 2 1}
{ELYSSA_NOCTUM_ANIMATION 2 3}
{ELYSSA_NOCTUM_ANIMATION 3 2}
{ELYSSA_NOCTUM_ANIMATION 1 3}
{ELYSSA_NOCTUM_ANIMATION 3 1}
#undef ELYSSA_NOCTUM_ANIMATION
#else
[attack_anim]
[filter_attack]
name=noctum
[/filter_attack]
start_time=-400
{NOCTUM_BEAM_ANIMATION}
[frame]
duration=200
[/frame]
[if]
hits=yes
[frame]
duration=125
sound=magic-dark-big.ogg
[/frame]
[frame]
duration=75
sound={SOUND_LIST:HOLY}
[/frame]
[/if]
[else]
hits=no
[frame]
duration=125
sound=magic-dark-big-miss.ogg
[/frame]
[frame]
duration=75
sound={SOUND_LIST:HOLY_MISS}
[/frame]
[/else]
[/attack_anim]
#endif
[attack_anim]
[filter_attack]
name=pyranoctum
[/filter_attack]
start_time=-400
{NOCTUM_BEAM_ANIMATION}
{NOCTUM_FIRE_ANIMATION}
[frame]
duration=600
[/frame]
[/attack_anim]
#
# The following attack animation is only used by the sword-wielding
# variation. Since the only way to avoid its code getting merged with the
# first attack animation of the base variation (hilarity ensues) is
# to know the exact amount and order of attack_anim tags to skip from
# merge (probably by specifying them as empty in the child variation)
# and the code is still in flux as of this writing, let's keep the
# sword animation code in the base variation instead.
#
[attack_anim]
[filter_attack]
name=sword
[/filter_attack]
[frame]
begin=-225
end=-175
[/frame]
[frame]
begin=-175
end=-100
[/frame]
[if]
hits=yes
[frame]
begin=-100
end=100
sound={SOUND_LIST:SWORD_SWISH}
[/frame]
[/if]
[else]
hits=no
[frame]
begin=-100
end=100
sound={SOUND_LIST:MISS}
[/frame]
[/else]
[frame]
begin=100
end=175
[/frame]
[frame]
begin=175
end=200
[/frame]
[/attack_anim]
[extra_anim]
flag=defense_half
start_time=0
[frame]
duration=200
image="units/shaxthal/warlord-elyssa-f.png"
halo="halo/guardian-defense-halo.png"
halo_mod="~CS(128,-64,-64)"
[/frame]
[frame]
duration=100
image="units/shaxthal/warlord-elyssa-f.png"
halo="halo/guardian-defense-halo.png"
halo_mod="~CS(128,-64,-64)~O(0.8)"
[/frame]
[frame]
duration=50
image="units/shaxthal/warlord-elyssa-f.png"
halo="halo/guardian-defense-halo.png"
halo_mod="~CS(128,-64,-64)~O(0.6)"
[/frame]
[frame]
duration=50
image="units/shaxthal/warlord-elyssa-f.png"
halo="halo/guardian-defense-halo.png"
halo_mod="~CS(128,-64,-64)~O(0.4)"
[/frame]
[frame]
duration=50
image="units/shaxthal/warlord-elyssa-f.png"
halo="halo/guardian-defense-halo.png"
halo_mod="~CS(128,-64,-64)~O(0.2)"
[/frame]
[/extra_anim]
[variation]
variation_id=sword
inherit=yes
image="units/shaxthal/warlord-elyssa-f+sword.png"
{GUARDIAN_DEFENSE_ANIM 128 -64 -64 "units/shaxthal/warlord-elyssa-f+sword.png" "units/shaxthal/warlord-elyssa-f+sword.png" {SOUND_LIST:HUMAN_FEMALE_HIT} }
[attack]
name=sword
description={TSTR_ATTACK_NAME_SWORD}
type=blade
range=melee
damage=14
number=4
icon=attacks/scimitar.png
[specials]
#
# "Remove" the magical weapon special introduced
# by [variation] inheritance.
#
[chance_to_hit]
id=magical
name="" # wmllint: ignore
description="" # wmllint: ignore
[filter_adjacent]
adjacent=n,ne,se,s,sw,nw
type=Yeti
[/filter_adjacent]
[/chance_to_hit]
{WEAPON_SPECIAL_DRAIN}
[/specials]
[/attack]
[/variation]
#define ELYSSA_ILLUSION_CUTSCENE_VARIATION _N
[variation]
variation_id="illusion"+{_N}
inherit=yes
image="units/shaxthal/warlord-elyssa-f-illusion-"+{_N}+".png"
#
# All images are just variations on the first frame, so have only that one
# represent the set in the game sidebar.
#
image_icon="units/shaxthal/warlord-elyssa-f-illusion-1.png"
profile="unit_image"
[/variation]
#enddef
{ELYSSA_ILLUSION_CUTSCENE_VARIATION 1}
{ELYSSA_ILLUSION_CUTSCENE_VARIATION 2}
{ELYSSA_ILLUSION_CUTSCENE_VARIATION 3}
{ELYSSA_ILLUSION_CUTSCENE_VARIATION 4}
{ELYSSA_ILLUSION_CUTSCENE_VARIATION 5}
{ELYSSA_ILLUSION_CUTSCENE_VARIATION 6}
#undef ELYSSA_ILLUSION_CUTSCENE_VARIATION
[variation]
variation_id=injured
inherit=yes
image="units/shaxthal/warlord-elyssa-f-injured.png"
# hide ellipse
ellipse=none # wmllint: no ellipsecheck
[/variation]
[/unit_type]
#endif
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-After_the_Storm
#ifdef CAMPAIGN_AFTER_THE_STORM_EPISODE_III
#
# This unit is used at the end of E3S7A.2 for Elyssa to fight ELynia with her
# Guardian of Darkness unit type without revealing crucial spoilers to players
# in the form of her AMLA selection.
#
# See <https://github.com/project-ethea/After_the_Storm/issues/72> for more
# information on why this clunky approach is necessary as opposed to just using
# [object] in the scenario proper.
#
[unit_type]
id=Boss Guardian of Darkness Elyssa
[base_unit]
id=Guardian of Darkness Elyssa
[/base_unit]
# wmlunits doesn't seem to read hide_help values through [base_unit]. This
# tool is truly the biggest enemy of story-based campaign authors.
hide_help=true
# This will force all [advancements] to be removed from the WML tree so we
# can add the default AMLA next.
{AMLA_TREE:ELYSSA_GUARDIAN:DELETE}
{AMLA_DEFAULT}
# Reset her XP to something that makes sense for a level 6 unit.
experience=300
[/unit_type]
#endif
|
#textdomain wesnoth-After_the_Storm
[unit_type]
id=Shaxthal Warlord Narhamoth
name= _ "Shaxthal Warlord"
image="units/shaxthal/warlord-narhamoth.png"
profile="portraits/dark-knight.png"
race=shaxthal
hitpoints=99
movement_type=biomechanical_smallfoot
movement=5
experience=250
level=5
alignment=neutral
advances_to=null
{AMLA_DEFAULT}
cost=140
usage=fighter
hide_help=true
undead_variation=null
[resistance]
blade=70
impact=70
arcane=100
fire=100
cold=80
[/resistance]
[abilities]
{ABILITY_SUBMERGE}
{ABILITY_STEADFAST}
{ABILITY_LEADERSHIP}
[/abilities]
description= _ "In stark contrast with their remarkably savage soldiers and mercenaries, the Chaos Empire’s higher tiers are well defined and disciplined. Commanding the uncivilized human and demonic hordes is no easy task, and the Chaos Lorekeepers use their dominance of magic to intimidate their violent subordinates and keep them under control."
die_sound={SOUND_LIST:DWARF_DIE}
{DEFENSE_ANIM "units/shaxthal/warlord-narhamoth.png" "units/shaxthal/warlord-narhamoth.png" {SOUND_LIST:DWARF_HIT} }
[attack]
name=sword
description={TSTR_ATTACK_NAME_SWORD}
type=blade
range=melee
[specials]
{WEAPON_SPECIAL_SHOCK}
[/specials]
damage=15
number=3
icon=attacks/greatsword-orcish.png
[/attack]
[attack]
name=ethereal blast
description= _ "ethereal blast"
type=arcane
range=ranged
[specials]
{WEAPON_SPECIAL_MAGICAL}
{WEAPON_SPECIAL_DRAIN}
[/specials]
damage=10
number=3
icon=attacks/missile-chaos.png
[/attack]
[attack_anim]
[filter_attack]
name=ethereal blast
[/filter_attack]
[missile_frame]
begin=-200
end=50
image="projectiles/chaosmissile-n.png"
image_diagonal="projectiles/chaosmissile-ne.png"
halo=halo/chaos-halo1.png:25,halo/chaos-halo2.png:25,halo/chaos-halo3.png:25,halo/chaos-halo4.png:25,halo/chaos-halo5.png:25,halo/chaos-halo6.png:25,halo/chaos-halo7.png:25,halo/chaos-halo8.png:25,halo/chaos-halo9.png:50
halo_x,halo_y=10,-2
[/missile_frame]
[frame]
begin=-300
end=-200
image="units/shaxthal/warlord-narhamoth.png"
[/frame]
[if]
hits=yes
[frame]
begin=-200
end=100
image="units/shaxthal/warlord-narhamoth.png"
sound=magic-missile-1.ogg,magic-missile-2.ogg,magic-missile-3.ogg
[/frame]
[/if]
[else]
hits=no
[frame]
begin=-200
end=100
image="units/shaxthal/warlord-narhamoth.png"
sound=magic-missile-1-miss.ogg,magic-missile-2-miss.ogg,magic-missile-3-miss.ogg
[/frame]
[/else]
[/attack_anim]
[attack_anim]
[filter_attack]
name=sword
[/filter_attack]
[if]
hits=yes
[frame]
begin=-100
end=0
image="units/shaxthal/warlord-narhamoth.png"
sound={SOUND_LIST:SWORD_SWISH}
[/frame]
[/if]
[else]
hits=no
[frame]
begin=-100
end=0
image="units/shaxthal/warlord-narhamoth.png"
sound={SOUND_LIST:MISS}
[/frame]
[/else]
[frame]
begin=0
end=200
image="units/shaxthal/warlord-narhamoth.png"
[/frame]
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-After_the_Storm
[unit_type]
id=Chaos Cardinal Fused
name= _ "Chaos Cardinal"
race=undead
image="units/undead-necromancers/chaos-cardinal-fused.png"
# No halo of its own, it's handled by an [item] that persists after death
hitpoints=109
movement_type=undeadfoot
movement=6
experience=250
level=5
alignment=chaotic
advances_to=null
{AMLA_DEFAULT}
cost=280
usage=mixed fighter
hide_help=true
description= _ "Infused with Yechnagoth’s dark power and bound to the structure housing a replica of her preserved heart, this necromancer knows no limits to his worship of the deities who mandated the construction of the Chaos Empire. Thus he has offered his own soul as a tribute for the Eater of Souls, intent on fulfilling her covenant with Uria by utilizing his own decayed body as a medium.
Even while restricted to watching his minions strike down all undesirable intrusion during his unholy ritual, and even as the corrupting energy of the fallen goddess slowly gnaws at his very soul, he can channel it into a devastating blast capable of ravaging the souls of his helpless targets."
die_sound=lich-die.ogg
{DEFENSE_ANIM "units/undead-necromancers/chaos-cardinal-fused.png" "units/undead-necromancers/chaos-cardinal-fused.png" {SOUND_LIST:LICH_HIT} }
[movement_costs]
shallow_water={UNREACHABLE}
reef={UNREACHABLE}
swamp_water={UNREACHABLE}
flat={UNREACHABLE}
sand={UNREACHABLE}
forest={UNREACHABLE}
hills={UNREACHABLE}
mountains={UNREACHABLE}
village={UNREACHABLE}
castle={UNREACHABLE}
cave={UNREACHABLE}
frozen={UNREACHABLE}
fungus={UNREACHABLE}
[/movement_costs]
[abilities]
{ABILITY_ZEAL}
{ABILITY_REGENERATES}
[/abilities]
[attack]
name=noctum
description= _ "noctum"
icon=attacks/noctum.png
type=arcane
range=melee
damage=128
number=1
[specials]
{WEAPON_SPECIAL_ALWAYS_HITS}
[/specials]
[/attack]
[attack]
name=chill tempest
description=_"chill tempest"
type=cold
[specials]
{WEAPON_SPECIAL_MAGICAL}
[/specials]
range=ranged
damage=27
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=11
number=5
icon=attacks/dark-missile.png
[/attack]
[standing_anim]
start_time=0
auto_hflip=no
[if]
direction=n,s,se,ne
[frame]
image="units/undead-necromancers/chaos-cardinal-fused.png:2500"
[/frame]
[/if]
[else]
direction=nw,sw
[frame]
image="units/undead-necromancers/chaos-cardinal-fused-fl.png:2500"
[/frame]
[/else]
[/standing_anim]
#
# Make opening and closing tags in next macro invisible to wmlxgettext so
# it doesn't crap out with "expected closed node 'unit_type' got
# '{_ANIM_TYPE}'" on the closing tag.
#
#define __WMLXGETTEXT_TAG _TAG
{_TAG}
#enddef
# wmlindent: start ignoring
#define HEKUBA_CCF_BASIC_ANIM _ANIM_TYPE _DIRECTION _BASEFRAME
{__WMLXGETTEXT_TAG [{_ANIM_TYPE}]}
auto_hflip=no
direction={_DIRECTION}
[frame]
image={_BASEFRAME}
[/frame]
{__WMLXGETTEXT_TAG [/{_ANIM_TYPE}]}
#enddef
# wmlindent: stop ignoring
#define HEKUBA_CCF_DEFENSE_ANIM _DIRECTION _BASEFRAME
[defend]
start_time=-125
sound_start_time=-26
direction={_DIRECTION}
auto_hflip=no
[frame]
duration=250
image={_BASEFRAME}
[/frame]
[sound_frame]
duration=1
[/sound_frame]
[if]
hits=hit
[sound_frame]
duration=150
sound={SOUND_LIST:LICH_HIT}
[/sound_frame]
[/if]
[else]
hits=miss,kill
[sound_frame]
duration=150
[/sound_frame]
[/else]
[/defend]
#enddef
#
# FIXME: break this down further when we get individual animation frames
#
#define HEKUBA_CCF_ATTACK_ANIM3_BASE _ATTACK_NAME _DURATION _BASEFRAME _BASEFRAME_REVERSE _ANIMATION
[attack_anim]
[filter_attack]
name={_ATTACK_NAME}
[/filter_attack]
auto_hflip=no
[if]
direction=se,s,ne,n
[frame]
duration={_DURATION}
image={_BASEFRAME}
[/frame]
[/if]
[else]
direction=sw,nw
[frame]
duration={_DURATION}
image={_BASEFRAME_REVERSE}
[/frame]
[/else]
{_ANIMATION}
[/attack_anim]
#enddef
#define HEKUBA_CCF_ATTACK_ANIM3 _ATTACK_NAME _DURATION _BASEFRAME _BASEFRAME_REVERSE _ANIMATION
{HEKUBA_CCF_ATTACK_ANIM3_BASE ({_ATTACK_NAME}) ({_DURATION}) ({_BASEFRAME}) ({_BASEFRAME_REVERSE}) ({_ANIMATION})}
#enddef
{HEKUBA_CCF_BASIC_ANIM death se,s,ne,n "units/undead-necromancers/chaos-cardinal-fused.png"}
{HEKUBA_CCF_BASIC_ANIM death sw,nw "units/undead-necromancers/chaos-cardinal-fused-fl.png"}
{HEKUBA_CCF_DEFENSE_ANIM se,s,ne,n "units/undead-necromancers/chaos-cardinal-fused.png"}
{HEKUBA_CCF_DEFENSE_ANIM sw,nw "units/undead-necromancers/chaos-cardinal-fused-fl.png"}
# wmlindent: start ignoring
{HEKUBA_CCF_ATTACK_ANIM3
"chill tempest" 600
"units/undead-necromancers/chaos-cardinal-fused.png"
"units/undead-necromancers/chaos-cardinal-fused-fl.png"
(
start_time=-355
offset=0
{MISSILE_FRAME_CHILL_TEMPEST 0 -15}
halo_start_time=-205
[halo_frame]
halo=halo/undead/black-magic-[1~5].png:[75*4,50]
[/halo_frame]
{SOUND:HIT_AND_MISS magic-dark-big.ogg magic-dark-big-miss.ogg -150}
)}
{HEKUBA_CCF_ATTACK_ANIM3
"breath of nyx" 800
"units/undead-necromancers/chaos-cardinal-fused.png"
"units/undead-necromancers/chaos-cardinal-fused-fl.png"
(
start_time=-675
offset=0
{MISSILE_FRAME_SHADOW_WAVE}
halo_start_time=-525
[halo_frame]
halo=halo/undead/black-magic-[1~5].png:[75*4,50]
[/halo_frame]
{SOUND:HIT_AND_MISS magic-dark-big.ogg magic-dark-big-miss.ogg -50}
)}
{HEKUBA_CCF_ATTACK_ANIM3
"noctum" 500
"units/undead-necromancers/chaos-cardinal-fused.png"
"units/undead-necromancers/chaos-cardinal-fused-fl.png"
(
start_time=-400
offset=0.0
{NOCTUM_BEAM_ANIMATION}
{SOUND:HIT_AND_MISS {SOUND_LIST:HOLY} {SOUND_LIST:HOLY_MISS} -75}
)}
# wmlindent: stop ignoring
[/unit_type]
#undef HEKUBA_CCF_BASIC_ANIM
#undef HEKUBA_CCF_ATTACK_ANIM3
#undef HEKUBA_CCF_DEFENSE_ANIM
#undef HEKUBA_CCF_ATTACK_ANIM3_BASE
#undef __WMLXGETTEXT_TAG
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-After_the_Storm
[unit_type]
id=Fallen Faerie
name= _ "female^Fallen Faerie"
race=undead
gender=female
image="units/faeries/fallen.png"
[standing_anim]
start_time=0
alpha=0.9~0.7:1400,0.7~0.8:600,0.8~0.7:600,0.7~0.9:1400
[frame]
image="units/faeries/fallen.png:4000"
[/frame]
[/standing_anim]
hitpoints=43
movement_type=undeadspirit
# Resistances and defenses must match the Faerie Spirit unit type.
# The contrast point is the alignment. It behaves very similar to
# regular Spectres otherwise.
[defense]
forest=40
[/defense]
[resistance]
fire=80
cold=100
[/resistance]
movement=7
level=3
alignment=chaotic
experience=150
advances_to=null
{AMLA_DEFAULT}
cost=63
usage=scout
[abilities]
{ABILITY_SYLVAN_SPARK}
[/abilities]
description= _ "The essence of true faeries normally makes it unfeasible for them to be brought back as undead, but this is by no means a feat without precedent.
Much like other creatures resurrected by necromancy they are merely shadows of their former beings, mostly devoid of free will and emotions. They roam about places from their previous memories, seeking to draw energy from the living in a futile attempt to revert the effects of time upon their decayed bodies and spirits. Their former affinity to forests becomes key to their subsistence, but there is little more they can obtain from it."
die_sound=lich-die.ogg
{DEFENSE_ANIM "units/faeries/fallen.png" "units/faeries/fallen.png" {SOUND_LIST:LICH_HIT} }
[attack]
name=death touch
description= _ "death touch"
icon=attacks/touch-undead.png
type=arcane
[specials]
{WEAPON_SPECIAL_MAGICAL}
[/specials]
range=melee
damage=10
number=2
[/attack]
[attack]
name=wail
description={TSTR_ATTACK_NAME_WAIL}
type=cold
range=ranged
damage=10
number=3
[/attack]
[attack_anim]
[filter_attack]
name=death touch
[/filter_attack]
start_time=-500
offset=0.0~1.0:425,0.0:225
alpha=0.8~0.0:425,0.0~0.8:225
[frame]
duration=25
image="units/faeries/fallen.png"
[/frame]
[frame]
duration=175
image="units/faeries/fallen.png"
[/frame]
[frame]
duration=175
image="units/faeries/fallen.png"
[/frame]
[frame]
duration=100
image="units/faeries/fallen.png"
sound=wail-sml.wav
[/frame]
[frame]
duration=75
image="units/faeries/fallen.png"
[/frame]
[frame]
duration=75
image="units/faeries/fallen.png"
[/frame]
[frame]
duration=25
image="units/faeries/fallen.png"
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=wail
[/filter_attack]
{MISSILE_FRAME_WAIL}
[frame]
begin=-250
end=-200
image="units/faeries/fallen.png"
[/frame]
[frame]
sound=wail.wav
begin=-200
end=50
image="units/faeries/fallen.png"
[/frame]
[/attack_anim]
[/unit_type]
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
[about]
images="maps/background.jpg"
[/about]
[about]
title= _ "Creator and Lead Designer"
[entry]
name="Iris Morelle (Irydacea/shadowm)"
email="[email protected]"
wikiuser="shadowm"
[/entry]
[/about]
[about]
title= _ "Campaign Maintenance"
#
# Current main maintainer
#
[entry]
name="Iris Morelle (Irydacea/shadowm)"
[/entry]
[/about]
[about]
title= _ "Graphics"
[entry]
name="Iris Morelle (Irydacea/shadowm)"
comment="Too much stuff"
[/entry]
[entry]
name="Kathrin Polikeit (Kitty)"
comment="
Portraits:
- Original portraits since 1.10.0
- Generic elvish portraits that were imported to serve as place-holders for 1.0
- Campaign menu entry's big picture/crop (generic story graphic)
"
[/entry]
[entry]
name = "Marcus Rosén (sleepwalker)"
comment = "Regular demon portraits"
[/entry]
{CREDITS_SEPARATOR}
[entry]
name="Art Wu (EVILEST)"
[/entry]
[entry]
name="Ben Wenzel (artisticdude)"
comment="Improved Demon, Demon Grunt, Demon Zephyr, and Demon Warrior baseframes"
[/entry]
[entry]
name="Blarumyrran"
comment="
- Dark hive floor tiles
- Deathguard
- Bookshelves
- New fungoid
"
[/entry]
[entry]
name="Charles Dang (vultraz)"
comment="Elynia staff icon, done with Zerovirus's help"
[/entry]
[entry]
name="doofus-01"
[/entry]
[entry]
name="Emilien Rotival (LordBob)"
comment="Faerie race icon"
[/entry]
[entry]
name="Erkki Lonkainen (Eternal)"
comment="
Sprites:
- Base for Elyssa before 1.9.1
- Brain Drainer
- Giant Leech
- Death Baron's palette and helmet deco
- Cockatrice
- Lesser Giant Spider
- Gutwrencher Imp
"
[/entry]
[entry]
name="Francisco Muñoz (fmunoz)"
comment="
Sprites:
- Some elemental spirits' graphics
- Giant boar
- Water Serpent
- Iron Golem
- Base for L0 Imp, which was Ghoul on Wesnoth 1.0.2
- Verlissh Spearberar unit line
"
[/entry]
[entry]
name = "Lari Nieminen (zookeeper)"
comment = "Additional work on the Death Baron animations"
[/entry]
[entry]
name="Neoriceisgood"
comment="
- Most original Chaos faction sprites used until around 0.7.
- Original demon unit line before version 0.0.911
- Dwarvish Steamwheel and Steamcopter unit lines' graphics
- Dwarvish Handcannon
- Automaton stand. frame
- Worker Droid stand. frame
- Armageddon Imp
- Base for L1 Imp (EE: Lesser Abomination)
- Base for L2 Imp (EE: Flesh Hound)
- Alternate loyalist swordsman unit line
- Dark General
- Verlissh-Psy Mindraider
"
[/entry]
[entry]
name="Neoskel"
comment="Chaos faction revamp; some new loyalist sprites"
[/entry]
[entry]
name="Peter Geinitz (Shadow/Wayfarer)"
comment="
- Entire Aragwaith faction
- Faeries (except Lady of Light and Sylvan Warden)
- Base for Dwarvish Scout line, Dwarvish Arcanister, Dwarvish Flamethrower
- Touch-ups on Lady of Light
- Base for Elvish Guard/Protector
- New Chaos Invoker animation frames, touched-up baseframe
- Fire Aura attack icon
"
[/entry]
[entry]
name="Richard Kettering (Jetrel)"
comment="
- The base of many custom sprites, some portraits, some visual FX images
- Old elvish sorceress line sprites used for Anlindë's custom unit
- The new faerie wings procedure
- His help and awesomeness
"
[/entry]
{CREDITS_SEPARATOR}
[entry]
name="GK3"
comment="Goliath miniboss/boss sprites"
[/entry]
[entry]
name="Hogne Håskjold (Frame/Freim)"
[/entry]
[entry]
name="Irrevenant"
comment="Touch-ups on Elynia, guidance, indoors ToD icon"
[/entry]
[entry]
name="Melon"
comment="
Shadow Spawn: from Swarm Lord, Yōkai faction
Shadow Courier: from Blood Manipulator, Vampires EoM faction
"
[/entry]
[entry]
name="Musketaquid"
[/entry]
[entry]
name="Reiner ‘Tiles’ Prokein"
comment="Miscellaneous props/tiles"
[/entry]
[entry]
name="Samuel Wilson (megane)"
comment="
- Chaos faction revamp
- Crystal glyph's base, edited by shadowm
- New Dread Bat
- Smaller Crystal Glyph
"
[/entry]
[entry]
name="Santiago Iborra (Quellion)"
comment="Wight for WTactics.org/Arcmage.org, used as a placeholder for Mal Hekuba"
[/entry]
[entry]
name="Shield"
comment="New bunnies with color variations (since 2.0)"
[/entry]
[entry]
name="VYNLT"
comment="Chaos Cardinal"
[/entry]
[entry]
name="Zerovirus"
comment="Elynia's last baseframe revision; Elynia staff icon, done with vultraz's help; general awesomeness"
[/entry]
[/about]
[about]
title= _ "Aragwaith Faction"
[entry]
name="Astrid Halberkamp"
comment="Rebalancing and animation WML updates for the MP 'The Aragwaithi' and 'Era of Chaos' add-ons, applied on IftU 1.99.0 and later"
[/entry]
[entry]
name="Peter Geinitz (Shadow/Wayfarer)"
comment="Art, concept"
[/entry]
[/about]
[about]
title= _ "Music"
[entry]
name="Aleksi Aubry-Carlson (Aleksi)"
comment="Orc Theme, gameplay06.ogg"
[/entry]
[entry]
name="Jeremy Nicoll (jeremy2)"
comment="Lonely Snowfall"
[/entry]
[entry]
name="Mattias Westlund (West)"
comment="Ambuscade"
[/entry]
[entry]
name="Telaron"
comment="climactic_contemplation.ogg, western_theme2.ogg"
[/entry]
[/about]
[about]
title= _ "Translations"
[entry]
name="kabachuha"
comment="Russian"
[/entry]
[entry]
name="newfrenchy83"
comment="French"
[/entry]
[/about]
[about]
title= _ "Additional Thanks to"
[entry]
name="8680 (8680)"
[/entry]
[entry]
name="Alexander van Gessel (AI/AI0867)"
comment="Former maintainer"
[/entry]
[entry]
name="Benoît Timbert (Noyga)"
comment="Wesnoth 1.3.x Extended Era"
[/entry]
[entry]
name="Charles Dang (vultraz)"
comment="Prose review and revision for IftU 2.0, moral support, playtesting, Wesnoth 1.14.x technical support"
[/entry]
[entry]
name="Dimitar Ilccov (Mythological)"
comment="Former release helper; bug fixing and compatibility fixes of this campaign with BfW 1.4 beta/RC series"
[/entry]
[entry]
name="Docrock"
comment="Very early playtesting"
[/entry]
[entry]
name="Elvish_Pillager"
comment="1.5.x experimental port playtesting"
[/entry]
[entry]
name="Inky"
comment="Highly educational playthrough and bug reports"
[/entry]
[entry]
name="Konrad2"
comment="Playtesting of IftU 2.0"
[/entry]
[entry]
name="Michael (Mica)"
comment="Former non-maintainer uploader"
[/entry]
[entry]
name="nemaara"
comment="Playtesting of IftU 2.0, moral support"
[/entry]
[entry]
name="Piotr Cychowski (Cycholka/Mistbinder/Mist)"
comment="Initial porting from the 1.4 branch to 1.5.x"
[/entry]
[entry]
name="S. E. Brune (SouthernOracle)"
comment="Original prose revision continuing ESR's work, for 1.14.0."
[/entry]
[entry]
name="Sergey Popov (loonycyborg)"
comment="Playtesting of the 1.5.x port"
[/entry]
[entry]
name="solsword/pmworther"
[/entry]
[entry]
name="Steven Panek (Espreon)"
comment="Former maintainer, nitpicker, punctuation pedant"
[/entry]
[entry]
name="Turuk"
[/entry]
[entry]
name="Zoltic"
comment="critical i18n/l10n bugs reporting and hinting"
[/entry]
{CREDITS_SEPARATOR}
[entry]
name= _ "You, for playing this campaign"
[/entry]
[/about]
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
# wmllint: no translatables
#define LOG_IFTU_ERR _MSG
{ERROR ("[IftU] "+{_MSG})}
#enddef
#define LOG_IFTU_WRN _MSG
{WARNING ("[IftU] "+{_MSG})}
#enddef
#define LOG_IFTU_WARN _MSG
{WARNING ("[IftU] "+{_MSG})}
#enddef
#define LOG_IFTU _MSG
{LOG ("[IftU] "+{_MSG})}
#enddef
#ifdef DEBUG
#define LOG_IFTU_DBG _MSG
{DEBUG ("[IftU] "+{_MSG})}
#enddef
#else
#define LOG_IFTU_DBG _MSG
{LOG ({_MSG})}
#enddef
#endif
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
#
# Naia library
#
#ifhave ~add-ons/Naia/loader.cfg
{~add-ons/Naia/loader.cfg}
#else
#ifhave ./Naia/loader.cfg
#define NAIA_EMBEDDED
Invasion_from_the_Unknown#enddef
{./Naia/loader.cfg}
#endif
#endif
#ifndef NAIA_VERSION
#error Naia or a Naia base library component is missing. Cannot continue loading this add-on.
#endif
#
# Local library
#
# LD provides a simpler, shorter way of including WML files by using only
# relative paths (to the add-on's directory).
#define LD __PATH__
{~add-ons/Invasion_from_the_Unknown/{__PATH__}}#enddef
{LD /mainline-strings.cfg}
#ifndef EDITOR
#ifndef __WMLUNITS__
# DIFF includes WML conditionally depending on the selected difficulty. I
# prefer this to mainline's ON_DIFFICULTY macro, which has an exceedingly
# long name for such an ubiquitous purpose. There is no whitespace (e.g.
# tabs, newlines, blanks) around the inclusions in order to avoid issues
# when the substitution is performed in middle of a string literal.
#ifdef EASY
#define DIFF _ON_EASY _ON_NORMAL _ON_HARD
{_ON_EASY}#enddef
#endif
#ifdef NORMAL
#define DIFF _ON_EASY _ON_NORMAL _ON_HARD
{_ON_NORMAL}#enddef
#endif
#ifdef HARD
#define DIFF _ON_EASY _ON_NORMAL _ON_HARD
{_ON_HARD}#enddef
#endif
#define PERSISTENT_NS_IFTU
"Project_Ethea.Invasion_from_the_Unknown" #enddef
# NOTE: do not change the order in which these files are preprocessing unless
# you are very sure of what you are doing.
[lua]
code = <<
PROJECT_ETHEA_RECONSTRUCTION_VERSION = '>>+"{LD dist/VERSION}"+<<'
naia_register_package {
global_id = 'project_ethea.Invasion_from_the_Unknown',
name = 'Invasion from the Unknown',
i18n_name = wesnoth.textdomain('wesnoth-Invasion_from_the_Unknown')('Invasion from the Unknown'),
version = PROJECT_ETHEA_RECONSTRUCTION_VERSION,
abbreviation = 'IftU',
tracker_url = 'https://github.com/project-ethea/Invasion_from_the_Unknown/issues',
forum_thread = 'https://forums.wesnoth.org/viewtopic.php?t=43309',
maintainer_mode = filesystem.have_file('~add-ons/Invasion_from_the_Unknown/base-maint.cfg'),
}
check_host_compatibility('1.15.14', '1.16.x', {}, false)
check_addon_compatibility()
-- Load local code files.
for i, file in ipairs {
'overrides.lua',
'theme.lua',
'gui/character_descriptions_prompt.lua',
'gui/intermission_prompt.lua',
'gui/outro_teaser.lua',
'Invasion_from_the_Unknown.lua',
}
do
wesnoth.dofile('~add-ons/Invasion_from_the_Unknown/lua/' .. file)
end
>>
[/lua]
#endif
{LD /base-debug.cfg}
{LD /base-rc.cfg}
{LD /macros}
[+units]
{LD /units}
[/units]
#ifndef __WMLUNITS__
{GLOBAL_EVENTS ({LD /global-events.cfg})}
#define MAP __FILE__
map_file="~add-ons/Invasion_from_the_Unknown/maps/{__FILE__}"
#enddef
#define MASK __FILE__
mask="{LD /masks/{__FILE__}}"
#enddef
#define SHROUD_DATA __FILE__
shroud_data="{LD /masks/{__FILE__}}"
#enddef
{LD /scenarios}
#endif
#endif
# EOF
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
[color_palette]
faerie_spirit_hair_leaves_green=104820,458967,8DCD53,E8F898
faerie_spirit_hair_leaves_decay=4E3430,904D39,D9A487,EBD5BC
faerie_spirit_skin_green=662431,75556B,7B99B6,CCB1E0,D1FFFE
faerie_spirit_skin_decay=3F281F,75556B,9B929F,E0B9B1,FFFFFF
[/color_palette]
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
#
# Global events loaded for all scenarios
#
{AMLA_MENU_HINT}
|
#textdomain wesnoth-Invasion_from_the_Unknown
# WML gettext helper file to allow for easy inclusion of mainline tstrings that
# are commonly used throughout this campaign, without needing to embed textdomain
# declarations inside other files, which may be confusing and prone to human mistakes.
# They also shut up a bunch of wmllint warnings on "multiple textdomains"
################################### TEXTDOMAIN "wesnoth" ###################################
#textdomain wesnoth
#define STR_HOLY_WATER
_"Holy Water" #enddef
#define STR_HOLY_WATER_MATCHING_DESCRIPTION
_"This water will make melee weapons have the <i>arcane</i> damage type until the end of the current scenario." #enddef
#define STR_HOLY_WATER_NONMATCHING_DESCRIPTION
_"I am not suited to the use of this item! Let another take it." #enddef
################################ TEXTDOMAIN "wesnoth-units" ################################
#textdomain wesnoth-units
#define STR_SKELETON
_"Skeleton" #enddef
#define STR_ELVISH_CAPTAIN
_"Elvish Captain" #enddef
#define STR_ELVISH_HERO
_"Elvish Hero" #enddef
#define TSTR_ATTACK_NAME_FLAIL
_"flail" #enddef
#define TSTR_ATTACK_NAME_BALLISTA
_"ballista" #enddef
#define TSTR_ATTACK_NAME_MORNING_STAR
_"morning star" #enddef
#define TSTR_ATTACK_NAME_NET
_"net" #enddef
#define TSTR_ATTACK_NAME_PINCERS
_"pincers" #enddef
#define TSTR_ATTACK_NAME_MUD_GLOB
_"mud glob" #enddef
#define TSTR_ATTACK_NAME_SLAM
_"slam" #enddef
#define TSTR_ATTACK_NAME_PLAGUE_STAFF
_"plague staff" #enddef
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
#
# Invasion from the Unknown
# Copyright (C) 2006 - 2023 by Iris Morelle <[email protected]>
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 2 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# wmlscope: set export=no
# wmlindent: start ignoring
# After the recent changes on the campaign's WML and plot structure, wmllint goes mad
# since it does not know how to expand *macros* for the [campaign] nodes.
# wmllint: validate-off
# Wesnoth textdomain setup
[textdomain]
name="wesnoth-Invasion_from_the_Unknown"
path="data/add-ons/Invasion_from_the_Unknown/translations"
[/textdomain]
[textdomain]
name="wesnoth-Naia"
#ifhave ~add-ons/Invasion_from_the_Unknown/Naia
path="data/add-ons/Invasion_from_the_Unknown/Naia/translations"
#endif
#ifhave ~add-ons/Naia
path="data/add-ons/Naia/translations"
#endif
[/textdomain]
# Campaign menu entries
#undef IFTU_SHARED_ATTRIBUTES
#undef IFTU_HAVE_MUSIC
#ifhave ~add-ons/IftU_Music/_main.cfg
#define IFTU_HAVE_MUSIC
#enddef
#endif
#
# Macros used by the campaign menu entries
#
#define IFTU_SHARED_DESCRIPTION_FOOTER
"
<span color='#a69275' size='smaller'>"+
_"Version"+" {~add-ons/Invasion_from_the_Unknown/dist/VERSION} "+{IFTU_WESNOTH_VERSION_SUPPORT_STATUS}+"
"+_"Feedback and bug reports:"+" https://r.wesnoth.org/t43309"+{IFTU_HAVE_MUSIC_STATUS}+"</span>" #enddef
#define IFTU_WESNOTH_VERSION_SUPPORT_STATUS
_ "for Wesnoth 1.16.0 and later" #enddef
#ifdef IFTU_HAVE_MUSIC
#define IFTU_HAVE_MUSIC_STATUS
#enddef
#else
#define IFTU_HAVE_MUSIC_STATUS
"
"+"<span color='#f00' weight='bold'>!</span> <span color='#e33'>"+
_"Music add-on “<i>IftU Music</i>” is <b>not</b> currently installed."+"</span>" #enddef
#endif
#define IFTU_SHARED_ATTRIBUTES EPISODE_ID_SUFFIX EPISODE_SUBTITLE EPISODE_DESCRIPTION
id=Invasion_from_the_Unknown_{EPISODE_ID_SUFFIX}
define=CAMPAIGN_INVASION_FROM_THE_UNKNOWN
extra_defines=CAMPAIGN_INVASION_FROM_THE_UNKNOWN_EPISODE_{EPISODE_ID_SUFFIX}
{ENABLE_DWARVISH_RUNESMITH}
{ENABLE_DWARVISH_ARCANISTER}
{ENABLE_NIGHTBLADE}
version={~add-ons/Invasion_from_the_Unknown/dist/VERSION}
abbrev= _ "IftU"
# NOTE: not the real chronology of these campaigns.
year="9998 AF"
end_text= _ "To be continued..."
name= _ "Invasion from the Unknown"+"
"+{EPISODE_SUBTITLE}
description={EPISODE_DESCRIPTION}+{IFTU_SHARED_DESCRIPTION_FOOTER}
# Credits data source
{~add-ons/Invasion_from_the_Unknown/about.cfg}
#enddef
#define IFTU_DIFFICULTY_MENU_ENTRY _SYMBOL _ICON _LABEL _DESC _DEFAULT
[difficulty]
define={_SYMBOL}
image={_ICON}+"~RC(magenta>red)"
label={_LABEL}
description={_DESC}
default={_DEFAULT}
[/difficulty]
#enddef
#define IFTU_DIFFICULTY_MENU _EASY_LABEL _EASY_ICON _NORMAL_LABEL _NORMAL_ICON _HARD_LABEL _HARD_ICON
{IFTU_DIFFICULTY_MENU_ENTRY EASY ({_EASY_ICON}) ({_EASY_LABEL}) ( _ "Easy") no }
{IFTU_DIFFICULTY_MENU_ENTRY NORMAL ({_NORMAL_ICON}) ({_NORMAL_LABEL}) ( _ "Normal") yes}
{IFTU_DIFFICULTY_MENU_ENTRY HARD ({_HARD_ICON}) ({_HARD_LABEL}) ( _ "Hard") no }
#enddef
#ifndef __WMLUNITS__
[campaign]
{IFTU_SHARED_ATTRIBUTES I ( _ "Episode I: Seeking the Light") ( _ "Long after the Fall, the last forest elves on the Great Continent are forced to abandon their secluded home and forge an unprecedented alliance in hopes of retaliating against the great evil that has befallen Irdya. But even then, they will require more than one ancient power to aid them in their quest...
(Intermediate level, 13 scenarios.)")}
first_scenario=01_Border_Patrol
rank=255
icon="data/add-ons/Invasion_from_the_Unknown/images/campaign-icon-episode1.png~RC(magenta>orange)"
image="data/add-ons/Invasion_from_the_Unknown/images/campaign-logo-episode1.png"
{IFTU_DIFFICULTY_MENU
( _ "difficulty_menu^Ascetic") ("data/add-ons/Invasion_from_the_Unknown/images/units/elves-wood/anlinde-ascetic.png")
( _ "difficulty_menu^Mystic") ("data/add-ons/Invasion_from_the_Unknown/images/units/elves-wood/anlinde-mystic.png")
( _ "difficulty_menu^Avatar") ("data/add-ons/Invasion_from_the_Unknown/images/units/elves-wood/anlinde-avatar.png")
}
[/campaign]
[campaign]
{IFTU_SHARED_ATTRIBUTES II ( _ "Episode II: Armageddon") ( _ "As the dark veil of Chaos engulfs the land, an assorted group of foolish heroes prepares a counter-attack against their enemies with one unique goal in their minds. May they vanquish the forces that seek to destroy the last sanctuary standing in the Great Continent, or perish in the attempt.
(Intermediate level, 10 scenarios.)")}
first_scenario=14_Bye_and_Behold
rank=256
icon="data/add-ons/Invasion_from_the_Unknown/images/campaign-icon-episode2.png~RC(magenta>gold)"
image="data/add-ons/Invasion_from_the_Unknown/images/campaign-logo-episode2.jpg"
{IFTU_DIFFICULTY_MENU
( _ "difficulty_menu^Disciple") ("units/undead-necromancers/dark-sorcerer-magic-1.png")
( _ "difficulty_menu^Lich") ("units/undead-necromancers/lich-magic-3.png")
( _ "difficulty_menu^Ancient Lich") ("units/undead-necromancers/ancient-lich-melee-2.png")
}
[/campaign]
#else
# Define a special campaign menu entry for use with wmlunits, to generate a
# single units tree for the entire two-campaign set.
[campaign]
id=Invasion_from_the_Unknown_unit_tree
define=CAMPAIGN_INVASION_FROM_THE_UNKNOWN
extra_defines=ENABLE_DWARVISH_RUNESMITH,ENABLE_DWARVISH_ARCANISTER
name= _ "Invasion from the Unknown"
first_scenario=null
rank=255
icon="data/add-ons/Invasion_from_the_Unknown/images/campaign-icon-episode1.png~RC(magenta>orange)"
[/campaign]
#endif
#undef IFTU_SHARED_ATTRIBUTES
#undef IFTU_DIFFICULTY_MENU
#undef IFTU_DIFFICULTY_MENU_ENTRY
#undef IFTU_WESNOTH_VERSION_SUPPORT_STATUS
#undef IFTU_SHARED_DESCRIPTION_FOOTER
#undef IFTU_HAVE_MUSIC_STATUS
# wmllint: validate-on
#ifdef EDITOR
#define CAMPAIGN_INVASION_FROM_THE_UNKNOWN
#enddef
#endif
#ifdef CAMPAIGN_INVASION_FROM_THE_UNKNOWN
[binary_path]
path="data/add-ons/Invasion_from_the_Unknown"
[/binary_path]
#ifdef IFTU_HAVE_MUSIC
[binary_path]
path="data/add-ons/IftU_Music"
[/binary_path]
#endif
{~add-ons/Invasion_from_the_Unknown/base-loader.cfg}
#endif
#undef IFTU_HAVE_MUSIC
# wmllint: directory spellings Anlindë Mal Malin Keshar Hekuba Argan
# wmllint: directory spellings Goliath shaxthal shaxthals verlissh verlisshi
# wmllint: directory spellings Naia Sela Quetor'el Telchior Galas
# wmllint: directory spellings Elynia Lédinor Erathan Yechnagoth Zocthanol
# wmllint: directory spellings Zhangor Althurin Asthorgar Irdya Quenoth
# wmllint: directory spellings Eloh Armageddon Igor golem goliath magus
# wmllint: directory spellings Uria demoness demonesses imp Inferno
# wmllint: directory spellings Mindraider Psy faerie faeries gutwrencher
# wmllint: directory spellings razerman longbowman crossbowman hellhound
# wmllint: directory spellings Aragwaith Aragwaithi arcanister runemaster
# wmllint: directory spellings runesmith Kaleh Kalehssar Rogrimir
# wmllint: directory spellings Wesmere Tanuil Elyssa Quogar Ratham
# wmllint: directory spellings Rythé rythenians Argazar argazars longswordsmen
# wmllint: directory spellings headhunter soulhunter rayblade wyrm
# wmllint: directory spellings noctum ensnare pah Mal-Ravanal Landar
# wmllint: directory spellings De'Arthian Illana Arnesius Delarel
# wmllint: directory spellings Torancyn Aleazar Raelthyn invincibles
# wmllint: directory spellings touchplate touchgem lorekeeper lorekeepers
# wmllint: directory spellings Eisenstone biomechanical Herthgar Gnalvarden
# wmllint: directory spellings Valgran Aidal Kalari Aran-Balgur Aran-Nitar
# wmllint: directory spellings Xia'el Merthiaal Urvatha Irdyan Inodien Unarye
# wmllint: directory spellings Adavyan Arphalad Lorin Wylven Danaerad Astar
# wmllint: directory spellings Ardgam Dervale Ilgrid
# wmllint: directory spellings facemask unpetrified wisemen firestick
# wmllint: directory spellings loremaster loremasters dreadcrafter
# wmllint: directory spellings dreadcrafters spellcaster spellcasters
# wmllint: directory spellings unliving elvenkind marchlands Adel un-death
# wmllint: directory spellings blargh atchoo nah somethin' lookin' preparin'
# wmllint: directory spellings hidin' fascinatin' runecraftin' layin' confusin'
# wmllint: directory spellings explorin' searchin' interestin' dyin' na'
# wmllint: directory spellings dinnae didnae musta' mighta' ha' need'a winna'
# wmllint: directory spellings cannae whoah what're
# wmlindent: stop ignoring
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
#define ABILITY_INTIMIDATES
[leadership]
id=intimidates_terror
value=-25
cumulative=no
name= _ "intimidates"
description= _ "This unit intimidates adjacent level 0-1 enemy units, making them fight worse.
Affected units engaging in combat deal 25% less damage and become unable to exert their zone of control over those adjacent to the intimidating unit."
special_note={SPECIAL_NOTE_INTIMIDATES}
affect_self=no
affect_allies=no
affect_enemies=yes
[affect_adjacent]
adjacent=n,ne,se,s,sw,nw
[filter]
level=0
[or]
level=1
[/or]
[/filter]
[/affect_adjacent]
[/leadership]
[skirmisher]
id=intimidates_distract
affect_self=no
affect_allies=yes
[affect_adjacent]
adjacent=n,ne,se,s,sw,nw
[filter]
[not]
[filter_adjacent]
is_enemy=yes
[not]
level=0
[/not]
[not]
level=1
[/not]
[/filter_adjacent]
[/not]
[/filter]
[/affect_adjacent]
[/skirmisher]
#enddef
#define ABILITY_SYLVAN_ESSENCE_NOUNION
[heals]
value=8
id=sylvan_essence_healing_nounion
name= _ "sylvan essence"
description=_"This unit can heal and cure friendly units on adjacent hexes every turn, to a base maximum of 8 HP. In vegetated terrains, it will conceal itself from its enemies. It can also regenerate (but not unpoison) 3 HP per-turn, but only in vegetated terrains."+{NOTES_VEGETATED_TERRAINS}
special_note={SPECIAL_NOTE_SYLVAN_ESSENCE}
affect_allies=yes
affect_self=no
poison=cured
[affect_adjacent]
adjacent=n,ne,se,s,sw,nw
[/affect_adjacent]
[/heals]
[hides]
id=sylvan_essence_conceal_nounion
affect_self=yes
[filter_self]
[filter_location]
terrain={VEGETATED_TERRAINS}
[/filter_location]
[/filter_self]
[/hides]
[regenerate]
value=3
id=sylvan_essence_selfheal_nounion
affect_self=yes
[filter_self]
[filter_location]
terrain={VEGETATED_TERRAINS}
[/filter_location]
[/filter_self]
[/regenerate]
#enddef
# FIXME
#undef ABILITY_SYLVAN_ESSENCE
#define ABILITY_SYLVAN_ESSENCE
[illuminates]
id=sylvan_essence_illum
value=25
max_value=25
cumulative=no
name= _ "sylvan essence"
description=_"This unit illuminates the surrounding area, making lawful units fight better, and chaotic units fight worse. Any units adjacent to this unit will fight as if it were dusk when it is night, and as if it were day when it is dusk.
The unit also can heal and cure friendly units on adjacent hexes every turn, to a base maximum of 8 HP. In vegetated terrains, it will conceal itself from its enemies. It can also regenerate (but not unpoison) 4 HP per-turn, but only in vegetated terrains."+{NOTES_VEGETATED_TERRAINS}
special_note={SPECIAL_NOTE_SYLVAN_ESSENCE}
affect_self=yes
[/illuminates]
[heals]
value=8
id=sylvan_essence_healing
affect_allies=yes
affect_self=no
poison=cured
[affect_adjacent]
adjacent=n,ne,se,s,sw,nw
[/affect_adjacent]
[/heals]
[hides]
id=sylvan_essence_conceal
affect_self=yes
[filter_self]
[filter_location]
terrain={VEGETATED_TERRAINS}
[/filter_location]
[/filter_self]
[/hides]
[regenerate]
value=4
id=sylvan_essence_selfheal
affect_self=yes
[filter_self]
[filter_location]
terrain={VEGETATED_TERRAINS}
[/filter_location]
[/filter_self]
[/regenerate]
#enddef
#define ABILITY_REGENERATES4
[regenerate]
value=4
id=regenerates4
name= _ "regenerates +4"
female_name= _ "female^regenerates +4"
description= _ "The unit will heal itself 4 HP per turn. If it is poisoned, it will remove the poison instead of healing."
special_note={SPECIAL_NOTE_REGENERATES4}
affect_self=yes
poison=cured
[/regenerate]
#enddef
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
# why wmllint whyyyyy
# wmllint: local spelling ‹Max
###############################################################################
# ANLINDË #
###############################################################################
#define AMLA_FAERIE_TOUCH_DRAINS
{CHARACTER_AMLA
amla_faerie_touch_drains
()
attacks/touch-faerie.png ( _ "Faerie touch: add drains special")
(
[effect]
apply_to=attack
name=faerie touch
[set_specials]
mode=append
{WEAPON_SPECIAL_DRAIN}
[/set_specials]
[/effect]
)}
#enddef
#define AMLA_GOSSAMER_L1
{CHARACTER_AMLA
amla_gossamer_l1
()
attacks/web.png ( _ "Gossamer: strikes +1")
(
[effect]
apply_to=attack
name=gossamer
increase_attacks=1
[/effect]
)}
#enddef
###############################################################################
# ELYNIA #
###############################################################################
#define AMLA_STRENGTH_L1
{CHARACTER_AMLA
amla_strength_l1
()
attacks/staff-niryone.png ( _ "Strength I: hitpoints +4, melee damage +1")
(
[effect]
apply_to=hitpoints
increase=4
increase_total=4
[/effect]
[effect]
apply_to=attack
range=melee
increase_damage=1
[/effect]
)}
#enddef
#define AMLA_STRENGTH_L2
{CHARACTER_AMLA
amla_strength_l2
amla_strength_l1
attacks/staff-niryone.png ( _ "Strength II: hitpoints +4, melee strikes +1")
(
[effect]
apply_to=hitpoints
increase=4
increase_total=4
[/effect]
[effect]
apply_to=attack
range=melee
increase_attacks=1
[/effect]
)}
#enddef
#define AMLA_STRENGTH_L3
{CHARACTER_AMLA
amla_strength_l3
amla_strength_l2
attacks/staff-niryone.png ( _ "Strength III: hitpoints +5")
(
[effect]
apply_to=hitpoints
increase=5
increase_total=5
[/effect]
)}
#enddef
#define AMLA_STRENGTH_L4
{CHARACTER_AMLA
amla_strength_l4
amla_strength_l3
attacks/staff-niryone.png ( _ "Strength IV: hitpoints +5, melee damage +1")
(
[effect]
apply_to=hitpoints
increase=5
increase_total=5
[/effect]
[effect]
apply_to=attack
range=melee
increase_damage=1
[/effect]
)}
#enddef
#define AMLA_STRENGTH_L5
{CHARACTER_AMLA
amla_strength_l5
amla_strength_l4
attacks/staff-niryone.png ( _ "Strength V: hitpoints +7")
(
[effect]
apply_to=hitpoints
increase=7
increase_total=7
[/effect]
)}
#enddef
#define AMLA_FOCUS_L1
{CHARACTER_AMLA
amla_focus_l1
amla_strength_l1
attacks/faerie-fire.png ( _ "Focus I: faerie fire damage +1")
(
[effect]
apply_to=attack
name=faerie fire
increase_damage=1
[/effect]
)}
#enddef
#define AMLA_FOCUS_L2
{CHARACTER_AMLA
amla_focus_l2
amla_focus_l1,amla_strength_l3
attacks/faerie-fire.png ( _ "Focus II: faerie fire strikes +1")
(
[effect]
apply_to=attack
name=faerie fire
increase_attacks=1
[/effect]
)}
#enddef
#define AMLA_FOCUS_L3
{CHARACTER_AMLA
amla_focus_l3
amla_focus_l2,amla_strength_l4
attacks/entangle.png ( _ "Focus III: ensnare strikes +1")
(
[effect]
apply_to=attack
name=ensnare
increase_attacks=1
[/effect]
)}
#enddef
#define AMLA_SHIELDING_L1
{CHARACTER_AMLA
amla_shielding_l1
amla_focus_l1
attacks/magic-missile.png ( _ "Shielding I: arcane resistance +10%")
(
[effect]
apply_to=resistance
replace=no
[resistance]
arcane=-10
[/resistance]
[/effect]
)}
#enddef
#define AMLA_SHIELDING_L2
{CHARACTER_AMLA
amla_shielding_l2
amla_shielding_l1,amla_focus_l2
attacks/magic-missile.png ( _ "Shielding II: arcane resistance +10%, impact resistance +10%")
(
[effect]
apply_to=resistance
replace=no
[resistance]
arcane=-10
impact=-10
[/resistance]
[/effect]
)}
#enddef
#define AMLA_SHIELDING_L3
{CHARACTER_AMLA
amla_shielding_l3
amla_shielding_l2,amla_strength_l4
attacks/magic-missile.png ( _ "Shielding III: arcane resistance +10%, cold resistance +10%")
(
[effect]
apply_to=resistance
replace=no
[resistance]
arcane=-10
cold=-10
[/resistance]
[/effect]
)}
#enddef
#
# Thorns
#
#define AMLA_THORNS_L1
{CHARACTER_AMLA
amla_thorns_l1
()
attacks/thorns.png ( _ "Thorns I: new attack (ranged/pierce 10×2, magical+drains)")
(
[effect]
apply_to=new_attack
icon=attacks/thorns.png
name=thorns
description={I18N:ATTACK_THORNS}
type=pierce
[specials]
{WEAPON_SPECIAL_MAGICAL}
{WEAPON_SPECIAL_DRAIN}
[/specials]
damage=10
number=2
range=ranged
[/effect]
)}
#enddef
#define AMLA_THORNS_L2
{CHARACTER_AMLA
amla_thorns_l2
amla_thorns_l1
attacks/thorns.png
( _ "Thorns II: strikes +1")
(
[effect]
apply_to=attack
name=thorns
increase_attacks=1
[/effect]
)}
#enddef
#define AMLA_THORNS_L3
{CHARACTER_AMLA
amla_thorns_l3
amla_thorns_l2
attacks/thorns.png
( _ "Thorns III: damage +2")
(
[effect]
apply_to=attack
name=thorns
increase_damage=2
[/effect]
)}
#enddef
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
#define MISSILE_FRAME_STONE_GAZE
[missile_frame]
offset=1.0
begin=-200
end=0
image="projectiles/gaze.png"
image_diagonal="projectiles/gaze.png"
[/missile_frame]
#enddef
#define MISSILE_FRAME_DARKNESS_BEAM
{NOCTUM_BEAM_ANIMATION} # FIXME
#enddef
#define UNION_FOG_FRAME _NUM _DX _DY _MODS
fog_{_NUM}_start_time=-500
fog_{_NUM}_offset=0.5~1.25:500,1.25~2.0:800
fog_{_NUM}_alpha=0.0~1.0:300,1.0:700,1.0~0.0:300
fog_{_NUM}_image_mod={_MODS}
fog_{_NUM}_directional_x={_DX}
fog_{_NUM}_directional_y={_DY}
[fog_{_NUM}_frame]
duration=1300
image="projectiles/fog-n.png"
image_diagonal="projectiles/fog-ne.png"
[/fog_{_NUM}_frame]
#enddef
#define UNION_FOG
{UNION_FOG_FRAME 1 0~75 0~25 ("O(0.75)~BLEND(128,128,128,0.75)")}
{UNION_FOG_FRAME 2 0 0~-50 ("O(1.00)~BLEND(128,128,128,0.75)")}
{UNION_FOG_FRAME 3 0~-75 0~-50 ("O(0.75)~BLEND(128,128,128,0.75)")}
# This invisible frame is required to avoid hex refresh artifacts when
# using directional_x/y. It's large enough to contain the entire fog
# effect region and force it to be invalidated correctly throughout the
# entire animation timeline.
dummy_frame_offset=0.0
dummy_start_time=-500
[dummy_frame]
image=misc/blank-hex.png~SCALE(800,800)
duration=1300
[/dummy_frame]
#enddef
#define UNION_BEAM
beam_start_time=-650
beam_auto_vflip=no
beam_offset=1.0
[beam_frame]
halo="halo/holy/light-beam-[1~7,6~1].png:[30*6,130,70*6]"
halo_mod="~SCALE(300,1340)~BLEND(255,255,128,0.2)"
halo_y=26
[/beam_frame]
#enddef
#define UNION_BEAM_DARK
beam_start_time=-650
beam_auto_vflip=no
beam_offset=1.0
[beam_frame]
halo="halo/darkness-beam-[1~7,6~1].png:[30*6,130,70*6]"
halo_mod="~SCALE(300,1340)"
halo_y=26
[/beam_frame]
#enddef
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
#define BOSS_SCENARIO_NOTE
{OBJECTIVE_NOTE ( _ "You may recruit or recall troops during the first turn only, until all your recruitment space is used")}
{OBJECTIVE_NOTE ( _ "Your income is disabled and you may not obtain gold from villages")}
#enddef
#define DEPLOY_PROVISIONAL_PLAYER_KEEP
[store_starting_location]
side=1
variable=temp_DPPK_loc
[/store_starting_location]
[terrain]
x=$temp_DPPK_loc.x
y=$temp_DPPK_loc.y
radius=1
terrain=Ce
[/terrain]
[terrain]
x=$temp_DPPK_loc.x
y=$temp_DPPK_loc.y
terrain=Ke
[/terrain]
{CLEAR_VARIABLE temp_DPPK_loc}
#enddef
#define REMOVE_PROVISIONAL_PLAYER_KEEP
[store_starting_location]
side=1
variable=temp_RPPK_loc
[/store_starting_location]
[terrain]
x=$temp_RPPK_loc.x
y=$temp_RPPK_loc.y
radius=1
terrain=Re
[/terrain]
{CLEAR_VARIABLE temp_RPPK_loc}
#enddef
#define BOSS_SCENARIO_PLAYER_RECRUITMENT
[event]
name=prestart
[modify_side]
side=1
{NO_INCOME}
village_gold=0
[/modify_side]
{DEPLOY_PROVISIONAL_PLAYER_KEEP}
[/event]
# Facilities to set gold to 0 and disable recruiting on turn 2; after that, gold and
# recruitment list are restored at victory event
[event]
name=turn 2
[store_side]
side=1
variable=boss_side1_store
[/store_side]
{VARIABLE side1_restore_info.recruit $boss_side1_store.recruit}
{VARIABLE side1_restore_info.gold $boss_side1_store.gold}
[modify_side]
side=1
gold=0
[/modify_side]
{DISALLOW_RECRUIT 1 $side1_restore_info.recruit}
{CLEAR_VARIABLE boss_side1_store}
{REMOVE_PROVISIONAL_PLAYER_KEEP}
[/event]
[event]
name=victory
[modify_side]
side=1
recruit=$side1_restore_info.recruit
gold=$side1_restore_info.gold
[/modify_side]
{CLEAR_VARIABLE side1_restore_info}
[/event]
# Make recalled and recruited units loyal for the remainder of this scenario
[event]
name=prerecruit,prerecall
first_time_only=no
[filter]
side=1
[/filter]
[object]
duration=scenario
[filter]
x,y=$x1,$y1
[/filter]
[effect]
apply_to=loyal
[/effect]
[/object]
[/event]
#enddef
#define FINAL_SCENARIO_PLAYER_RECRUITMENT
[event]
name=prerecruit,prerecall
first_time_only=no
[filter]
side=1
[/filter]
[fire_event]
name=remove unit upkeep
[primary_unit]
x,y=$x1,$y1
[/primary_unit]
[/fire_event]
[/event]
[event]
name=post advance
first_time_only=no
[filter]
side=1
type=Soulless
[/filter]
[fire_event]
name=remove unit upkeep
[primary_unit]
x,y=$x1,$y1
[/primary_unit]
[/fire_event]
[/event]
[event]
name=remove unit upkeep
first_time_only=no
# This is never reverted later.
[object]
[filter]
x,y=$x1,$y1
[/filter]
[effect]
apply_to=loyal
[/effect]
[/object]
[/event]
#enddef
#define FINAL_SCENARIO_PLAYER_RECRUITMENT_WITH_AUTORECALL
{FINAL_SCENARIO_PLAYER_RECRUITMENT}
[event]
name=prestart
[recall_all]
side=1
[/recall_all]
[/event]
#enddef
#define BOSS_IMMORTALITY _ID _COND _REPLENISH_PERCENTAGE
[event]
id=boss_immortality_handler
name=last breath
first_time_only=no
[filter]
id={_ID}
[/filter]
[filter_second_attack]
[not]
name=union
[/not]
[/filter_second_attack]
[filter_condition]
{_COND}
[/filter_condition]
{VARIABLE temp_FBI_old_hp $unit.hitpoints}
{VARIABLE unit.hitpoints "$($unit.max_hitpoints * ("+{_REPLENISH_PERCENTAGE}+"/100.0))"}
# Deduct the killing XP from the attacker.
{LOG_IFTU_DBG "boss_immortality_handler: reset to "+{_REPLENISH_PERCENTAGE}+"% HP ($temp_FBI_old_hp -> $unit.hitpoints of $unit.max_hitpoints)"}
{LOG_IFTU_DBG "boss_immortality_handler: deducting $(max([4, 8 * $unit.level])) XP from $second_unit.id"}
{VARIABLE_MIN second_unit.experience "$(max([4, 8 * $unit.level]))"}
[unstore_unit]
variable=unit
find_vacant=no
{COLOR_HEAL}
text=$temp_FBI_old_hp
[/unstore_unit]
[unstore_unit]
variable=second_unit
find_vacant=no
[/unstore_unit]
{CLEAR_VARIABLE temp_FBI_old_hp}
[fire_event]
name=boss revived
[primary_unit]
x,y=$x1,$y1
[/primary_unit]
[/fire_event]
[/event]
#enddef
#define DISABLE_BOSS_IMMORTALITY
[remove_event]
id=boss_immortality_handler
[/remove_event]
#enddef
# Helper macros to propagate the event context to chained events with
# [fire_event].
#define PROPAGATE_FULL_EVENT_CONTEXT
[primary_unit]
x,y=$x1,$y1
[/primary_unit]
[secondary_unit]
x,y=$x2,$y2
[/secondary_unit]
[insert_tag]
name=primary_attack
variable=weapon
[/insert_tag]
[insert_tag]
name=secondary_attack
variable=second_weapon
[/insert_tag]
#enddef
#define PROPAGATE_FULL_EVENT_CONTEXT_INVERTED
[primary_unit]
x,y=$x2,$y2
[/primary_unit]
[secondary_unit]
x,y=$x1,$y1
[/secondary_unit]
[insert_tag]
name=primary_attack
variable=second_weapon
[/insert_tag]
[insert_tag]
name=secondary_attack
variable=weapon
[/insert_tag]
#enddef
# NOTE: S23B uses an ad-hoc variant of this code. Keep an eye on that if any
# changes or fixes are required here.
#define BOSS_ABSORB_DAMAGE_EX _ID _COND _REGEN_FORMULA _FINAL_FILTERS
[event]
id=boss_absorbdmg_handler
name=boss absorb damage
first_time_only=no
{_FINAL_FILTERS} # HACK
[set_variables]
name=unit
mode=merge
[value]
hitpoints={_REGEN_FORMULA}
[status]
poisoned=no
slowed=no
petrified=no
[/status]
[/value]
[/set_variables]
[unstore_unit]
find_vacant=no
variable=unit
{COLOR_HEAL}
male_text= _ "absorbed damage"
female_text= _ "female^absorbed damage"
[/unstore_unit]
[/event]
[event]
name=attacker hits
first_time_only=no
[filter_second]
id={_ID}
[/filter_second]
[filter_condition]
{_COND}
[/filter_condition]
[fire_event]
name=boss absorb damage
{PROPAGATE_FULL_EVENT_CONTEXT_INVERTED}
[/fire_event]
[/event]
[event]
name=defender hits
first_time_only=no
[filter]
id={_ID}
[/filter]
[filter_condition]
{_COND}
[/filter_condition]
[fire_event]
name=boss absorb damage
{PROPAGATE_FULL_EVENT_CONTEXT}
[/fire_event]
[/event]
#enddef
#
# Stock values for _REGEN_FORMULA in BOSS_ABSORB_DAMAGE_EX.
#
#define BOSS_REGEN_FULL_HP
"$unit.max_hitpoints" #enddef
# NOTE: second argument is rounded because min()/max() get completely confused
# by decimal values.
#define BOSS_REGEN_ATTACK_DAMAGE _FACTOR
"$( min($unit.max_hitpoints, round({_FACTOR}*$damage_inflicted + $unit.hitpoints)) )" #enddef
#define BOSS_ABSORB_FULL_DAMAGE _ID _COND
{BOSS_ABSORB_DAMAGE_EX ({_ID}) ({_COND}) ({BOSS_REGEN_FULL_HP}) ()}
#enddef
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
# Unlike the rest, Galas' canrecruit and unrenamable
# attributes are included in his own macro. This is
# intentional as he's only used in [side] declarations.
#define CHARACTER_STATS_GALAS
id=Galas
name= _ "Galas"
type=Elvish Fighter
profile="portraits/galas.png"
canrecruit=yes
unrenamable=yes
[modifications]
{TRAIT_RESILIENT}
{TRAIT_QUICK}
[object]
[effect]
apply_to=image_mod
add=RC(magenta>brown)
[/effect]
[/object]
[/modifications]
#enddef
#define CHARACTER_STATS_ANLINDE
id=Anlindë
name= _ "Anlindë"
type=Anlinde Elvish Ascetic
profile="portraits/anlinde.png"
{IS_HERO}
unrenamable=yes
[modifications]
{TRAIT_STRONG}
{TRAIT_INTELLIGENT}
{MOD_LOYAL_HERO}
[/modifications]
#enddef
#define CHARACTER_STATS_MAL_KESHAR
id=Mal Keshar
name= _ "Mal Keshar"
type=Ancient Lich
profile=portraits/mal-keshar.png
{IS_HERO}
unrenamable=yes
[modifications]
{TRAIT_UNDEAD}
{MOD_LOYAL_HERO}
[/modifications]
#enddef
#define CHARACTER_STATS_ELYNIA
id=Elynia
name= _ "Elynia"
type=Lady of Light
profile="portraits/elynia.png"
{IS_HERO}
unrenamable=yes
[modifications]
{TRAIT_RESILIENT}
{TRAIT_DEXTROUS}
{MOD_LOYAL_HERO}
[/modifications]
#enddef
#define CHARACTER_STATS_UNARYE
id=Unarye
name= _ "Unarye"
type=Elvish Sorceress
#profile="portraits/unarye.png"
{IS_HERO}
unrenamable=yes
[modifications]
{TRAIT_DEXTROUS}
{TRAIT_INTELLIGENT}
{MOD_LOYAL_HERO}
[/modifications]
#enddef
#define CHARACTER_STATS_INODIEN
id=Inodien
name= _ "Inodien"
type=Elvish Marshal
#profile="portraits/inodien.png"
{IS_HERO}
unrenamable=yes
[modifications]
{TRAIT_INTELLIGENT}
{TRAIT_STRONG}
{MOD_LOYAL_HERO}
[/modifications]
#enddef
#define CHARACTER_STATS_ALTHURIN_BASE
id=Althurin
name= _ "Althurin"
profile="portraits/althurin.png"
type=Dwarvish Runemaster
unrenamable=yes
[modifications]
{TRAIT_LOYAL}
{TRAIT_INTELLIGENT}
[/modifications]
#enddef
#define CHARACTER_STATS_ALTHURIN
{CHARACTER_STATS_ALTHURIN_BASE}
{IS_HERO}
#enddef
#define CHARACTER_STATS_ASTHORGAR_BASE
id=King Asthorgar
name= _ "King Asthorgar"
profile="portraits/asthorgar.png"
type=Dwarvish Lord
unrenamable=yes
[modifications]
{TRAIT_INTELLIGENT}
{TRAIT_RESILIENT}
[/modifications]
#enddef
#define CHARACTER_STATS_ASTHORGAR
{CHARACTER_STATS_ASTHORGAR_BASE}
{IS_HERO}
[+modifications]
{TRAIT_LOYAL}
[/modifications]
#enddef
#define CHARACTER_STATS_IGOR
id=Igor
name= _ "Igor"
profile="portraits/igor.png"
type=Wolf Rider
{IS_LOYAL}
unrenamable=yes
[modifications]
{TRAIT_LOYAL}
{TRAIT_STRONG}
[/modifications]
#enddef
#define CHARACTER_STATS_ERATHAN
id=Erathan
name= _ "Erathan"
type=Aragwaith Strongbow
profile=portraits/erathan.png
{IS_HERO}
unrenamable=yes
[modifications]
{TRAIT_LOYAL} # But only to himself
{TRAIT_STRONG}
[/modifications]
#enddef
#define CHARACTER_STATS_LEDINOR
id=Lédinor
name= _ "Lédinor"
type=Elvish Lord
profile=portraits/ledinor.png
{IS_HERO}
unrenamable=yes
[modifications]
{TRAIT_STRONG}
{TRAIT_DEXTROUS}
{MOD_LOYAL_HERO}
[/modifications]
#enddef
#
# Northern council members
#
#define CHARACTER_STATS_DE_ARTHIAN
id="De'Arthian"
name= _ "De’Arthian"
type=Aragwaith Ancient Banner
#profile="portraits/dearthian.png"
unrenamable=yes
[modifications]
{TRAIT_DEXTROUS}
{TRAIT_RESILIENT}
[/modifications]
#enddef
#define CHARACTER_STATS_ILLANA
id=Illana
name= _ "Illana"
type=Aragwaith Sorceress
#profile="portraits/illana.png"
unrenamable=yes
[modifications]
{TRAIT_QUICK}
{TRAIT_STRONG}
[/modifications]
#enddef
#define CHARACTER_STATS_ARNESIUS
id=Arnesius
name= _ "Arnesius"
type=Arch Mage
gender=male
#profile="portraits/arnesius.png"
unrenamable=yes
[modifications]
{TRAIT_INTELLIGENT}
{TRAIT_STRONG}
[/modifications]
#enddef
#define CHARACTER_STATS_DELAREL
id=Delarel
name= _ "Delarel"
type=Aragwaith Slayer
#profile="portraits/delarel.png"
unrenamable=yes
[modifications]
{TRAIT_RESILIENT}
{TRAIT_INTELLIGENT}
[/modifications]
#enddef
#define CHARACTER_STATS_TORANCYN
id=Torancyn
name= _ "Torancyn"
type=Aragwaith Swordsmaster
#profile="portraits/torancyn.png"
unrenamable=yes
[modifications]
{TRAIT_STRONG}
{TRAIT_RESILIENT}
[/modifications]
#enddef
#define CHARACTER_STATS_ALEAZAR
id=Aleazar
name= _ "Aleazar"
type=Aragwaith Shield Guard
#profile="portraits/aleazar.png"
unrenamable=yes
[modifications]
{TRAIT_INTELLIGENT}
{TRAIT_STRONG}
[/modifications]
#enddef
#
# Recurring enemies.
#
#define CHARACTER_STATS_MAL_HEKUBA
id=Mal Hekuba
name= _ "Mal Hekuba"
type=Chaos Cardinal
profile="portraits/mal-hekuba.png"
unrenamable=yes
[modifications]
{TRAIT_UNDEAD}
{TEAM_COLOR_OVERRIDE () purple}
[/modifications]
#enddef
#define CHARACTER_STATS_ELYSSA
id=Elyssa
name= _ "Elyssa"
type=Chaos Warlord
profile="portraits/elyssa.png"
unrenamable=yes
variation=unmasked
[modifications]
{TRAIT_BIOMECHANICAL}
{TRAIT_INTELLIGENT}
[/modifications]
#enddef
#define RECALL_CHARACTER_INTERNAL _MACRO_STEM
[unit]
{CHARACTER_STATS_{_MACRO_STEM}}
side=1
placement=leader
[/unit]
#enddef
#define RECALL_CHARACTER_AT_INTERNAL _MACRO_STEM _X _Y
[unit]
{CHARACTER_STATS_{_MACRO_STEM}}
side=1
placement=map
x={_X}
y={_Y}
[/unit]
#enddef
#define RECALL_ALTHURIN
{RECALL_CHARACTER_INTERNAL ALTHURIN}
#enddef
#define RECALL_ALTHURIN_AT _X _Y
{RECALL_CHARACTER_AT_INTERNAL ALTHURIN ({_X}) ({_Y})}
#enddef
#define RECALL_ANLINDE
{RECALL_CHARACTER_INTERNAL ANLINDE}
#enddef
#define RECALL_ANLINDE_AT _X _Y
{RECALL_CHARACTER_AT_INTERNAL ANLINDE ({_X}) ({_Y})}
#enddef
#define RECALL_ELYNIA
{RECALL_CHARACTER_INTERNAL ELYNIA}
#enddef
#define RECALL_ELYNIA_AT _X _Y
{RECALL_CHARACTER_AT_INTERNAL ELYNIA ({_X}) ({_Y})}
#enddef
#define RECALL_ERATHAN
{RECALL_CHARACTER_INTERNAL ERATHAN}
#enddef
#define RECALL_ERATHAN_AT _X _Y
{RECALL_CHARACTER_AT_INTERNAL ERATHAN ({_X}) ({_Y})}
#enddef
#define RECALL_LEDINOR
{RECALL_CHARACTER_INTERNAL LEDINOR}
#enddef
#define RECALL_LEDINOR_AT _X _Y
{RECALL_CHARACTER_AT_INTERNAL LEDINOR ({_X}) ({_Y})}
#enddef
#define RECALL_MAL_KESHAR
{RECALL_CHARACTER_INTERNAL MAL_KESHAR}
#enddef
#define RECALL_MAL_KESHAR_AT _X _Y
{RECALL_CHARACTER_AT_INTERNAL MAL_KESHAR ({_X}) ({_Y})}
#enddef
#define RECALL_UNARYE
{RECALL_CHARACTER_INTERNAL UNARYE}
#enddef
#define RECALL_UNARYE_AT _X _Y
{RECALL_CHARACTER_AT_INTERNAL UNARYE ({_X}) ({_Y})}
#enddef
#define RECALL_ASTHORGAR
{RECALL_CHARACTER_INTERNAL ASTHORGAR}
#enddef
#define RECALL_ASTHORGAR_AT _X _Y
{RECALL_CHARACTER_AT_INTERNAL ASTHORGAR ({_X}) ({_Y})}
#enddef
#define CONDITIONAL_ON_CHARACTER _ID _WML_IF_HAVE _WML_IF_NOT_HAVE
[if]
[have_unit]
id={_ID}
search_recall_list=yes
[/have_unit]
[then]
{_WML_IF_HAVE}
[/then]
[else]
{_WML_IF_NOT_HAVE}
[/else]
[/if]
#enddef
#
# Igor is an optional unit, so use [recall] for him.
#
#define RECALL_IGOR
[recall]
id=Igor
[/recall]
#enddef
#define RECALL_IGOR_AT _X _Y
[recall]
id=Igor
x={_X}
y={_Y}
[/recall]
#enddef
#define CONDITIONAL_IGOR _WML_IF_HAVE _WML_IF_NOT_HAVE
{CONDITIONAL_ON_CHARACTER Igor ({_WML_IF_HAVE}) ({_WML_IF_NOT_HAVE})}
#enddef
#define IF_HAVE_IGOR _WML_IF_HAVE
{CONDITIONAL_ON_CHARACTER Igor ({_WML_IF_HAVE}) ()}
#enddef
#define IF_NOT_HAVE_IGOR _WML_IF_NOT_HAVE
{CONDITIONAL_ON_CHARACTER Igor () ({_WML_IF_NOT_HAVE})}
#enddef
#
# Erathan becomes optional in scenario 21 onwards.
#
#define RECALL_ERATHAN2
[recall]
id=Erathan
[/recall]
#enddef
#define RECALL_ERATHAN2_AT _X _Y
[recall]
id=Erathan
x={_X}
y={_Y}
[/recall]
#enddef
#define CONDITIONAL_ERATHAN _WML_IF_HAVE _WML_IF_NOT_HAVE
{CONDITIONAL_ON_CHARACTER Erathan ({_WML_IF_HAVE}) ({_WML_IF_NOT_HAVE})}
#enddef
#define IF_HAVE_ERATHAN _WML_IF_HAVE
{CONDITIONAL_ON_CHARACTER Erathan ({_WML_IF_HAVE}) ()}
#enddef
#define IF_NOT_HAVE_ERATHAN _WML_IF_NOT_HAVE
{CONDITIONAL_ON_CHARACTER Erathan () ({_WML_IF_NOT_HAVE})}
#enddef
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
# 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]
[foreach]
array=dehydrating_units
variable=dehydrating_unit
[do]
{VARIABLE dehydrating_unit.resting no}
[if]
[have_unit]
x,y=$dehydrating_unit.x,$dehydrating_unit.y
[filter_adjacent]
is_enemy=no
ability=healing,curing
[/filter_adjacent]
[/have_unit]
[then]
{VARIABLE dehydrating_unit.status.dehydration_slowed_by_healer yes}
[unstore_unit]
variable=dehydrating_unit
find_vacant=no
[/unstore_unit]
[/then]
[else]
[foreach]
array=dehydrating_unit.attack
variable=du_attack
[do]
# if dehydrating for the first time, store the original attack stats
[if]
[variable]
name=dehydrating_unit.status.dehydrated
not_equals=yes
[/variable]
[then]
{VARIABLE dehydrating_unit.variables.original_attack[$i].damage $du_attack.damage}
[/then]
[/if]
# the attack's damage drops by 1 point, but cannot drop to zero
{VARIABLE du_attack.damage "$(max(1, $du_attack.damage - 1))"}
[/do]
[/foreach]
# unit's hitpoints drop by $dehydration_loss, but cannot kill it
{VARIABLE dehydrating_unit.hitpoints "$(max(1, $dehydrating_unit.hitpoints - $dehydration_loss))"}
{VARIABLE dehydrating_unit.status.dehydrated yes}
[unstore_unit]
variable=dehydrating_unit
find_vacant=no
male_text= _ "dehydrated"
female_text= _ "female^dehydrated"
{COLOR_HARM}
[/unstore_unit]
[unit_overlay]
x,y=$dehydrating_unit.x,$dehydrating_unit.y
image="misc/dehydration-icon.png"
[/unit_overlay]
[/else]
[/if]
[/do]
[/foreach]
{CLEAR_VARIABLE dehydrating_units}
#enddef
#define APPLY_HYDRATION_EFFECT FILTER
[store_unit]
[filter]
{FILTER}
[/filter]
kill=no
variable=hydrating_units
[/store_unit]
[foreach]
array=hydrating_units
variable=hydrating_unit
[do]
[if]
[variable]
name=hydrating_unit.status.dehydrated
boolean_equals=yes
[/variable]
[then]
[foreach]
array=hydrating_unit.attack
variable=hu_attack
[do]
{VARIABLE hu_attack.damage $hydrating_unit.variables.original_attack[$i].damage}
[/do]
[/foreach]
[/then]
[/if]
{VARIABLE hydrating_unit.status.dehydrated no}
[unstore_unit]
variable=hydrating_unit
find_vacant=no
male_text= _ "refreshed"
female_text= _ "female^refreshed"
{COLOR_HEAL}
[/unstore_unit]
[remove_unit_overlay]
x,y=$hydrating_unit.x,$hydrating_unit.y
image="misc/dehydration-icon.png"
[/remove_unit_overlay]
[/do]
[/foreach]
{CLEAR_VARIABLE hydrating_units}
#enddef
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
#define HYDRATING_TILES
W*,S*,W*^*,S*^*,*^Do,*^V* #enddef
#define NEUTRAL_TILES
G*,U*,C*,K*,*^F* #enddef
#define DEHYDRATABLE_UNIT_FILTER
{NOT_ON_RECALL_LIST}
[not]
type=Giant Scorpion,Mudcrawler,Giant Mudcrawler,Mother Mudcrawler
[/not]
[not]
race=undead,elvish_spirits,bats
[/not]
[not]
status=not_living
[/not]
[not]
[filter_wml]
ai_special=guardian
[/filter_wml]
[/not]
[not]
[filter_wml]
[variables]
immune_to_dehydration=yes
[/variables]
[/filter_wml]
[/not]
#enddef
#define SHOW_DEHYDRATION_HELP
[fire_event]
name=dehydration_logic_description
[/fire_event]
#enddef
#define DEHYDRATION_EVENTS
[event]
name=prestart
{VARIABLE dehydration_loss 4}
[set_menu_item]
id=wmi_dehydration_helptxt
description= _ "Dehydration"
image="icons/menu-dehydration.png"
[command]
[redraw][/redraw]
[allow_undo][/allow_undo]
{SHOW_DEHYDRATION_HELP}
[/command]
[/set_menu_item]
[/event]
[event]
name=dehydration_logic_description
first_time_only=no
[transient_message]
caption= _ "Dehydration"
message= _ "At the beginning of each daytime turn — Dawn, Morning, Midday, Afternoon, and Dusk — all player-controlled living units, except bats, will suffer from <b>thirst</b> unless they are standing on grassland or forested terrains; in castles, encampments, or keeps; or hiding underground.
Each turn spent thirsty reduces a unit’s attack damage by 1 and causes $dehydration_loss hitpoints of damage. Thirsty units will regain full attack strength at the start of each turn by refreshing at a village or water hex, or being cared for by a healer. As with poison, a unit will not die of thirst even if it is reduced to 1 hitpoint; likewise, its attack damage will not drop below 1."
[/transient_message]
[/event]
[event]
name=side 1 turn
first_time_only=no
{APPLY_DEHYDRATION_EFFECT (
side=$side_number
{DEHYDRATABLE_UNIT_FILTER}
[filter_location]
[not]
terrain={HYDRATING_TILES}
[/not]
[not]
terrain={NEUTRAL_TILES}
[/not]
[not]
time_of_day=chaotic
[/not]
[/filter_location]
)}
{APPLY_HYDRATION_EFFECT (
side=$side_number
status=dehydrated
{DEHYDRATABLE_UNIT_FILTER}
[and]
[filter_location]
terrain={HYDRATING_TILES}
[/filter_location]
[or]
[filter_adjacent]
is_enemy=no
ability=healing,curing
[/filter_adjacent]
[/or]
[/and]
)}
[/event]
[event]
name=side 1 turn refresh
first_time_only=no
{MODIFY_UNIT (
side=1
status=dehydration_slowed_by_healer
) status.dehydration_slowed_by_healer no}
[/event]
[event]
name=advance
first_time_only=no
[filter]
side=1
status=dehydrated
[/filter]
{CLEAR_VARIABLE unit.status.dehydrated}
[unstore_unit]
variable=unit
find_vacant=no
male_text= _ "refreshed"
female_text= _ "female^refreshed"
{COLOR_HEAL}
[/unstore_unit]
[remove_unit_overlay]
x,y=$unit.x,$unit.y
image="misc/dehydration-icon.png"
[/remove_unit_overlay]
[/event]
[event]
name=victory
{APPLY_HYDRATION_EFFECT (
side=1
status=dehydrated
{DEHYDRATABLE_UNIT_FILTER}
)}
{CLEAR_VARIABLE dehydration_loss}
{REMOVE_MENU_ITEM wmi_dehydration_helptxt}
[/event]
#enddef
#define DO_NOT_DEHYDRATE
[+unit]
[variables]
immune_to_dehydration=yes
[/variables]
[/unit]
#enddef
#define DEHYDRATION_NOTE
{OBJECTIVE_NOTE ( _ "Living units (except bats) are subject to dehydration in this scenario")}
#enddef
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
#define CHARACTER_1ST_TIME_HELP _CID _HELPMSG
[event]
name=select
[filter]
id={_CID}
[/filter]
[filter_condition]
{VARIABLE_BOOLEAN_EQUALS character_1st_time_help yes}
[/filter_condition]
[transient_message]
caption= _ "UI^Character Description"
image="$unit.image|~$(if('$unit.id' != 'Galas', 'TC(1,magenta)', 'RC(magenta>brown)'))"
message={_HELPMSG}
[/transient_message]
[/event]
#enddef
#define GALAS_1ST_TIME_HELP
{CHARACTER_1ST_TIME_HELP (Galas) ( _ "<b>Galas</b> is an <b>Elvish Fighter</b>. As such, he has two advancement choices from level 1: <b>Captain</b> and <b>Hero</b>. Choose his development path wisely and carefully.")}
#enddef
#define ANLINDE_1ST_TIME_HELP
{CHARACTER_1ST_TIME_HELP (Anlindë) ( _ "<b>Anlindë</b> is an <b>Elvish Ascetic</b>. She has vast experience with offensive magic, but she also has the ability to cure allied units of poison. Keep in mind that she is the only unit of her kind.")}
#enddef
#define MAL_KESHAR_1ST_TIME_HELP
{CHARACTER_1ST_TIME_HELP (Mal Keshar) ( _ "<b>Mal Keshar</b> is an <b>Ancient Lich</b>. Although he may be a virtually unstoppable weapon against most living units, keep in mind that he is weak against impact, arcane, and fire attacks, even more so in the daytime!")}
#enddef
#define ELYNIA_1ST_TIME_HELP
{CHARACTER_1ST_TIME_HELP (Elynia) ( _ "<b>Elynia</b> is the <b>Lady of Light</b>; she has great mobility, including the ability to fly. Her skill with the staff as a melee weapon is also remarkable, but never leave her alone when fighting well-armed opponents.")}
#enddef
#define ALTHURIN_1ST_TIME_HELP
{CHARACTER_1ST_TIME_HELP (Althurin) ( _ "<b>Althurin</b> is one of the best <b>Dwarvish Runemasters</b> of Knalga. His mastery of such craft allows him to accurately deal great damage with his own hammer.")}
#enddef
#define ERATHAN_1ST_TIME_HELP
{CHARACTER_1ST_TIME_HELP (Erathan) ( _ "<b>Erathan</b> is an <b>Aragwaith Strongbow</b>. His skill with the bow is not as great as that of elvish archers, but he aspires to either improve it or enhance his ability with melee weapons such as the glaive. Nonetheless, he is not used to fighting in open fields, so be careful when deciding where he should attack from!")}
#enddef
#define RECRUITMENT_HINT _BASEFRAME _MSG
[transient_message]
image={_BASEFRAME}+"~RC(magenta>red)"
message={_MSG}
[/transient_message]
#enddef
#define AMLA_MENU_HINT
#
# The hint is only displayed once per save. It disables itself by creating
# the need_amla_hint_displayed array (which is supposed to have only one
# entry). Either Anlindë reaching level 4 or Elynia _existing_ can trigger
# the hint.
#
#ifndef CAMPAIGN_INVASION_FROM_THE_UNKNOWN_EPISODE_II
[event]
id=amla_menu_hint:anlinde_check
name=post advance
[filter]
type=Anlinde Elvish Avatar
[/filter]
[filter_condition]
{VARIABLE_NUMERICAL_EQUALS need_amla_hint_displayed.length 0}
[/filter_condition]
{VARIABLE need_amla_hint_displayed.value yes}
[/event]
#endif
[event]
id=amla_menu_hint:elynia_check
name=new turn
[filter_condition]
{VARIABLE_NUMERICAL_EQUALS need_amla_hint_displayed.length 0}
[have_unit]
id=Elynia
[/have_unit]
{VARIABLE_NUMERICAL_EQUALS turn_number 2}
[/filter_condition]
{VARIABLE need_amla_hint_displayed.value yes}
[/event]
[event]
id=amla_menu_hint
name=new turn
[filter_condition]
{VARIABLE_NUMERICAL_EQUALS need_amla_hint_displayed.length 1}
{VARIABLE_BOOLEAN_EQUALS need_amla_hint_displayed.value yes}
[/filter_condition]
[scroll_to_unit]
side=1
canrecruit=yes
[/scroll_to_unit]
[if]
[have_unit]
id=Anlindë
[/have_unit]
[then]
#
# We have Anlindë (the most likely scenario).
#
[transient_message]
image=icons/book.png
message= _ "As a high-level unit under your control, Anlindë has special <b>After Maximum Level Advancements (AMLAs)</b>. You can learn more about those by right-clicking her and choosing the <b>Unit Advancements</b> option."
[/transient_message]
[/then]
[else]
#
# We don't have Anlindë, which means we have Elynia instead.
# This should basically never happen with an Episode 1 save
# unless the player has somehow neglected leveling up
# Anlindë for an eternity.
#
[transient_message]
image=icons/book.png
message= _ "As a high-level unit under your control, Elynia has special <b>After Maximum Level Advancements (AMLAs)</b>. You can learn more about those by right-clicking her and choosing the <b>Unit Advancements</b> option."
[/transient_message]
[/else]
[/if]
{VARIABLE need_amla_hint_displayed.value no}
[/event]
#enddef
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
#define CHEST_OF_GOLD _AMOUNT _X _Y
[item]
x,y={_X},{_Y}
image=items/chest-plain-closed.png
[/item]
[event]
name=moveto
[filter]
x,y={_X},{_Y}
side=1
[/filter]
[sound]
name=open-chest.wav
[/sound]
[remove_item]
x,y={_X},{_Y}
[/remove_item]
[item]
x,y={_X},{_Y}
image=items/chest-plain-open.png
[/item]
[redraw][/redraw]
{VARIABLE temp_gold_found ({_AMOUNT})}
# TODO: just have a dialog or instead of a unit talking about it...
[message]
speaker=unit
female_message= _ "female^Hey! I just found $temp_gold_found pieces of gold in this chest!"
male_message= _ "Hey! I just found $temp_gold_found pieces of gold in this chest!"
[/message]
{RETRIEVE_GOLD {_AMOUNT} }
{CLEAR_VARIABLE temp_gold_found}
[/event]
#enddef
################################# INDIVIDUAL OBJECTS CODE #################################
# NOTE: duration=scenario is the only case that allows id= to make sense and be useful
#define HOLY_WATER X Y
{PICK_UP (items/holy-water.png) ({X}) ({Y}) (
[not]
status=not_living
[/not]
[not]
race=bats
[/not]
)
( _ "Holy water! I have read that our ancestors used to put it on their weapons for fighting undead, as it is imbued with arcane energy, the greatest bane of those unnatural creatures. Of course, it could be used against our people as well — but it is fortunate that undead horrors are not capable of bearing its power. That is probably why they hid it in this secret chamber.")
( _ "I am not really suited for using this! Let someone else take it.")
(
[object]
id=holywater_$x1|_$y1
image=items/holy-water.png
duration=scenario
name={STR_HOLY_WATER}
description={STR_HOLY_WATER_MATCHING_DESCRIPTION}
[filter]
x,y=$x1,$y1
[/filter]
[effect]
apply_to=attack
range=melee
set_type=arcane
[/effect]
[/object]
)}
#enddef
#define RING_SPEED X Y
{PICK_UP (items/ring-gold.png) ({X}) ({Y}) (
[not]
status=not_living
[/not]
)
( _ "A gold ring, and there is an inscription on it. “You who take this ring will be swifter and more graceful, no matter what weight you carry on your back.” This would be useful here, since we are not very used to moving in these rough, dark caves.")
( _ "... But only a living creature could possibly make use of this ring.")
(
[object]
image=icons/ring-gold.png
duration=forever
name= _ "Ring of Swiftness"
description= _ "This ring will grant the bearer swift movement, increasing maximum movement by one unit per turn."
[filter]
x,y=$x1,$y1
[/filter]
[effect]
apply_to=movement
increase=1
[/effect]
[/object]
)}
#enddef
#define POISONOUS_BOW X Y
{PICK_UP (items/bow-poisonous.png) ({X}) ({Y})
(type=Skeleton Archer,Revenant,Bone Shooter,Death Knight,Death Baron,Draug,Banebow,Elvish Archer,Elvish Marksman,Elvish Sharpshooter,Elvish Ranger,Elvish Avenger,Elvish Hero,Elvish Champion)
( _ "An enchanted bow! I have read that ancient armies used to hire powerful warlocks to grant mundane weapons special powers such as poisoning without need of preparing them beforehand, which is the main lack of those dumb orcish slayers. Well, this one seems to have such a power, judging by the fine inscription on it.")
( _ "I am not suited to use this weapon! Let someone else pick it up.")
(
[object]
image=attacks/bow-orcish.png
duration=forever
name= _ "Poisonous Bow"
description= _ "This bow has been enchanted. Every arrow shot with it will poison its target."
[filter]
x,y=$x1,$y1
[/filter]
[then]
[message]
speaker=narrator
image="wesnoth-icon.png"
message= _ "The unit picks up the ordinary-looking bow, and immediately feels a chilling energy flow to their body. Out of curiosity, they decide to shoot a nearby wandering rat with it. The hapless creature begins emanating a disgusting smell like a concentrated mix of urine and decomposing flesh as it convulses and promptly dies."
[/message]
[message]
speaker=Galas
message= _ "We have never allowed the use of poison out of compassion towards the living, but our enemies do not seem to particularly care about such things themselves."
[/message]
[message]
speaker=Mal Keshar
message= _ "(<i>cackles</i>) Good, good. You have become quite the competent war leader, boy. Do not let such petty things as old-fashioned war customs discourage you from expanding your horizons."
[/message]
[/then]
[effect]
apply_to=new_attack
name=poisonous bow
description= _ "poisonous bow"
icon=attacks/bow-orcish.png
type=pierce
range=ranged
damage=11
number=3
[specials]
{WEAPON_SPECIAL_POISON}
[/specials]
[/effect]
[effect]
apply_to=new_animation
[attack_anim]
[filter_attack]
name=poisonous bow
[/filter_attack]
missile_start_time=-150
[missile_frame]
image="projectiles/missile-n.png:150"
image_diagonal="projectiles/missile-ne.png:150"
[/missile_frame]
start_time=-375
[frame]
duration=400
[/frame]
{SOUND:HIT_AND_MISS bow.ogg bow-miss.ogg -375}
[/attack_anim]
[/effect]
[/object]
)}
#enddef
#define OBJ_VOID_ARMOR X Y ID
{PICK_UP (items/armor.png) ({X}) ({Y})
(type=Elvish Fighter,Elvish Captain,Elvish Hero,Elvish Marshal,Elvish Champion,Elvish Ranger,Elvish Avenger,Skeleton,Deathblade,Revenant,Draug,Death Baron,Death Knight,Skeleton Rider,Bone Knight)
( _ "How could this beautiful armor be abandoned in these deep caves? I suppose someone dropped it during an evacuation or such, since it looks like it hasn’t been worn before — well preserved nevertheless. It would fit an elvish or undead warrior of ours fine. We are rather short on battle gear and I don’t think its original owner would mind if we borrow and use it.")
( _ "Only a trained warrior may don this armor!")
(
[object]
id={ID}
name= _ "Void Armor"
image="icons/void-armor.png"
description= _ "A beautiful chest plate crafted from shimmering black steel, the Void Armor is virtually impenetrable to physical weapons!"
duration=forever
[filter]
x,y=$x1,$y1
[/filter]
#
# Set physical resistance to 50/50/60
#
[effect]
apply_to=resistance
replace=true
[resistance]
blade=50
pierce=50
impact=40
[/resistance]
[/effect]
#
# Increase fire resistance by 10%
#
[effect]
apply_to=resistance
[resistance]
fire=-10
[/resistance]
[/effect]
[/object]
[message]
speaker=narrator
image="wesnoth-icon.png"
message= _ "You struggle to lift and don the heavy plate. Once worn, however, it is amazingly comfortable. You have increased resistance to all physical damage!"
[/message]
[store_unit]
[filter]
x,y=$x1,$y1
[/filter]
kill=yes
variable=void_armor_taker
[/store_unit]
[set_variables]
name=void_armor_taker.modifications.trait
mode=append
[value]
id=void_armor
name= _ "void armor"
description= _ "The Void Armor grants the following resistances:
Blade: 50%
Pierce: 50%
Impact: 60%
Fire: +10%"
[/value]
[/set_variables]
[unstore_unit]
variable=void_armor_taker
find_vacant=no
[/unstore_unit]
{CLEAR_VARIABLE void_armor_taker}
)}
#enddef
#
# Explosive arrows from S14, a dwarven gift.
# (Thanks vultraz for the idea.)
#
#define EXPLOSIVE_ARROWS _X _Y
# FIXME: need an actual quiver item
{PICK_UP items/barrel.png ({_X}) ({_Y})
(type="Elvish Archer,Elvish Marksman,Elvish Ranger,Elvish Sharpshooter,Elvish Avenger,Skeleton Archer,Bone Shooter,Banebow")
( _ "The arrows in this barrel are some of the most expensive weaponry ever devised by the dwarves of Herthgar, although most of the credit for the design goes to their fallen kin in Gnalvarden. Each arrow shaft has tiny runes engraved on them that react upon entering a living target and ignite the explosive tip. The resulting explosion deals great damage not just to the arrow’s target, but also to anything directly behind it. Surely this will come in handy later on, but we should make sure to hand these only to a very skilled archer so as to avoid wasting them — besides, it would not do for a novice to accidentally blow up one of our own.")
( _ "These arrows are more befitting for a skilled archer, which I certainly am not.")
(
[object]
id=explosive_rune_arrows
name= _ "Explosive Runic Arrows"
image=attacks/bow-short-reinforced.png
description= _ "When used against a living target, these arrows will explode dealing 80% damage to the unit directly behind it, regardless of its allegiance or type."
duration=forever
[filter]
x,y=$x1,$y1
[/filter]
[effect]
apply_to=new_attack
name=shrapnel
description= _ "explosive arrows (6)"
icon=attacks/bow-short-reinforced.png
type=fire
range=ranged
damage=28
number=1
[specials]
{WEAPON_SPECIAL_SHRAPNEL}
[/specials]
[/effect]
[effect]
apply_to=new_animation
[attack_anim]
[filter_attack]
name=shrapnel
[/filter_attack]
missile_start_time=-150
[missile_frame]
duration=150
image="projectiles/missile-n.png"
image_diagonal="projectiles/missile-ne.png"
[/missile_frame]
start_time=-375
[if]
hits=yes
[frame]
duration=350
image=$unit.image
sound=bow.ogg
[/frame]
[frame]
duration=125
image=$unit.image
sound=explosion.ogg
[/frame]
burst_start_time=100
burst_offset=1.0
[burst_frame]
halo="projectiles/fire-burst-small-[1~8].png:75"
[/burst_frame]
[/if]
[else]
hits=no
[frame]
duration=475
image=$unit.image
sound=bow-miss.ogg
[/frame]
[/else]
[/attack_anim]
[/effect]
[/object]
#
# The following actions are not in the [object] [then] block because
# otherwise the game attempts to interpolate variables in the
# WEAPON_SPECIAL_SHRAPNEL_IMPLEMENTATION text immediately.
#
[store_unit]
[filter]
x,y=$x1,$y1
[/filter]
variable=temp_shrapnel_unit
[/store_unit]
[set_variables]
# Can't use $unit, the autostored version doesn't have the object
# applied somehow. (Is $unit autostored when referencing $x1,$y1?)
name=temp_shrapnel_unit.variables.shrapnel
mode=merge
[literal]
count=6
name= _ "explosive arrows"
[/literal]
[/set_variables]
[unstore_unit]
variable=temp_shrapnel_unit
find_vacant=no
[/unstore_unit]
{CLEAR_VARIABLE temp_shrapnel_unit}
{ATTACH_EVENTS_TO_UNIT x,y=$x1,$y1 ({WEAPON_SPECIAL_SHRAPNEL_IMPLEMENTATION})}
[if]
[have_unit]
x,y=$x1,$y1
[not]
race=undead
[/not]
[/have_unit]
[then]
[message]
speaker=Galas
message= _ "Careful! It would hurt me to lose one of our men by accidentally triggering an explosive artifact like those."
[/message]
[message]
speaker=unit
message= _ "(<i>gulp</i>) I will make sure to handle them with care, sir."
[/message]
[/then]
[else]
[message]
speaker=unit
message= _ "Heh. I don’t even need to worry about them accidentally exploding in my quiver!"
[/message]
[message]
speaker=Mal Keshar
message= _ "He he, yes, indeed. Is it not great?"
[/message]
[message]
speaker=Elynia
message= _ "Just make sure to aim those at our enemies, Mal Keshar."
[/message]
[message]
speaker=Mal Keshar
message= _ "Pah, distrustful much?"
[/message]
[/else]
[/if]
)}
#enddef
#define ACCURACY_BOW _X _Y
{PICK_UP items/bow-elven.png {_X} {_Y}
(type=Bone Shooter,Banebow,Elvish Ranger,Elvish Avenger,Aragwaith Strongbow,Aragwaith Greatbow,Aragwaith Slayer)
( _ "As I lift this enchanted bow, my vision appears to become sharper! This will surely prove useful later.")
( _ "Only a strong and experienced archer could possibly draw this bow!")
(
[object]
id=accuracy_bow
name= _ "Enchanted Longbow of Visual Acuity"
image=attacks/bow-elven-magic.png
description= _ "The unit’s ranged attacks are permanently given the Marksman weapon special."
duration=forever
[filter]
x,y=$x1,$y1
[/filter]
[effect]
apply_to=attack
range=ranged
[set_specials]
mode=append
{WEAPON_SPECIAL_MARKSMAN}
[/set_specials]
[/effect]
[/object]
)}
#enddef
#define CHILLING_BLADE _X _Y
{PICK_UP items/sword.png {_X} {_Y}
(type=Elvish Fighter,Elvish Hero,Elvish Champion,Elvish Captain,Elvish Marshal,Aragwaith Strongbow,Aragwaith Slayer,Aragwaith Greatbow,Elvish Archer,Elvish Ranger,Elvish Avenger,Elvish Marksman,Elvish Sharpshooter,Elvish Hunter,Elvish Trapper,Elvish Prowler,Elvish Scout,Elvish Rider,Elvish Outrider)
( _ "I feel a chilly aura around this sword. I wonder if... All right, woah, even the hilt is extremely cold to the touch! The blade freezes everything it touches, so this might come in handy when fighting one of the larger demons, perhaps. Still, I suspect only someone strong enough to withstand the cold should wield this weapon.")
( _ "Only a living sword user can wield this sword!")
(
[object]
id=chilling_blade
name= _ "Glacial Gladius"
image=attacks/glacial-gladius.png
description= _ "While wielding this sword, the unit’s melee attack damage is increased by +1 and deals cold damage. Additionally, the unit’s maximum hitpoints are decreased by 5%."
duration=forever
[filter]
x,y=$x1,$y1
[/filter]
[effect]
apply_to=attack
range=melee
set_description= _ "glacial gladius"
set_type=cold
set_icon=attacks/glacial-gladius.png
increase_damage=1
[set_specials]
mode=append
{WEAPON_SPECIAL_SLOW}
[/set_specials]
[/effect]
[effect]
apply_to=hitpoints
increase_total=-5%
[/effect]
[/object]
)}
#enddef
#define ARCANE_SHOT_AMULET _X _Y
{PICK_UP items/ankh-necklace.png {_X} {_Y} (
[not]
race=undead,faerie,bats
[/not]
[not]
status=not_living
[/not]
)
( _ "The scroll next to this amulet says: “This artifact imbues projectiles shot by the bearer with strong arcane energy, casting fear upon their unholy enemies.” I imagine the demons stole this from somewhere and did not find actual use for it.")
( _ "Only mundane creatures can use this amulet.")
(
[object]
id=arcane_shot_amulet
name= _ "Amulet of the Divine Breeze"
image=icons/ankh_necklace.png
duration=forever
description= _ "This amulet will grant the bearer arcane power to their ranged attacks, and increases their resistance to arcane damage by 10%."
[filter]
x,y=$x1,$y1
[/filter]
[effect]
apply_to=attack
range=ranged
set_type=arcane
[/effect]
[effect]
apply_to=resistance
replace=false
[resistance]
arcane=-10
[/resistance]
[/effect]
[/object]
)}
#enddef
#define POTION_OF_STRENGTH_S21 _X _Y
{PICK_UP items/potion-red.png {_X} {_Y} (
[not]
status=not_living
[/not]
[not]
race=bats
[/not]
)
( _ "It is a strength potion. The flask contains only enough for one person, but surely it will come in handy when we finally confront that Chaos Emperor. Who should take it?")
( _ "This potion can only be used by living beings. Let another take it.")
(
[sound]
name=potion.ogg
[/sound]
[object]
id=s21_strength_potion
name= _ "Potion of Strength"
image=icons/potion-red-4.png
duration=forever
description= _ "The drinker’s strength is increased, adding 1 damage point to their melee attacks, and adding 8 points to their total HP."
[filter]
x,y=$x1,$y1
[/filter]
[effect]
apply_to=attack
range=melee
increase_damage=1
[/effect]
[effect]
apply_to=hitpoints
increase_total=8
heal_full=yes
[/effect]
[/object]
)}
#enddef
#define POTION_OF_DEFTNESS_S21 _X _Y
{PICK_UP items/potion-cyan.png {_X} {_Y} (
[not]
status=not_living
[/not]
[not]
race=bats
[/not]
)
( _ "This potion is supposed to make one more agile. I wonder if this is what makes those demons so hard to hit rather than natural skill.")
( _ "This potion can only be used by living beings. Let another take it.")
(
[sound]
name=potion.ogg
[/sound]
[object]
id=s21_deftness_potion
name= _ "Potion of Deftness"
image=icons/potion-cyan-2.png
duration=forever
description= _ "This magic potion will increase the drinker’s movement points by one, and increase the inflicted base damage of its ranged attacks by one, if applicable."
[filter]
x,y=$x1,$y1
[/filter]
[effect]
apply_to=attack
range=ranged
increase_damage=1
[/effect]
[effect]
apply_to=movement
increase=1
[/effect]
[/object]
)}
#enddef
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
#define HEADER_NEW_OBJECTIVES
summary= _ "New objectives:"
#enddef
#define HEADER_CURRENT_OBJECTIVES
summary= _ "Current objectives:"
#enddef
#define HEADER_INITIAL_OBJECTIVES
summary= _ "Initial objectives:"
#enddef
#define HEADER_FINAL_OBJECTIVES
summary= _ "Final objectives:"
#enddef
#define OBJECTIVE_OR
[objective]
bullet=""
description="<small>"+_"or"+"</small>"
red,green,blue=255,255,255
condition=win
[/objective]
#enddef
#define OBJECTIVE_BONUS _DESCRIPTION
[objective]
description={_DESCRIPTION}+{EARLY_FINISH_BONUS_FOOTNOTE} # wmllint: noconvert
condition=win
[/objective]
#enddef
#define OBJECTIVE_BONUS_COMPLETED _DESCRIPTION
[objective]
description="<s>"+{_DESCRIPTION}+{EARLY_FINISH_BONUS_FOOTNOTE}+"</s>" # wmllint: noconvert
condition=win
[/objective]
#enddef
#define OBJECTIVE_VICTORY_COMPLETED _TEXT
[objective]
description="<s>"+{_TEXT}+"</s>" # wmllint: noconvert
condition=win
[/objective]
#enddef
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
#define PLAYER_RISE_UP_EXCLUSION_LIST
[not]
id=Galas,Elynia,Anlindë,Mal Keshar,Lédinor,Igor,Erathan,Althurin,King Asthorgar
[/not]
[not]
[filter_wml]
undead_variation=null
[/filter_wml]
[/not]
[not]
status=not_living
[/not]
#enddef
#define PLAYER_RISE_UP_ENEMY_EXCLUSION_FILTER
[not]
#Basically not any type that has plague or eats its victim
type=Walking Corpse,Soulless,Necromancer,Shadow Spawn,Shadow Courier,Master of Darkness
[/not]
[not]
ability=feeding
[/not]
#enddef
#define PLAYER_RISE_UP
[event]
name=die
first_time_only=no
[filter]
side=1
{PLAYER_RISE_UP_EXCLUSION_LIST}
[/filter]
[filter_second]
{PLAYER_RISE_UP_ENEMY_EXCLUSION_FILTER}
[/filter_second]
[filter_condition]
[have_unit]
id=Mal Keshar
side=1
[/have_unit]
[/filter_condition]
[fire_event]
name=player rise up
[primary_unit]
x,y=$x1,$y1
[/primary_unit]
[/fire_event]
[/event]
[event]
name=player rise up
[message]
speaker=Mal Keshar
message= _ "Rise, fallen warrior! Rise once more and slay the foe who felled you in your hour of glory!"
[/message]
[/event]
[event]
name=player rise up
first_time_only=no
[sound]
name=zombie-attack.wav
[/sound]
[unit]
animate=yes
side=1
type=Walking Corpse
x,y=$x1,$y1
overwrite=yes
moves,attacks_left,resting=0,0,no
random_traits=yes
name=$unit.name
facing=$unit.facing
gender=$unit.gender
variation=$unit.undead_variation
[/unit]
[/event]
#enddef
#define SAD_MUSIC
[mood_music]
name=sad.ogg
[/mood_music]
#enddef
#define HERO_DEFEAT_ENDLEVEL
[endlevel]
result=defeat
music=sad.ogg,defeat.ogg,defeat2.ogg
[/endlevel]
#enddef
#define DEATH_HANDLER_BASE _SUF _PRE_ACTIONS _POST_ACTIONS
[event]
name=last breath
[filter]
{_SUF}
[/filter]
{_PRE_ACTIONS}
[/event]
[event]
name=die
[filter]
{_SUF}
[/filter]
{_POST_ACTIONS}
[/event]
#enddef
# wmlindent: start ignoring
# Triggers defeat on the death of a player-owned unit identified by id. The
# side check is required to avoid breaking S23B.
#define HERO_DEFEAT_EVENT _ID _PRE_ACTIONS _POST_ACTIONS
{DEATH_HANDLER_BASE (side,id=1,{_ID})
(
{_PRE_ACTIONS}
) (
{_POST_ACTIONS}
{HERO_DEFEAT_ENDLEVEL}
)}
#enddef
# Like HERO_DEFEAT_EVENT but doesn't check the unit's side. Only really used
# for Althurin and King Asthorgar, who aren't always controlled by side 1.
#define ANY_SIDE_HERO_DEFEAT_EVENT _ID _PRE_ACTIONS _POST_ACTIONS
{DEATH_HANDLER_BASE (id={_ID})
(
{_PRE_ACTIONS}
) (
{_POST_ACTIONS}
{HERO_DEFEAT_ENDLEVEL}
)}
#enddef
# Plays incidental music on the death of a player-owned unit. Again, the side
# check is required to avoid breaking S23B.
#define MINOR_DEATH_EVENT _ID _PRE_ACTIONS _POST_ACTIONS
{DEATH_HANDLER_BASE (side,id=1,{_ID})
(
{SAD_MUSIC}
{_PRE_ACTIONS}
) (
{_POST_ACTIONS} # Actions come last on purpose.
)}
#enddef
#define DEATH:IGOR:A
{MINOR_DEATH_EVENT Igor (
[message]
speaker=Igor
message= _ "You failed to protect me. Aargh..."
[/message]
) (
[set_variables]
mode=replace
name=necro_store
to_variable=unit
[/set_variables]
# Remove dying unit placeholder.
[kill]
x,y=$x1,$y1
[/kill]
[sound]
name=zombie-attack.wav
[/sound]
[unit]
animate=yes
type=Walking Corpse
x,y=$necro_store.x,$necro_store.y
upkeep=$necro_store.upkeep
random_traits=yes
moves=0
resting=no
side=1
name=$necro_store.name
facing=$necro_store.facing
variation=$necro_store.undead_variation
[/unit]
{CLEAR_VARIABLE necro_store}
[message]
speaker=Mal Keshar
message= _ "Ah, excellent, a fresh recruit!"
[/message]
)}
#enddef
#define DEATH:IGOR:B
{MINOR_DEATH_EVENT Igor (
[message]
speaker=Igor
message= _ "Alas. It’s been my best time with you, friends..."
[/message]
[message]
speaker=Mal Keshar
message= _ "He, he, he..."
[/message]
) (
[message]
speaker=Elynia
message= _ "(<i>glaring</i>) Don’t do it."
[/message]
[message]
speaker=Mal Keshar
message= _ "Um... all right. May I ask <i>why</i>?"
[/message]
[message]
speaker=Elynia
message= _ "He was very helpful with us — more than I ever expected from anyone of his kind. It would be very unseemly for us to disturb his well-deserved rest."
[/message]
[message]
speaker=Mal Keshar
message= _ "As you wish, lady. Hmph."
[/message]
)}
#enddef
#define DEATH:IGOR:C
{MINOR_DEATH_EVENT Igor (
[message]
speaker=Igor
message= _ "Alas. I wish I could’ve seen the end with you..."
[/message]
) ()}
#enddef
#define DEATH:MAL_KESHAR:A
{HERO_DEFEAT_EVENT (Mal Keshar) (
[message]
speaker=Mal Keshar
message= _ "Vanquished by these foul enemies... it should not have ended like this..."
[/message]
) ()}
#enddef
#define DEATH:MAL_KESHAR:B
{HERO_DEFEAT_EVENT (Mal Keshar) (
[message]
speaker=Mal Keshar
message= _ "Oh, the sweet, cold embrace of death... it has been far too long..."
[/message]
) ()}
#enddef
#define DEATH:ERATHAN:A
{HERO_DEFEAT_EVENT Erathan (
[message]
speaker=Erathan
message= _ "I am finished..."
[/message]
) ()}
#enddef
#define DEATH:ERATHAN:B
{MINOR_DEATH_EVENT Erathan (
[message]
speaker=Erathan
message= _ "So this is the end of the road for me..."
[/message]
) ()}
#enddef
#define DEATH:ELYNIA:A
{HERO_DEFEAT_EVENT Elynia (
[message]
speaker=Elynia
message= _ "The darkness... it is taking me away..."
[/message]
) (
[message]
speaker=Galas
message= _ "No! Elynia!"
[/message]
)}
#enddef
#define DEATH:ELYNIA:B
{HERO_DEFEAT_EVENT Elynia (
[message]
speaker=Elynia
message= _ "I’m sorry Galas... Hopefully you will be able to finish our journey without me..."
[/message]
) ()}
#enddef
#define DEATH:ANLINDE
{HERO_DEFEAT_EVENT Anlindë (
[message]
speaker=Anlindë
message= _ "I suppose I should have seen this coming..."
[/message]
) ()}
#enddef
#define DEATH:GALAS:A
{HERO_DEFEAT_EVENT Galas (
[message]
speaker=Galas
message= _ "I have much... left... to do—"
[/message]
) ()}
#enddef
#define DEATH:GALAS:B
{HERO_DEFEAT_EVENT Galas (
[message]
speaker=Galas
message= _ "Why... did it have to end like this..."
[/message]
) ()}
#enddef
#define DEATH:LEDINOR
{HERO_DEFEAT_EVENT Lédinor (
[message]
speaker=Lédinor
message= _ "It is the end for me. At last I shall rest..."
[/message]
) ()}
#enddef
#define DEATH:ALTHURIN
{ANY_SIDE_HERO_DEFEAT_EVENT Althurin (
[message]
speaker=Althurin
message= _ "Well, at least I tried... Ugh—"
[/message]
) ()}
#enddef
#define DEATH:KING_ASTHORGAR
{ANY_SIDE_HERO_DEFEAT_EVENT (King Asthorgar) (
[message]
speaker=King Asthorgar
message= _ "Argh! This is the end for me."
[/message]
) (
[message]
speaker=Galas
message= _ "We were supposed to protect the king of Herthgar!"
[/message]
)}
#enddef
#define DEATH:REVENANT_RING
[event]
name=last breath
[filter]
ability=revenant_ring
[/filter]
# If this triggers for a unit that's being possessed by Argan then the player
# gets to deal with it. Or exploit it for XP farming, I guess.
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "The Ring of the Revenant glows in the nick of time..."
[/message]
# This SHOULD remove the ability as well to make it impossible for this event
# to trigger in later scenarios. If it doesn't, slap whoever is responsible on
# the dev team with a trout for me.
[remove_object]
x,y=$x1,$y1
object_id=revenant_ring
[/remove_object]
[if]
# Can't use [have_unit] here because the primary unit is under 1 HP
{VARIABLE_LEXICAL_EQUALS unit.type "Faerie Spirit"}
[then]
[message]
speaker=unit
message= _ "A powerful force... it is pulling my soul... argh..."
[/message]
[message]
speaker=Mal Keshar
message= _ "Um... this doesn’t seem good. Noooot good at all."
[/message]
[message]
speaker=unit
message= "<b>"+_"AAAAAAAAAAAAAAAAAAAAAAAAAAH—"+"</b>"
[/message]
# Ensure the unit is actually alive first in case of weirdness.
[modify_unit]
[filter]
x,y=$x1,$y1
[/filter]
hitpoints=1
[/modify_unit]
[animate_unit]
[filter]
x,y=$x1,$y1
[/filter]
flag=levelout
with_bars=yes
[/animate_unit]
# Yes, the new unit type flashes for a moment before playing the levelin
# animation. Nope, it can't be helped. Wesnoth is such a great game engine.
[transform_unit]
x,y=$x1,$y1
transform_to=Faerie Hamadryad
[/transform_unit]
[heal_unit]
[filter]
x,y=$x1,$y1
[/filter]
amount=full
restore_statuses=yes
restore_attacks=no
[/heal_unit]
[remove_trait]
x,y=$x1,$y1
trait_id=spirit
[/remove_trait]
# Just in case Wesnoth decides to do something stupid and someone decides
# it's a "feature"
[clear_unit_status]
[filter]
x,y=$x1,$y1
[/filter]
status=not_living,undrainable,unplagueable,unpoisonable
[/clear_unit_status]
[animate_unit]
[filter]
x,y=$x1,$y1
[/filter]
flag=levelin
with_bars=yes
[/animate_unit]
[message]
speaker=unit
message= _ "Wha— what happened?"
[/message]
[message]
speaker=Galas
message= _ "The ring brought her back to life...?"
[/message]
[message]
speaker=Elynia
message= _ "I suppose that’s one possible way to look at it. Faerie spirits are perpetually stuck in an intermediate state between life and death, between the material and spirit realms. That ring that once belonged to the second Wesnothian Emperor fully pulled her back into ours... or wherever we are, actually."
[/message]
[if]
[have_unit]
id=Igor
[/have_unit]
# No idle chatter if Mal Keshar doesn't exist or is on the
# wrong side
[have_unit]
id=Mal Keshar
side=1
[/have_unit]
[then]
[message]
speaker=Igor
message= _ "She’s so pretty!"
[/message]
[message]
speaker=Mal Keshar
# po: He's saying she will be killed and used as raw material for wood-related
# po: commercial activities, of course.
message= _ "I would not mess with a half-faerie half-tree creature if I were you. Only heartbreak lies that way. Plus she will probably inspire someone to pursue a career in furniture design before we are done with our little adventure — if you know what I mean."
[/message]
[/then]
[/if]
[/then]
[else]
[heal_unit]
[filter]
x,y=$x1,$y1
[/filter]
amount=full
animate=yes
restore_statuses=yes
restore_attacks=no
[/heal_unit]
[/else]
[/if]
[/event]
#enddef
# wmlindent: stop ignoring
#define DEATHS_ACT_0
{DEATH:GALAS:A}
{DEATH:ANLINDE}
#enddef
#define DEATHS_ACT_1
{DEATH:GALAS:A}
{DEATH:MAL_KESHAR:A}
{DEATH:ANLINDE}
#enddef
#define DEATHS_ACT_2_1
{DEATH:GALAS:A}
{DEATH:MAL_KESHAR:A}
{DEATH:IGOR:A}
{DEATH:ANLINDE}
#enddef
#define DEATHS_ACT_2_2
{DEATH:GALAS:A}
{DEATH:ELYNIA:A}
{DEATH:MAL_KESHAR:A}
{DEATH:IGOR:A}
{DEATH:ANLINDE}
#enddef
#define DEATHS_ACT_3
{DEATH:GALAS:A}
{DEATH:ELYNIA:A}
{DEATH:MAL_KESHAR:A}
{DEATH:ERATHAN:A}
{DEATH:IGOR:B}
#enddef
#define DEATHS_ACT_4
{DEATH:GALAS:B}
{DEATH:ELYNIA:B}
{DEATH:MAL_KESHAR:B}
{DEATH:ERATHAN:B}
{DEATH:IGOR:C}
{DEATH:LEDINOR}
{DEATH:REVENANT_RING}
#enddef
#define DEATHS_DWARVES
{DEATH:ALTHURIN}
{DEATH:KING_ASTHORGAR}
#enddef
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
#define NO_RECALLS
disallow_recall=yes
#enddef
#define OVERRIDE_NEXT_SCENARIO _ID
[+endlevel]
next_scenario={_ID}
[/endlevel]
#enddef
#define CAPTURE_VILLAGE _SIDE _X _Y
[capture_village]
side={_SIDE}
x={_X}
y={_Y}
[/capture_village]
#enddef
#define SCROLL_TO_UNIT _ID
[scroll_to_unit]
id={_ID}
[/scroll_to_unit]
#enddef
#define PLAYER_RECRUITMENT_SETUP_FOR_SCENARIO _SID
[setup_recruitment_cost]
scenario_number={_SID}
[/setup_recruitment_cost]
#enddef
#define PER_VILLAGE_INCOME _INCOME
village_gold={_INCOME}
#enddef
#define MYSTERIOUS_VOICE _MSG
[message]
speaker=narrator
image=misc/blank-hex.png
caption= _ "male^Mysterious Voice"
message={_MSG}
[/message]
#enddef
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
#define UNDERGROUND_VOLCANO R G B
#
# -30, -40, -40 are the default good values for an underground
# reddish hue
#
[time]
id=v_underground
name= _ "Volcanic Underground"
image=misc/time-schedules/schedule-underground.png
lawful_bonus=-25
red={R}
green={G}
blue={B}
[/time]
#enddef
#define UNDERGROUND_VOLCANO_DEFAULT
#
# This is a custom schedule that gives everything a slight
# reddish hue and gently pulsates. -30, -40, -40 are default
# values that look good
#
{UNDERGROUND_VOLCANO -27 -37 -37}
{UNDERGROUND_VOLCANO -28 -38 -38}
{UNDERGROUND_VOLCANO -32 -42 -42}
{UNDERGROUND_VOLCANO -36 -46 -46}
{UNDERGROUND_VOLCANO -37 -47 -47}
{UNDERGROUND_VOLCANO -36 -46 -46}
{UNDERGROUND_VOLCANO -32 -42 -42}
{UNDERGROUND_VOLCANO -28 -38 -38}
#enddef
#define ILLUMINATED_UNDERGROUND
[time]
id=illuminated_underground
name= _ "Illuminated Underground"
image=misc/time-schedules/schedule-underground-illum.png
lawful_bonus=0
red=-35
green=-25
blue=0
[/time]
#enddef
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
#define TRAITS_SET_NO_STRONG
ignore_race_traits=yes
{TRAIT_QUICK}
{TRAIT_INTELLIGENT}
{TRAIT_RESILIENT}
#enddef
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
#define WIND_NOISE_SOUND_SOURCE
{BACKGROUND_SOUND_SOURCE_GENERIC __ss_wind_blustery_all ambient/wind-blustery.ogg}
#enddef
#define SETUP_SHAXTHAL_ROAMING_SOUND_EFFECTS
[event]
name=moveto
first_time_only=no
[filter]
race=shaxthal
[not]
type=Shaxthal Razorbird,Shaxthal Thunderbird
[/not]
[/filter]
{RANDOM (1..6)}
[if]
{VARIABLE_NUMERICAL_LESS_THAN random 4}
[then]
[sound]
name={SOUND_LIST:BIOMECHANICAL_ROAM}
[/sound]
[/then]
[/if]
[/event]
#enddef
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
# wmlindent: start ignoring
#define SPECIAL_NOTE_DREAD
_ "When this unit’s dreadful attack is used on offensive, it decreases the damage the unit may take in retaliation, but only if the victim is of equal or lesser level." #enddef
#define SPECIAL_NOTE_INTIMIDATES
_ "This unit’s presence intimidates adjacent level 0-1 enemy units, causing them to deal less damage and be unable to maintain their zone of control." #enddef
#define SPECIAL_NOTE_REGENERATES4
_ "This unit can either remove poison from itself or regenerate 4 hitpoints each turn."#enddef
# wmlindent: stop ignoring
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
#define STORYTXT_INIT_WARNING
[story]
[part]
music="data/core/sounds/ambient/wardrums.ogg"
{CAMPAIGN_INTRO_HEADER}
#ifdef CAMPAIGN_INVASION_FROM_THE_UNKNOWN_EPISODE_II
story={CAMPAIGN_INTRO_WARNING_TITLE}+{CAMPAIGN_INTRO_GAMEPLAY_WARNING}+{CAMPAIGN_INTRO_PADDING}+{CAMPAIGN_INTRO_CONTENT_WARNING}+{CAMPAIGN_INTRO_PADDING}+_"<b>If you have not completed Episode I of <i>Invasion from the Unknown</i>, you definitely should not play this episode yet.</b>"+{CAMPAIGN_INTRO_PADDING}+{CAMPAIGN_INTRO_OPTIONS_WARNING}
#else
story={CAMPAIGN_INTRO_WARNING_TITLE}+{CAMPAIGN_INTRO_GAMEPLAY_WARNING}+{CAMPAIGN_INTRO_PADDING}+{CAMPAIGN_INTRO_CONTENT_WARNING}+{CAMPAIGN_INTRO_PADDING}+{CAMPAIGN_INTRO_OPTIONS_WARNING}
#endif
[/part]
[/story]
#enddef
#define STORYTXT_INTRO
{STORYTXT_INIT_WARNING}
[story]
[part]
music=knolls.ogg
story= _ "From the personal journal of Lord Galas of the Forest Elves."
[/part]
[part]
story= _ "“Our ancestors settled this land ages ago, seeking shelter from the hostile outside world. They hailed from forests which have long withered away; the endless expanse of sand could not possibly offer our kind much more than vicious enemies and a slow, agonizing death. It is said that thousands of elves fell before the survivors finally came across this green valley. As if by the grace of the Lords of Light themselves, it emerged from the ruins of a once green and lush world in our moment of dire need.
Defending our valley from intruders has never been an easy task. A small portion of our troops are trained in the ways of navigating and fighting in the sands from a young age and assigned to patrol groups in charge of warding our frontiers. It is not a particularly rewarding mission, but it has allowed us to prosper as a united people."
[/part]
[part]
story= _ "My father was on duty leading his group one night, against a band of nomadic humans. Barbarians unwilling to converse with speaking creatures not born of their kin’s blood, and only intent on conquering and taking what they believed theirs by right.
A sling bullet broke his skull as he defended an injured comrade."
[/part]
[part]
story= _ "At the time I was shocked by his death — a graceless end to a valiant life. I cried for the last time at his funeral. On memory of him I swore to become the best, advancing beyond the ranks of my comrades until I was one of the best fighters and commanders amongst my people, despite my age.
Anlindë has taken care of me like her own son since then. She has been to me the mother I never had, often spending far too much time caring for me rather than her own duties with the wounded and infirm."
[/part]
[part]
{STORYTXT_TITLE_CARD_SIMPLE S1 _"Border Patrol"}
music=loyalists.ogg
story= _ "Recently, the frequency and intensity of the hostile incursions has increased. We can detect no single hand behind them, but it is as if they were thrust into our domains by some force greater than their own petty greed and rage. They throw themselves onto our blades and arrows as if death were a better alternative than retreat. Our patrol groups are growing in size to resist, but the pace of recruiting is becoming harder to maintain. Most people do not crave the chance to risk their lives in combat against such determined foes.
Then one day, we discovered the source of the outsiders’ frenzy."
[/part]
[/story]
#enddef
#define STORYTXT_A_REAL_CONFRONTATION
[story]
[part]
{STORYTXT_TITLE_CARD_SIMPLE S2 _"A Real Confrontation"}
music=underground.ogg
story= _ "It was quite a success, but the fighting technique of those humans was more professional, coordinated, and accurate than those of the regular nomadic skirmisher. That worried me initially, and I would have organized a scouting party into the desert if we had been in any condition to do so.
Our group was greatly weakened by the battle, so we withdrew back to the main keep in the valley. Another patrol group took our place and was scheduled to return in three days. That was not to happen. Instead, enemies came to us with our kin’s skulls mounted atop their banner-poles. Driving them forth would not be easy."
[/part]
[/story]
#enddef
#define STORYTXT_HORRORS_FROM_THE_DEPTHS
[story]
[part]
music=underground.ogg
story= _ "We were shocked when we tallied our numbers. Barely a thousand of us survived the battle in the valley. Most of the dead likely perished in the villages burnt by our foes, helpless and frightened. Alas, they met one of the most painful deaths one could ever imagine.
When I thought about what forced us from our ancient home, the one place we had lived in safety on this war-torn and barren world, I felt my stomach clench in terror. Anlindë was a wise sorceress, but I regretted not being strong enough to ignore her counsel. I could not help but think that had we stayed, we could have fought back and somehow emerged victorious."
[/part]
[part]
{STORYTXT_TITLE_CARD_SIMPLE S3 _"Memories from the Depths"}
story= _ "I but hoped that fleeing into the depths was a wise decision, and that Lédinor’s efforts were not wasted."
[/part]
[/story]
#enddef
#define STORYTXT_OVER_THE_SANDS
[story]
[part]
music=knolls.ogg
story= _ "Northwest. That was the direction we had to go, if Mal Keshar’s words were to be believed. We were to seek our saviors in the depths of the largest mountain range within our reach; a place formerly inhabited by the artisans of the earth, the dwarves of Knalga.
According to Anlindë, he was a tormented soul. A man who began his journey fighting for what he believed to be a noble cause before veering off the road into an eternal abyss that tainted and twisted and destroyed him. Now that man’s shadow walked alongside us under the surface of Irdya. I fear what future generations will think of us who allowed such a monster on our side... if we survive long enough to leave any descendants, that is.
In spite of his evident bitterness, the necromancer did not make a second attempt against us. I wondered if this was a ruse or he was just daunted by Anlindë’s close watch."
[/part]
[part]
{STORYTXT_TITLE_CARD_SIMPLE S4 _"Over the Sands"}
story= _ "My uneasiness throughout the journey underground was not solely due to the dark sorcerer’s presence, though.
Anlindë shunned my questions about the ‘catastrophe’ mentioned by her and Mal Keshar during their initial conversation. It was no surprise to me that the lich would refuse to answer my questions, but why would Anlindë shun my curiosity as well? Is the order of sorcerers she belongs to not dedicated to preserving and communicating our lore to any elf who would display an interest in it? And how could she, with her words alone, weaken such a peculiar adversary where other sorcerers would fail?"
[/part]
[/story]
#enddef
# Scenario 5 branch A
#define STORYTXT_CROSSFIRE
[story]
[part]
music=wanderer.ogg
# po: NOTE: The second paragraph in this block is reused for scenario 5b's
# po: story text below.
story= _ "We left Lady Unarye in charge of the Eisenstone clan’s lands for a few weeks, allowing our civilians to advance over the sands relatively unhindered as we continued to clear the path ahead. We tried to make up for the clan’s losses as best as we could, trading knowledge, weapons, and valuables with the locals. Their distrust and hatred slowly gave way to a more peaceful cultural exchange — an advantageous outcome for both parties.
The long desert march drew the attention of many more desert dwellers in the region, most of them fearful of our numbers, weapons, allies... and our species. However, once curiosity overcame their initial fear, some of them approached us with no ill intentions. Mal Keshar saw it fitting to take advantage of this situation."
[/part]
[part]
# po: NOTE: This whole block must match S5b's second story text block below.
story= _ "The more magically adept travelers chose to apprentice under Mal Keshar to learn necromancy or hone their craft. Things quickly reached a point where the lich’s minions nearly outnumbered our own capable spell casters... and yet...
But Mal Keshar was not the only one hiding something from me. Anlindë refused to tell me about the previous trials faced by our kind at the hands of the demons; Mal Keshar would tell me to ask Anlindë whenever I attempted to inquire. I wondered if perhaps the Lady of Light and the Master of Darkness would be willing to give me answers?"
[/part]
[part]
{STORYTXT_TITLE_CARD_SIMPLE S5a _"Crossfire"}
story= _ "After some time we reached a river, which we then followed along the southern side. Small tributaries from the north gradually increased the river’s speed and depth. The fresh water and the sparse vegetation thriving along the riverbank seemed a sure sign that life, however little remained in this harsh world, still existed outside our homeland. I was increasingly eager to find the valley Mal Keshar mentioned in his instructions."
[/part]
[/story]
#enddef
# Scenario 5 branch B
#define STORYTXT_CURSED_PLATEAU
[story]
[part]
music=underground.ogg
# po: NOTE: This block is the second paragraph from scenario 5a's first story text block.
story= _ "The long desert march drew the attention of many more desert dwellers in the region, most of them fearful of our numbers, weapons, allies... and our species. However, once curiosity overcame their initial fear, some of them approached us with no ill intentions. Mal Keshar saw it fitting to take advantage of this situation."
[/part]
[part]
{STORYTXT_TITLE_CARD_SIMPLE S5b _"Cursed Plateau"}
# NOTE: This whole block must match S5a's second story text block above.
# NOTE: The previous comment is intentionally *not* a wmlxgettext comment.
story= _ "The more magically adept travelers chose to apprentice under Mal Keshar to learn necromancy or hone their craft. Things quickly reached a point where the lich’s minions nearly outnumbered our own capable spell casters... and yet...
But Mal Keshar was not the only one hiding something from me. Anlindë refused to tell me about the previous trials faced by our kind at the hands of the demons; Mal Keshar would tell me to ask Anlindë whenever I attempted to inquire. I wondered if perhaps the Lady of Light and the Master of Darkness would be willing to give me answers?"
[/part]
[/story]
#enddef
# Convergence: scenario 6
#define STORYTXT_THE_MOON_VALLEY
[story]
[part]
music=underground.ogg
story= _ "We continued northwest following the river, the mountains growing taller and steeper. The green missing from the lowlands was all around us now; a new hope filled our hearts as we saw how well the forest plants flourished beneath the suns.
We had left the desert.
If the armies of the Empire had claimed this corner of the world, they would have no doubt defiled and destroyed this revivifying beauty for their unholy feast. But there was something amiss about the whole situation. They were adamant about stopping our march at all costs. They didn’t even give us an opportunity to take prisoners. Their devotion to the supreme leader of their realm and accursed names that were mostly unheard of amongst our kind seems to be the sole drive for their existence."
[/part]
[part]
story= _ "‘Uria’, ‘Yechnagoth’... Other than Uria being a forgotten, fictitious symbol of corruption and decay invented in a primeval epoch of superstition and self-discovery, Anlindë knew nothing about the names.
It suddenly occurred to me that our enemies could be seeking the same power we did. Subverting or destroying the figures who wrought the last downfall of the demons on Irdya would be a logical strategy, wouldn’t it? Especially now that their bodies lie defenseless and frozen in time.
Could that be the necromancer’s true intention as well? But..."
[/part]
[part]
story= _ "At times, Mal Keshar would stare at the river in silent contemplation. I wondered for how long he had walked Irdya in undeath. What tales could he tell? What scenes from ages past did he see where I saw but rushing water? How would it be to walk the world for so long, to watch civilizations fall and rise, to see everything you once knew destroyed, washed away like dust after rain? Was there anything in the old world he truly missed?"
[/part]
[part]
{STORYTXT_TITLE_CARD_SIMPLE S6 _"The Moon Valley"}
story= _ "We finally found the entrance to the fabled green valley. While at first the pass seemed to be completely uninhabited, the keen eyes of our scouts could discern some forlorn watch towers of crude construction."
[/part]
[/story]
#enddef
#define STORYTXT_THE_GOLIATH
[story]
[part]
music=underground.ogg
story= _ "And thus we entered the caves, leaving the bulk of our forces behind so we could explore the place without risking catastrophic losses. None of us knew for certain what kind of dangers lurked beneath the land said to be the heart of Irdya.
Only Anlindë, the lich, and I planned on proceeding underground, but some of our people would not hear of us going in alone and instead accompanied us down into the darkness."
[/part]
[part]
{STORYTXT_TITLE_CARD_SIMPLE S7 _"Goliath"}
story= _ "According to our historians, multiple kingdoms of dwarves occupied the Heart Mountains during the Golden Age, prosperous and powerful. Mal Keshar says that all that came to an end when the humans of Wesnoth single-handedly brought about the Fall.
We had not ventured too deep underground when we began to find signs of a recent civilization. Albeit in ruins, the entire place was adorned with fine dwarvish architecture and handcraft. Could the dwarves have attempted to reclaim their domains after so long? What kind of disaster might have struck their efforts?
Mal Keshar and Anlindë seemed uneasy about the whole situation."
[/part]
[/story]
#enddef
#define STORYTXT_ERRAND_OF_HOPE
[story]
[part]
music=underground.ogg
story= _ "After exploring for a while, we emerged at nightfall to tell our people to follow us in. It was a difficult decision, but we feared leaving our poorly-trained civilians between the pursuing scouts and the cliffs.
The very thought of approaching the place where the Lady of Light and the Master of Darkness had been seen for the last time was good for morale. It was well that the ancient tale lit a flame in our hearts, for there was little other light to be had in those forsaken tunnels."
[/part]
[part]
{STORYTXT_TITLE_CARD S8 _"An Errand of Hope" _"Royal Meeting"}
story= _ "As we went deeper and deeper, the contrived openings in the ceiling that permitted us a scarce beam of sunlight diminished until they vanished entirely. By contrast, the subterranean water streams became more abundant, both in quantity and volume. Oh, the irony! In the caves we had all the water we had so sorely lacked in the desert, but we had to struggle to see our steps.
Under the world’s skies we could see the moon tracing out its cycle by night — by day, the suns would announce the time. Here we had no notion of how much time was passing as we traveled underground. It was as if time itself had been frozen and bound to the rocks."
[/part]
[/story]
#enddef
#define STORYTXT_ROYAL_MEETING
[story]
[part]
music=the_deep_path.ogg
story= _ "This dwarf, Althurin by name, led us through curving tunnels that opened upon a great cavern. There lay a sprawling city, the capital of their kingdom.
This greedy race was one tremendously despised by many of our ancestors due in part to their disinterest in protecting the beautiful and green places of their world. Indeed, it was said amongst us that the dwarves would destroy Irdya’s beauty for wealth and power. And yet, their masons shaped structures of great beauty from rock, their smiths fashioned marvelous wonders out of metal and other materials they found underground — these were things that we elves could not help but admire."
[/part]
[part]
story= _ "Their mastery of ancient magic was also remarkable. By carving runes onto surfaces such as shields, hammers, or even walls, and imbuing them with a force not understood by even the mightiest elven sorcerers, they could work powerful and complex spells. Some of these rune-workings were used in defensive structures against enemies, and had to be temporarily suppressed in order to allow Anlindë and the lich access into the heart of the city — the castle of the King."
[/part]
[/story]
#enddef
#define STORYTXT_THE_LIBRARY
[story]
[part]
music=underground.ogg
story= _ "Certainly, as Althurin said, we would encounter all sorts of exotic creatures that could only thrive in the eternal shadows of Irdya. Most were understandably frightened by our presence. From their perspective, we were invaders, terrifying monsters who could end their pitiful lives in an instant with our fire and magic. But unlike the invaders we had faced in our Valley, we did not intend to harm or kill every living thing standing in our way."
[/part]
[part]
{STORYTXT_TITLE_CARD_SIMPLE S9 _"The Library"}
story= _ "Deeper and deeper we went, through the labyrinthine dark caverns, until we reached the igneous passages that the late mentor of our dwarf guide first found for us."
[/part]
[/story]
#enddef
#define STORYTXT_THE_SOURCE_OF_LIGHT
[story]
[part]
music=underground.ogg
{STORYTXT_TITLE_CARD_SIMPLE S10 _"The Source of Light"}
[/part]
[/story]
#enddef
#define STORYTXT_ELYNIA
# FIXME: stub!
#enddef
#define STORYTXT_THE_FALL
# FIXME: stub!
#enddef
#define STORYTXT_STRIKE_ON_HERTHGAR
[story]
[part]
music=nunc_dimittis.ogg
story= _ "The Lady of Light seemed and acted less like a majestic elven sorceress of untold might and more like a young nymph of the forests, her luminous aspect notwithstanding. Anlindë said that she had always been more closely bound to our faerie nature than other elves, and hence for most of her life she frequented the wilderness, away from civilization. This became more evident as her harsh exterior slowly gave way to her true self, as we all shared stories and experiences on the long way back to Herthgar’s capital.
I do not know if it is because I had always been the reserved sort and never met many women outside the circles of my duty, or because our race changed over generations in some way that was not evident to the eye; whichever the case is, I found the Lady of Light alluring, like a dream of an age long gone. I wondered if every elf was as radiant as her back in the Golden Age."
[/part]
[part]
story= _ "But her mystifying appearance was merely a distraction for the unwary, for those who had not yet heard her name or accounts of her legendary feats. Soon, we would bear witness to her combat prowess, and learn how fierce and frightening she could be as the situation demanded.
Because, once we neared Herthgar’s capital, we saw not the bustling dwarven settlements that welcomed us after saving Althurin and his men from doom; instead, what we saw were Anlindë’s fears, realized in our absence."
[/part]
[part]
music=battle.ogg
{STORYTXT_TITLE_CARD_SIMPLE S11 _"Strike on Herthgar"}
story= _ "We made haste towards the keep, in fear that we had arrived too late..."
[/part]
[/story]
#enddef
#define STORYTXT_THE_ESCAPE
[story]
[part]
music=wanderer.ogg
story= _ "After that exchange, I stayed behind in the dwarven throne room, and talked to Anlindë a last time before bidding her farewell.
She had always been there to guide me since my father’s death. Even now, at the premature end of our journey together, she imparted her wisdom to me. She spoke of our past leaders and the sacrifices they had to make for the sake of others; the great losses suffered by Telchior’s people before finding the Valley; the pact with Zhangor; the story of Kalenz and Landar; the betrayal of the humans and the war with the orcs..."
[/part]
[part]
story= _ "But I could barely retain any of that, for my heart was too fraught with grief to pay heed to her words.
Once we had nothing more left to say, I left the room only to find a pair of dispassionate amber orbs waiting behind the doors. I did my best to ignore Lady Elynia and continued ahead, hoping her eyes did not spy the tears in my own."
[/part]
[part]
story= _ "Even though Anlindë had kept such dark secrets from me all these years, I could not resent her. First Mal Keshar, and then Anlindë... Perhaps I am too easily forgiving to be the kind of leader Lédinor and Anlindë expected.
Will this never end? How many more will have to give up their lives to protect the rest of us from the Chaos Empire and the demons of Uria?"
[/part]
[part]
{STORYTXT_TITLE_CARD_SIMPLE S12 _"The Escape"}
story= _ "I longed for the return of peace. I desperately wanted to get away from the incessant strife and bloodshed and find a new home in one of the remaining forests, or even the underground.
I was absorbed in those foolish thoughts when, suddenly, reason came back to me; and then I knew what ought to be my next mission.
Because even in the deep darkness of Irdya’s fractured heart, we still had the guidance of the Lady of Light and our hope on our side; and I knew there had to be a way to throw the Empire into utter disarray so it would wither and die like its predecessor did."
[/part]
[/story]
#enddef
#define STORYTXT_FACE_YOUR_FATE
[story]
[part]
music=into_the_shadows.ogg
{STORYTXT_TITLE_CARD_SIMPLE S13 _"Face your Fate"}
[/part]
[/story]
#enddef
#define STORYTXT_BYE_AND_BEHOLD
# Display initial warning if playing episode II only
#ifdef CAMPAIGN_INVASION_FROM_THE_UNKNOWN_EPISODE_II
{STORYTXT_INIT_WARNING}
#endif
[story]
[part]
music=silvan_sanctuary.ogg
story= _ "What lay in front of us was unlike anything I ever had imagined: it was not simply a small valley guarding its green life from the scorching suns, but rather an endless expanse of vegetated lands. It was like being home again... No — the scenery was more akin to a dreamland conjured from the memories of a long gone age.
The Lady of Light had not seen such a landscape for hundreds, thousands, perhaps millions, of years, and she rejoiced at the view while the fresh northern winds blew in her face. The dwarves, on the other hand, were too used to their underground abodes to feel at ease on the surface. I understood them, and regretted that we could not have their company for our next journey. The prospect of marching into the northern humans’ territory uninvited was not very encouraging."
[/part]
[part]
{STORYTXT_TITLE_CARD S14 _"Bye and Behold" _"The Grand Council"}
story= _ "I knew that from that point onwards, I would have to make decisions for our people on my own, as Anlindë was no longer there to provide me with her — seldom unwise — counsel and guidance. And I knew there was a possibility that I might come to regret some of those decisions. But someone had to take the reins of our fractured civilization and move us forward. And that someone, at least for the moment, had to be me."
[/part]
[/story]
#enddef
#define STORYTXT_THE_ARAGWAITHI
[story]
[part]
music=underground.ogg
story= _ "Many of us grew up listening to horror stories about savage humans who murdered every living creature in sight to procure food. Nobody ever suspected that far beyond our domains some of them had gathered to build such an impressive civilization ruled not by force, but rather by wisdom.
The Aragwaith country was governed not by a single person, but rather by a council representing communities from every corner of the Far North. Instead of scavengers, there were farmers and ranchers, smiths and carpenters, builders and architects, and so on. Their military arm was a well-organized and highly-trained body, practical experience nonwhistanding; it had not seen serious conflict in over a century. Theirs was a peaceful and prosperous civilization, a hard-won luxury, one seeded by the bones of tyrants past and watered with the bloodshed of countless wars."
[/part]
[part]
story= _ "Such was the extent of the country’s success after the civil war that even orc merchants from the western regions and coasts of the Great Continent were allowed within its borders. Mal Keshar did not take kindly to the sight, but Elynia reminded me that there was a time when the human kingdoms comprising the old Empire had fruitful relations with the orcish clans of the Far North.
Bearing witness to the wonders of civilization rekindled my faith in Irdya’s ability to heal its profound wounds after the Fall. There was simply no way we could allow the dark forces of Uria to take all this from us. I knew what had to be done — the matter was deciding upon an approach that would not result in our self-destruction.
So I gathered as much information as possible from Erathan and his men, rehearsed my plan, and prepared for the inevitable meeting with the Grand Council. And, as much as it pained me, I decided to keep it secret from Elynia and Mal Keshar, at least for the time being."
[/part]
[part]
background=story/raelthyn.png
story= _ "Eventually we arrived at the outskirts of Raelthyn, the northern capital. Even from a distance, the city was far larger than any other northern settlements we had seen thus far. Dominating the landscape was a tall, ominous castle."
[/part]
[/story]
#enddef
#define STORYTXT_SHADOWS_OF_TIME
[story]
[part]
music=underground.ogg
background=story/raelthyn-at-night.png
story= _ "We rested for that night in the safety and hospitality of Raelthyn — or at least, most of us did. Having spent so many months on the field sleeping in crude sacks at night, I felt uncomfortable on the luxurious metal beds that civilization had to offer. Every once in a while I would get up and see Elynia standing or sitting on a nearby balcony, gazing at the moon. I felt compelled to go talk to her, but I knew there was nothing I could say to remedy the situation. The best I could do was to try and open up to her later once her resentment subsided.
When dawn broke, we immediately prepared for our journey into orcish territory. I had to confront Elynia’s eyes again. Truth to be told, when we first met I never thought those gentle amber orbs could hold such contempt towards a living creature."
[/part]
[part]
story= _ "To keep us in check, the Grand Council assigned us Erathan and a few other men — all highly skilled with the bow and arrow — under the pretense of protecting us from any potential attempts against our lives.
Even though Mal Keshar would disagree with me, it did not seem like the orcs ever considered causing any harm to us. At most they seemed displeased by the Council’s choice of diplomats, as well as the fact that they hardly knew anything about our race and origins. But our insistence paid off in the end. We were finally granted an audience with Quogar Ratham, the local orcish chieftain."
[/part]
[part]
{STORYTXT_TITLE_CARD S15 _"Shadows of Time" _"Parting Ways"}
story= _ "Of all the things that I had been through during this twisting journey across the continent, playing ambassador to an orcish chieftain was amongst the most bizarre of them. We had gone from killing orcs on the sands without a single thought to having relatively amicable conversations with their kin in the west.
Little did I suspect then how things would soon take a darker turn."
[/part]
[/story]
#enddef
#define STORYTXT_PARTING_WAYS
[story]
[part]
music=underground.ogg
background=story/raelthyn.png
story= _ "We spent the next few weeks resting in the peaceful Aragwaith capital, gathering intelligence on our target and making preparations for our final mission. Since we feared that they might refuse to sign the alliance pact otherwise, we kept our plans a secret from the Council.
As time passed on, the border skirmishes grew in number and intensity, and the Far North denizens began to take the threat more seriously. The timing could not be more convenient, as the news of the Chaos Empire’s hostile advances helped quell the humans’ instinctive distrust of our kind. To think that there once was an era when elves were the custodians of the Great Continent rather than humans..."
[/part]
[part]
background=story/raelthyn.png
story= _ "Finally, the decisive day came and the entire Council gathered once more to decide our destiny."
[/part]
[/story]
#enddef
#define STORYTXT_DAWN_OF_THE_GREAT_WAR
[story]
[part]
music=underground.ogg
story= _ "Throughout Irdya’s relatively short recorded history, elves seldom participated in wars. On the few occasions they did, the results were grim and devastating for everyone involved: the orc invasion following the humans’ arrival, a civil war amongst our forefathers, a war against an empire led by a great Necromancer, and the final doom of Wesmere under Zhangor’s rule.
We had agreed that our sacrifice was necessary to keep the elves’ involvement in this new war to a minimum. Lord Inodien and Lady Unarye would see that our people would not be senselessly dispatched to the battlefield to die. Meanwhile, Elynia, Mal Keshar and I would hopefully earn our people a swift victory by bringing down the orchestrator of our suffering, the brain behind the machine that is the Chaos Empire."
[/part]
[part]
story= _ "I wondered if we would ever return to the northern country as victors; whether we would become stranded in enemy territory and die before accomplishing our mission, or be killed by the demons after vanquishing their leader.
Even though the Aragwaithi had gathered enough information on our target to guide us on our mission, there were still many questions left to answer. Most importantly, are we to believe that Uria actually exists and is behind everything? Could Yechnagoth have survived the battle against our desert kin somehow? Did Anlindë manage to vanquish the Warlord, or was her sacrifice in vain? Could she be alive in a dungeon somewhere, tortured by our enemies, or would she have taken her own life before?"
[/part]
[part]
{STORYTXT_TITLE_CARD_SIMPLE S16 _"Dawn of War"}
story= _ "But there was one thing we did know for sure: this was the beginning of the end, the dawn of our war against the Empire of Chaos. Us three were at the center of the storm, and we would make sure the Empire and Uria herself would feel the wrath of the peoples of Irdya."
[/part]
[/story]
#enddef
#define STORYTXT_VOICE_OF_THE_ARMAGEDDON
[story]
[part]
music=underground.ogg
story= _ "And thus the long march began.
We were warned that these mountains were treacherous and rife with hostile creatures, but the sight of more of those metallic birds flying about still proved a surprise. They seemed to roam freely across the land without a particular purpose, as if they had become part of the local fauna. Perhaps they were once part of the many experiments the Chaos Empire performed on living creatures... even persons."
[/part]
[part]
story= _ "Although we had spent much time together since we found her in the Heart Mountains, it was only now that I noticed an odd habit Elynia had: she much preferred to walk like us commoners than to float above ground as other elves or faeries possessing the capability did.
Out of curiosity and lacking anything better to speak of, I decided to ask her about this peculiar habit. She revealed she has done this for as long as she remembers, perhaps because her mentor and guardian did as well. It was then that it occurred to me that I knew nothing of Elynia’s past life in the Golden Age beyond her history lessons. I wondered if her childhood had been like mine, with her guardian taking over for her missing parents."
[/part]
[part]
story= _ "She gazed at me, her eyes as alluring as the setting sun. Then she smiled, and I saw for a brief moment a glimpse of something else hiding beneath the surface.
I decided to not ask her about her mentor, for fear of bringing back sad memories. Like Mal Keshar, she has lived for longer than any other creature on Irdya, and seems intent on leaving her past behind."
[/part]
[part]
{STORYTXT_TITLE_CARD_SIMPLE S17 _"Voice of the Armageddon"}
story= _ "Two days into our journey, we came across a road quite evidently built by our enemies amidst the tall mountains not long ago. A new confrontation was imminent."
[/part]
[/story]
#enddef
#define STORYTXT_WESMERE
[story]
[part]
music=underground.ogg
background=
story= _ "Following our second encounter with the vile necromancer, we felt less inclined to stop to rest and sleep during the night. Most of the demons we had encountered thus far seemed more adept at fighting in the darkness than under daylight. Moreover, we did not know for certain if Hekuba could be watching us from afar, planning his next strike; it would not do us any good to suffer more casualties before reaching our objective.
After only a couple of days, we succumbed to the fatigue and set up camp during the long dark."
[/part]
[part]
story= _ "Sleeping was not an easy task. Even though we were tired and perfectly able to drift off in a matter of seconds, we had to take turns watching over the encampment while others slept. Mal Keshar, of course, made sure to keep us awake during each shift telling us stories of his past feats; rather unfortunately for us, most of them involved the deaths of innocent — and sometimes not-so-innocent — people described in vivid detail.
We continued to use the same strategy every night afterwards, with Elynia taking over for Mal Keshar at times to keep our living companions entertained with less grisly anecdotes. She boasted that she did not need to sleep as often or for as long as most of us normal people, but as I came to witness, that was simply not true."
[/part]
[part]
story= _ "It was at the end of one of my shifts. I went to Elynia’s tent to wake her up for hers, but this time I did not find her up and ready to take her place; she had clearly made the attempt and somehow tumbled back into bed instead.
I opted to let her sleep and went back to keeping guard with Mal Keshar by my side, doing my best effort to ignore his teasing until dawn broke. And then, I had to endure Elynia scolding me for breaking protocol."
[/part]
[part]
{STORYTXT_TITLE_CARD_SIMPLE S18 _"Ashes of Wesmere"}
story= _ "Six more days passed before we reached the end of the mountains, and we came upon the desolate landscape that once saw three godlike beings do battle for Irdya’s fate."
[/part]
[/story]
#enddef
#define STORYTXT_UNDER_THE_SANDS
[story]
[part]
music=underground.ogg
story= _ "I have never been the kind of elf who would sit in a tree’s shade and reflect on the trials and tribulations of life or record profound thoughts onto paper. However, Anlindë thought that others could benefit from reading a personal chronicle of our journey across the continent, especially if something were to happen to me on the field.
In hindsight, I may have been far too reckless and brash in battle, putting my life in danger too often without any consideration for my friends and subjects. For that I wish to apologize to whomever may read this, in case I never have the chance to do so in the flesh."
[/part]
[part]
{STORYTXT_TITLE_CARD S19 _"Under the Sands" _"Crossroads"}
story= _ "I do not know for certain whether I would have changed our fate had I the power. There was a lesson to be learned from our next encounter with the enemy, and perhaps, in time, it would prove crucial for our survival.
Because soon after entering the caverns we would begin to realize the full breadth of the menace that threatened to end all life on Irdya, and I would personally bear witness to the terrifying power of Chaos."
[/part]
[/story]
#enddef
#define STORYTXT_CROSSROADS
[story]
[part]
music=underground.ogg
story= _ "The devastated landscapes of the lands of Chaos were easily the best weapon at the Empire’s disposal. Not only did they offer very little in the way of shelter, water and food, but they were also plagued with all manner of hostile creatures residing in artificial hives under the ground; the desert surrounding our long lost home was a sandy paradise compared to this nightmarish unknown. Bearing this in mind, perhaps the existence of a whole culture dedicated to the conquest and destruction of other peoples under the orders of a bellicose goddess was not as implausible as it first seemed.
Exactly how they managed to sustain themselves on a day-to-day basis was an entirely different mystery, though."
[/part]
[part]
story= _ "I tried my best to keep my mind clear at night, but the memories of my brief encounter with the Emperor continued to haunt me during my sleep. That vision of twisted metal and flesh, those ominous glowing eyes... his metallic voice booming and echoing in the darkness of a cavern, overlapping the constant noise of machines and creatures I had never heard before. Next to him stood somebody else, the silhouette of a woman holding a book of some sort.
“She sees you as little more than a burden she constantly has to watch and protect while she and the necromancer do all the actual fighting.”
“She knew that Anlindë’s sacrifice would hardly serve any purpose at all. She let her go, and you did nothing to prevent that tragedy.”"
[/part]
[part]
story= _ "“I am not any more responsible for your mentor’s death than the Lady of Light whom you swore to protect, yet you came to my lands seeking vengeance.”
“Do you not see that she is within your reach right now?”
“You know what you must do.”"
[/part]
[part]
# po: The quoted line is also used in scenario 19.
story= _ "Then a voice, an alluring voice belonging, perhaps, to the woman. She spoke in a language I could not understand. I focused on averting my mind from the scene just as I felt my arms begin to move on their own.
“On the surface or underground, it makes no difference to me, Galas. You will not last long if you stay in my domain, unless you abandon this foolish quest of yours and pledge allegiance to Uria and me!”
Then, a sudden flash of red, followed by complete darkness."
[/part]
[part]
story= _ "Since that incident, the Emperor stopped trying to reach me and take control of my body for some reason. Perhaps even with his rumored power, it was not a tactic that he could use too often. Besides, with us approaching the heart of his domain there was little reason to keep wasting energy when he could patiently sit and wait for his prey to come.
I was absorbed in those thoughts one morning, when we were distracted by an unexpected encounter. Up to that point, we had never suspected we were not the only band of travelers on a mission in these lands."
[/part]
[/story]
#enddef
#define STORYTXT_THE_HEART
[story]
[part]
music=underground.ogg
story= _ "Thus the battle preparations began.
Many times throughout this endless journey, I had hesitated to continue for fear of putting our people’s survival at risk. But now that they were in the safety of the Far North and under the command of more capable leaders than I, my only fear was being manipulated by our enemies and becoming the instrument of my friends’ demise. Elynia reassured me that she would not let that happen as long as she could draw breath."
[/part]
[part]
story= _ "“What if you could not prevent it, though?”, I asked. “What if the unholy power the Emperor wields surpasses even your own and it becomes impossible to stop me?”
She could not offer a concrete answer to the question, but I thought I could read the solution in her eyes; and, as Lord Galas of the elves, I would have certainly agreed that it was a reasonable course of action. Now I was no longer sure. I remembered the dwarves’ stories of our desert kin, and wondered if my own story would soon reach as bitter an end as had many of Kalehssar’s allies."
[/part]
[part]
{STORYTXT_TITLE_CARD_SIMPLE S20 _"The Heart"}
story= _ "Then I decided I would not go down without a fight. This so-called Emperor would feel my wrath. He would pay dearly for what he did to Anlindë, to my lord Lédinor, and to the thousands of elves he tortured and killed in the Valley. This would be the end of his reign of blood and destruction."
[/part]
[/story]
#enddef
#define STORYTXT_INNUENDO
[story]
[part]
music=underground.ogg
{STORYTXT_TITLE_CARD_SIMPLE S21 _"Innuendo"}
[/part]
[/story]
#enddef
#define STORYTXT_GAUNTLET
[story]
[part]
music=underground.ogg
{STORYTXT_TITLE_CARD_SIMPLE S22A _"Face of the Enemy"}
[/part]
[/story]
#enddef
#define STORYTXT_DARK_HIVE
[story]
[part]
music=underground.ogg
{STORYTXT_TITLE_CARD_SIMPLE S22B _"The Dark Hive"}
[/part]
[/story]
#enddef
#define STORYTXT_INTO_THE_LAIR
[story]
[part]
music=revelation.ogg
story= _ "“There are things more important in this world than the lives of the few, and things worse than the death of the many.”
No matter how hard I tried to make sense of Elynia’s words, I could not see how they justified letting the demoness go. To take pity on her because of her condition seemed reckless and unnecessary. So what if she was only following orders? She certainly did not seem lacking of her own will."
[/part]
[part]
{STORYTXT_TITLE_CARD_SIMPLE S23A _"Into the Lair"}
story= _ "There certainly has been something amiss about Elynia, and even Mal Keshar, ever since we set foot in enemy territory; walking into the Heart fortress only appeared to make things worse. Then again, I did not exactly feel like myself either. I began to fear that the very atmosphere of this place was seeping into our heads and clouding our thoughts and that things would spiral out of control before we could achieve our objective."
[/part]
[/story]
#enddef
#define STORYTXT_DO_US_PART
[story]
[part]
music=silence.ogg
story= _ "An uneasy silence arose. The Chaos Emperor lay amongst the carnage, his mechanical body broken and singed, seeping rivulets of blood that streaked across the patterned floor. And Elynia... it was as if Argan’s death had shattered something inside her. She wailed, dragging her hands across the crimson floor as if she could gather her lover’s lifeblood in her hands.
I realized, then, that my presence was pointless; there was nothing I could do to ease her pain. She had held herself together this long by sheer force of will; now, that will was spent. I tightened my grip on my sword as she buried her face in her hands and wept, heedless of the smears of red they left behind. In all this time, I had thought I knew loss — Anlindë, who was like a mother to me, scores of my friends and kinsmen — but in truth, I did not. I did not know the weight of centuries she bore upon her shoulders, nor the heartbreak of dashed hopes and broken promises that now lay prone at her feet.
In truth, I could never aspire to become as strong of soul as she. She had foreseen this conclusion long before any of us, yet continued onwards. Would I have had the courage to do the same, were I faced with the same choice — strike down someone whom I loved, or die and let the world suffer for my selfishness?"
[/part]
[part]
story= _ "I felt a sudden urge to embrace and comfort her, but I did not; I could not intrude upon her grief with my own foolish feelings.
Instead, I turned to Mal Keshar, and tried to see through his perpetually expressionless face. I had never given much thought to his story or his life. It may have been a silly thought, but for a brief moment I wondered if he had ever felt this loss himself. The way he uttered those words to Elynia seemed to suggest that he had at least researched the subject of resurrection in the past. For power, or to bring back a loved one? I doubt I will ever gather the courage to ask."
[/part]
[/story]
#enddef
#define STORYTXT_EPILOGUE
[story]
[part]
{STORYTXT_TITLE_CARD_SIMPLE S24 _"Epilogue"}
sound=data/core/music/victory2.ogg
music=silence.ogg
[/part]
[part]
music=wanderer.ogg
story= _ "In the end, the entire valley where once stood the mighty capital of the Chaos Empire disappeared in a matter of minutes. Even the biomechanical monsters — which we once regarded as invincible foes — perished amidst the destruction that erased Argan’s fortress from existence. Enemies, allies... for the earth there were no colors or sides, only insignificant creatures caught in its clutches as it dragged everything down to the depths of hell.
Once nothing but an unfathomably large crater was left, the darkness of the night gave way to the dawn of a new day, and Naia shone through the dispersing smoke and clouds to announce the day when the ruler of Inferno tasted her first defeat."
[/part]
[if]
{VARIABLE_BOOLEAN_EQUALS finale_stats.abandoned_ledinor yes}
[then]
[part]
story= _ "We abandoned the creature that once was Lord Lédinor to his death, much to my regret; even though Elynia assured me that there was no way to restore him to his old self, much like Argan, I hoped that perhaps we could have managed to restrain him while we figured out a cure with her help. Alas, it would have proved impossible to keep him from delaying our escape. I can only hope his death was swift enough, assuming there was anything of him left within that horrifying mutated mass of flesh.
Uria did this to him to show us, to remind us how powerless we mere mortals are against beings like her, especially now without the Union of Light and Darkness. Maybe if I had not witnessed Elynia’s resoluteness first, I would have bent and despaired like the goddess so wanted, but no; I would not give her that pleasure now, after so much."
[/part]
[/then]
[else]
[part]
story= _ "Even though Elynia assured me that there was no way to restore Lédinor to his old self, much like Argan, I hoped that perhaps we could have managed to restrain him while we figured out a cure with her help. Alas, it would have proved impossible to keep him from delaying our escape. At least we put an end to his suffering soon enough, assuming there was anything of him left within that horrifying mutated mass of flesh.
Uria did this to him to show us, to remind us how powerless we mere mortals are against beings like her, especially now without the Union of Light and Darkness. Maybe if I had not witnessed Elynia’s resoluteness first, I would have bent and despaired like the goddess so wanted, but no; I would not give her that pleasure now, after so much."
[/part]
[/else]
[/if]
[if]
{VARIABLE_BOOLEAN_EQUALS finale_stats.igor_died no}
[then]
[part]
story= _ "Only us three made it out of the fortress alive, along with Igor. We tried to locate the dwarves, but enemy troops arrived to inspect the ruins of the Heart before we could finish our search. The evidence we found suggested that our allies had to retreat for some reason, possibly while we were busy battling Elyssa in the Dark Hive.
We ran. We ran as far as we could, and then continued traveling west, towards the ocean. The next few weeks went by in a hazy flash of sand and mountains, while we struggled to pass unnoticed through hostile territory. Fortunately, they were probably too busy mourning their Emperor’s death — if they even have such a custom — to bother with hunting us down."
[/part]
[/then]
[else]
[part]
story= _ "Only us three made it out of the fortress alive. We tried to locate the dwarves, but enemy troops arrived to inspect the ruins of the Heart before we could finish our search. The evidence we found suggested that our allies had to retreat for some reason, possibly while we were busy battling Elyssa in the Dark Hive.
We ran. We ran as far as we could, and then continued traveling west, towards the ocean. The next few weeks went by in a hazy flash of sand and mountains, while we struggled to pass unnoticed through hostile territory. Fortunately, they were probably too busy mourning their Emperor’s death — if they even have such a custom — to bother with hunting us down."
[/part]
[/else]
[/if]
[part]
story= _ "The storm that drove us out of hiding is over now, but our journey has only just begun. Darker days are coming, and it will take our best effort to put an end to this war now that Uria has taken notice of our existence. Even now I worry for the safety of my kin up in the Far North.
But as long as we stick together, I feel that we may yet have a chance against the evil force that threatens to take Irdya from us.”"
[/part]
[/story]
#enddef
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
#define SOUND_LIST:UNION_HIT
union-[1~4].ogg #enddef
#define SOUND_LIST:UNION_MISS
union-[1~4].ogg #enddef
#define ABILITY_UNION
[dummy]
id=union
name= _ "union"
description= _ "This unit wields the ancient power of the Union of Light and Darkness."
[/dummy]
#enddef
#define ABILITY_UNION_ID
[dummy]
id=union
[/dummy]
#enddef
#
# General FIXME:
#
# Currently, it is possible for Elynia/Mal Keshar to use a non-Union attack
# first and let the other cast Union on an enemy before ending the current
# turn. This is because we can't currently filter on the assistant's
# attacks_left attribute, without using lua_function or [filter_wml] at least.
# Personally, I feel there's no need to fix this loophole, but I somehow
# suspect at least a dozen playtesters will report it as a bug anyway.
#
# Also, enemy Union casters (spoilers!) don't disable the player's ability to
# cast Union next turn. This is partly because the implementation would be too
# complicated (especially but not exclusively on 1.12.x without the 1.13.x
# [object] duration="turn end" attribute, but also because I'm not really sure
# it would make the gameplay more interesting as opposed to outright
# frustrating.
#
#define WEAPON_SPECIAL_UNION
[dummy]
id=union
name= _ "union"
description= _ "This attack is only available on offense, and requires an assistant unit with the same weapon special to be adjacent to both the target and the attacker. If this attack is used during a turn, the assistant will not be able to perform any additional actions for the current playing side’s turn."
[/dummy]
[disable]
# Not available on defense.
id=union_disable_on_defense
active_on=defense
[/disable]
[disable]
id=union_require_adjacent_casters
active_on=offense
[filter_self]
[not]
[filter_adjacent]
ability=union
[/filter_adjacent]
[/not]
[/filter_self]
[/disable]
#enddef
#define UNION_EFFECTS
[effect]
apply_to=new_ability
[abilities]
{ABILITY_UNION}
[/abilities]
[/effect]
[effect]
apply_to=hitpoints
increase_total=20%
heal_full=yes
[/effect]
[effect]
# NOTE: this must be the last [effect] for UNION_ATTACK_STATS to work
# as intended!
apply_to=new_attack
name=union
description=_"union"
type=arcane
[specials]
{WEAPON_SPECIAL_MAGICAL}
{WEAPON_SPECIAL_UNION}
[/specials]
damage=29
number=3
range=ranged
icon=attacks/union.png
[/effect]
#enddef
#define UNION_ATTACK_STATS _DMG _NUM
[+effect]
damage={_DMG}
number={_NUM}
[/effect]
#enddef
#
# Include the following in scenarios with Union users. Yes, I realize I could
# use ATTACH_EVENTS_TO_UNIT instead.
#
#define UNION_CAST_EVENTS
[event]
id=union_controller
name=attack
first_time_only=no
[filter_attack]
special=union
[/filter_attack]
# Kind of redundant, but we want the ability to toggle the union on and
# off as needed.
[filter]
ability=union
[/filter]
[store_unit]
[filter]
ability=union
[filter_adjacent]
x,y=$x1,$y1
[/filter_adjacent]
# Optimization for enemy union casters
side=$side_number
[/filter]
variable=adjacent_union_units
kill=no
[/store_unit]
[foreach]
array=adjacent_union_units
variable=union_unit
[do]
{VARIABLE_DEC union_unit.attacks_left}
{VARIABLE union_unit.moves 0}
[unstore_unit]
find_vacant=no
variable=union_unit
[/unstore_unit]
[/do]
[/foreach]
{CLEAR_VARIABLE adjacent_union_units}
[/event]
#enddef
#define UNION_ANIM_MAL_KESHAR
[attack_anim]
[filter_attack]
name=union
[/filter_attack]
[if]
hits=yes
{UNION_FOG}
{UNION_BEAM}
sound1_start_time=-450
[sound1_frame]
sound={SOUND_LIST:HOLY}
[/sound1_frame]
sound2_start_time=-400
[sound2_frame]
sound={SOUND_LIST:UNION_HIT}
[/sound2_frame]
[/if]
start_time=-650
offset=0.0
blend_color=16,0,32
blend_ratio=0.0~0.6:500,0.6~0.0:200
[frame]
image="units/undead-necromancers/ancient-lich-magic-[1,2].png:100"
[/frame]
[frame]
image="units/undead-necromancers/ancient-lich-magic-3.png:450"
[/frame]
[frame]
image="units/undead-necromancers/ancient-lich-magic-[2,1].png:100"
[/frame]
{SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-dark-miss.ogg -350}
[/attack_anim]
#enddef
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
#
# Use to define a generic initial unit in a [side] definition. Units created
# this way always have zero upkeep, without any visual indication on purpose.
#
#define SIDE_GENERIC_UNIT _TYPE _X _Y
[unit]
type={_TYPE}
x={_X}
y={_Y}
random_traits=yes
random_gender=yes
generate_name=yes
upkeep=free
[/unit]
#enddef
#
# Use to define a generic initial guardian unit in a [side] definition. Units
# created this way always have zero upkeep, without any visual indication on
# purpose.
#
#define SIDE_GENERIC_GUARD _TYPE _X _Y
[unit]
type={_TYPE}
x={_X}
y={_Y}
random_traits=yes
random_gender=yes
generate_name=yes
upkeep=free
ai_special=guardian
[/unit]
#enddef
# Macros PLACE_UNITS_RANDOMLY, RANDOM_PLACEMENT_AREA, CLEAR_PLACEMENT_AREA, RANDOM_PLACEMENT
# were written by Rhuvaen for UtBS (1.3.x), and directly copied with minor modifications
#
# Many macros were written by Shadow Master on 2006, others were on 2007-2008
# wmllint: validate-off
# wmllint: unbalanced-on
# wmlindent: start ignoring
#define DIRECTION_ALL
n,s,ne,nw,se,sw#enddef
# wmlindent: stop ignoring
#define RANDOM_PLACEMENT_AREA _SLF
# set a placement area for subsequent random placement of units
[store_locations]
variable=temp_PUR_locs
{_SLF}
[/store_locations]
#enddef
#define PLACE_UNITS_RANDOMLY _TYPE _SIDE _NUM _UNIT_WML
[repeat]
times={_NUM}
[do]
{VARIABLE_RANDOM temp_PUR_n "0..$($temp_PUR_locs.length - 1)"}
[unit]
side={_SIDE}
type={_TYPE}
x,y=$temp_PUR_locs[$temp_PUR_n].x,$temp_PUR_locs[$temp_PUR_n].y
random_gender=yes
random_traits=yes
generate_name=yes
upkeep=full
animate=yes
{_UNIT_WML}
[/unit]
{CLEAR_VARIABLE temp_PUR_n}
[/do]
[/repeat]
#enddef
#define CLEAR_PLACEMENT_AREA
{CLEAR_VARIABLE temp_PUR_locs}
#enddef
#define ROLE _ROLE_TAG _SUF
[role]
role={_ROLE_TAG}
{_SUF}
[/role]
[if]
[not]
[have_unit]
{NOT_ON_RECALL_LIST}
role={_ROLE_TAG}
[/have_unit]
[/not]
[then]
{RECALL_SUF (role={_ROLE_TAG})}
[/then]
[/if]
#enddef
#define REMOVE_ROLE _ROLE_TAG
[store_unit]
[filter]
role={_ROLE_TAG}
[/filter]
variable=temp_REMOVE_ROLE_units
[/store_unit]
[foreach]
array=temp_REMOVE_ROLE_units
variable=temp_REMOVE_ROLE_unit
[do]
{CLEAR_VARIABLE temp_REMOVE_ROLE_unit.role}
[unstore_unit]
variable=temp_REMOVE_ROLE_unit
find_vacant=no
[/unstore_unit]
[/do]
[/foreach]
{CLEAR_VARIABLE temp_REMOVE_ROLE_unit}
#enddef
#define SHAXTHAL_SURFACE_VARIATION
variation=surface
#enddef
# wmllint: unbalanced-off
# wmllint: validate-on
#define ELVISH_SUPPORTER_ROLE ROLE
[role]
role={ROLE}
type=Elvish Sylph,Elvish Shyde,Elvish Avenger,Elvish Sharpshooter,Elvish Enchantress,Elvish Champion,Elvish Marshal,Elvish Outrider,Elvish Ranger,Elvish Marksman,Elvish Sorceress,Elvish Hero,Elvish Captain,Elvish Druid,Elvish Rider,Elvish Archer,Elvish Fighter,Elvish Shaman,Elvish Civilian,Elvish Prowler,Elvish Trapper,Elvish Hunter # (ordered according to portraits)
side=1
[not]
id=Anlindë,Galas
[/not]
[/role]
#enddef
#define MAKE_TIMED_LOYAL _SUF
[object]
silent=yes
duration=scenario
[filter]
{_SUF}
[/filter]
[effect]
apply_to=loyal
[/effect]
[/object]
#enddef
#
# Tries to find a suitable elvish supporter for
# recall; if that fails, it creates them. This ensures
# dialogues can go on.
#
#define ELVISH_SUPPORTER R_ID
[if]
[not]
[have_unit]
role={R_ID}
side=1
[/have_unit]
[/not]
[then]
{ELVISH_SUPPORTER_ROLE ({R_ID})}
[recall]
role={R_ID}
[/recall]
[if]
[not]
[have_unit]
role={R_ID}
side=1
[/have_unit]
[/not]
[then]
{VARIABLE_RANDOM temp_ELVISH_SUPPORTER_type "Archer,Fighter,Hunter,Shaman,Scout,Civilian"}
[unit]
role={R_ID}
type="Elvish $temp_ELVISH_SUPPORTER_type"
side=1
placement=leader
generate_name=yes
random_gender=yes
random_traits=yes
[/unit]
{CLEAR_VARIABLE temp_ELVISH_SUPPORTER_type}
[/then]
[/if]
{MAKE_TIMED_LOYAL (role={R_ID})}
[/then]
[/if]
#enddef
#define UNPETRIFY_UNITS_AT_TURN_START _SIDE _ADJACENT_TO_SUF
[event]
name="side "+{_SIDE}+" turn refresh"
first_time_only=no
[store_unit]
[filter]
side={_SIDE}
status=petrified
[filter_adjacent]
{_ADJACENT_TO_SUF}
[/filter_adjacent]
[/filter]
variable=petrified_units
[/store_unit]
[foreach]
array=petrified_units
variable=petrified_unit
[do]
{CLEAR_VARIABLE petrified_unit.status.petrified}
[unstore_unit]
variable=petrified_unit
find_vacant=no
male_text= _ "unpetrified"
female_text= _ "female^unpetrified"
{COLOR_HEAL}
[/unstore_unit]
[/do]
[/foreach]
{CLEAR_VARIABLE petrified_units}
[/event]
#enddef
#define UNIT_TO_GLOBAL_STORE _ID _STORE_ID
[store_unit]
[filter]
id={_ID}
[/filter]
variable=persist_store
kill=no
mode=replace
[/store_unit]
{WRITE_VARIABLE_INTO_GLOBAL persist_store {_STORE_ID} NAMESPACE={PERSISTENT_NS_IFTU}}
{CLEAR_VARIABLE persist_store}
#enddef
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
#define FLASH_PURPLE ACTION_WML
{COLOR_ADJUST 67 0 67}
{COLOR_ADJUST 100 0 100}
{ACTION_WML}
{COLOR_ADJUST 33 0 33}
{COLOR_ADJUST 0 0 0}
#enddef
#define REVEAL X Y
[remove_shroud]
x={X}
y={Y}
side=1
[/remove_shroud]
{SCROLL_TO_LOCATION_AND_RETURN_TO_PRIMARY_UNIT {X} {Y} }
#enddef
#define REVEAL_AREA X1 Y1 X2 Y2
# X0 = (X2 - X1) / 2 + X1 = X2 / 2 - X1 / 2 + X1 = X2 / 2 + -X1 / 2 + 2 X1 / 2 = X2 / 2 + X1 / 2
# Y0 = (Y2 + Y1) / 2
#
# This should be little runtime load in terms of CPU time
{VARIABLE temp_REVEAL_AREA_center.x {X2} }
{VARIABLE_ADD temp_REVEAL_AREA_center.x {X1} }
{VARIABLE temp_REVEAL_AREA_center.y {Y2} }
{VARIABLE_ADD temp_REVEAL_AREA_center.y {Y1} }
{VARIABLE_DIV temp_REVEAL_AREA_center.x 2}
{VARIABLE_DIV temp_REVEAL_AREA_center.y 2}
[remove_shroud]
x={X1}-{X2}
y={Y1}-{Y2}
side=1
[/remove_shroud]
{SCROLL_TO_LOCATION_AND_RETURN_TO_PRIMARY_UNIT $temp_REVEAL_AREA_center.x $temp_REVEAL_AREA_center.y}
{CLEAR_VARIABLE temp_REVEAL_AREA_center}
#enddef
#define QUAKE_HEAVY _SOUND
[quake_heavy]
sound={_SOUND}
[/quake_heavy]
#enddef
#define QUAKE_HEAVIER _SOUND
[quake_heavier]
sound={_SOUND}
[/quake_heavier]
#enddef
#
# Place _NUM items on hexes matching _SLF, each a random image picked from
# _IMAGELIST. No collision checks are performed, so a single hex may wind up
# overlayed with multiple images.
#
#define SCATTER_RANDOM_IMAGE _SLF _NUM _IMAGELIST
[scatter_images]
{_SLF}
image={_IMAGELIST}
limit={_NUM}
[/scatter_images]
#enddef
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
#define WEAPON_SPECIAL_DREAD
[damage]
id=dread
name= _ "dread"
name_inactive= _ "dread"
description=_"When this attack is used offensively, this unit takes one third less damage in retaliation."
description_inactive=_"When this attack is used offensively, this unit takes one third less damage in retaliation."
special_note={SPECIAL_NOTE_DREAD}
active_on=offense
apply_to=opponent
multiply=0.66
[/damage]
#enddef
#
# The shrapnel weapon special used by the explosive rune arrows (items.cfg).
#
#define WEAPON_SPECIAL_SHRAPNEL
[disable]
# Not available on defense.
id=shrapnel_disable_defense
active_on=defense
[/disable]
[disable]
# Not available on offense against non-living or Shaxthal targets
# (we don't want it used against bosses)
id=shrapnel_disable_offense_cond
active_on=offense
[filter_opponent]
race=undead,elvish_spirits,shaxthal
[or]
status=not_living
[/or]
[/filter_opponent]
[/disable]
[chance_to_hit]
id=shrapnel_cth
value=100
active_on=offense
[/chance_to_hit]
[dummy]
id=shrapnel
name= _ "shrapnel"
description= _ "The unit immediately behind the target takes 80% of the base damage of this attack, regardless of its allegiance. This value is subject to the usual damage calculation, taking the attacker’s alignment and the second target’s resistances into account.
This attack is only available on offense against living targets, and always has a 100% chance to hit regardless of the defense attributes of the target."
[/dummy]
#enddef
#
# Note to people who might want to copy this code for their own add-on:
#
# Currently, the event handler has a single id and removes itself as soon as
# a unit with the shrapnel special has its shrapnels counter go down to 0.
#
# This means that it's not possible to have multiple units with the shrapnel
# special play nice with each other. Fixing this is left as an exercise for the
# reader.
#
#define WEAPON_SPECIAL_SHRAPNEL_IMPLEMENTATION
[event]
id=shrapnel:hit_handler
name=attacker hits
first_time_only=no
[filter_attack]
special=shrapnel
[/filter_attack]
{BUG_ON
({VARIABLE_NUMERICAL_LESS_THAN_OR_EQUAL unit.variables.shrapnel.count 0})
("shrapnel count <= 0 at event start!")}
[harm_unit]
[filter]
[filter_adjacent]
x,y=$x2,$y2
adjacent=$second_unit.facing
[/filter_adjacent]
[/filter]
amount=$(0.80*$weapon.damage)
alignment=$unit.alignment
damage_type=$weapon.type
kill=yes
fire_event=yes
animate=yes
[/harm_unit]
{VARIABLE_DEC unit.variables.shrapnel.count}
[if]
{VARIABLE_NUMERICAL_EQUALS unit.variables.shrapnel.count 0}
#
# Remove weapon and events.
#
[then]
{VARIABLE k 0}
[while]
{VARIABLE_NUMERICAL_LESS_THAN k $unit.event.length}
{VARIABLE_LEXICAL_NOT_EQUALS unit.event[$k].id shrapnel:hit_handler}
[do]
{VARIABLE_INC k}
[/do]
[/while]
{BUG_ON ({VARIABLE_NUMERICAL_EQUALS k $unit.event.length})
("shrapnel unit does not carry the shrapnel controller event!")}
{CLEAR_VARIABLE unit.event[$k],unit.variables.shrapnel,k}
# Update unit on map before applying objects.
[unstore_unit]
variable=unit
find_vacant=no
[/unstore_unit]
[object]
silent=yes
[filter]
x,y=$x1,$y1
[/filter]
[effect]
apply_to=remove_attacks
name=shrapnel
[/effect]
[/object]
[remove_event]
id=shrapnel:hit_handler
[/remove_event]
[/then]
#
# Update counter in the attack name.
#
[else]
# Update unit on map before applying objects.
[unstore_unit]
variable=unit
find_vacant=no
[/unstore_unit]
[object]
silent=yes
[filter]
x,y=$x1,$y1
[/filter]
[effect]
apply_to=attack
name=shrapnel
set_description="$unit.variables.shrapnel.name ($unit.variables.shrapnel.count)"
[/effect]
[/object]
[/else]
[/if]
[/event]
#enddef
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
[scenario]
id=01_Border_Patrol
name= _ "Border Patrol"
{MAP 01_Border_Patrol.map}
{TURNS 34 33 32}
next_scenario=02_A_Real_Confrontation
{SCENARIO_MUSIC "loyalists.ogg"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}
{EXTRA_SCENARIO_MUSIC "breaking_the_chains.ogg"}
{EXTRA_SCENARIO_MUSIC "revelation.ogg"}
{STORYTXT_INTRO}
{TWO_SUNS_DEFAULT_SCHEDULE}
# wmllint: validate-off
[side]
side=1
controller=human
team_name=heroes
user_team_name= _ "team_name^Elves"
{GOLD 230 190 170}
recruit=Elvish Fighter,Elvish Archer,Elvish Shaman,Elvish Scout,Elvish Hunter
# wmllint: recognize Galas
{CHARACTER_STATS_GALAS}
[/side]
[side]
side=2
team_name=baddies
user_team_name= _ "team_name^Humans"
{CHAOS_FLAG}
{GOLD 100 115 120}
{INCOME 1 2 3}
recruit=Chaos Raider,Chaos Invoker,Chaos Invader,Chaos Bowman
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT leader_value {DIFF 0.0 0.2 0.4} }
{AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern archer,archer,fighter,archer,fighter,scout,scout}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.2}
[/ai]
canrecruit=yes
type=Chaos Arbalestier
id=Surhan
name= _ "Surhan"
unrenamable=yes
facing=nw
[/side]
[side]
side=3
team_name=baddies
user_team_name= _ "team_name^Humans"
{CHAOS_FLAG}
{GOLD 110 120 130}
recruit=Chaos Raider,Chaos Invoker,Chaos Invader,Chaos Bowman
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT leader_value {DIFF 0.1 0.25 0.5} }
{AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern archer,archer,fighter,archer,fighter,scout,fighter}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.0}
[/ai]
canrecruit=yes
type=Doom Guard
id=Grumnyr
name= _ "Grumnyr"
unrenamable=yes
facing=nw
[/side]
[side]
side=4
team_name=baddies
user_team_name= _ "team_name^Wild Animals"
color=pink
no_leader=yes
hidden=yes
# ???
{IS_HOSTILE_NPC}
{SIDE_GENERIC_GUARD (Falcon) 22 31}
{SIDE_GENERIC_GUARD (Falcon) 12 24}
{SIDE_GENERIC_GUARD (Falcon) 35 18}
{SIDE_GENERIC_GUARD (Falcon) 26 13}
{SIDE_GENERIC_GUARD (Falcon) 8 2}
[/side]
# wmllint: validate-on
# Set NPC behaviour for side 4
{NPC_BIRD_BEHAVIOR 4 1 40 1 35}
{STARTING_VILLAGES 2 5}
{STARTING_VILLAGES 3 4}
{PLACE_IMAGE (items/bones.png) 9 33}
{PLACE_IMAGE (items/bones.png) 23 35}
{PLACE_IMAGE (items/bones.png) 40 22}
{CONTINUOUS_SOUND_SOURCE campfire1 36 31 (ambient/campfire.ogg)}
{SOUND_SOURCE_RANGE 1 8}
{CONTINUOUS_SOUND_SOURCE campfire2 39 34 (ambient/campfire.ogg)}
{SOUND_SOURCE_RANGE 1 8}
{CONTINUOUS_SOUND_SOURCE campfire3 30 35 (ambient/campfire.ogg)}
{SOUND_SOURCE_RANGE 1 8}
{CONTINUOUS_SOUND_SOURCE campfire4 30 31 (ambient/campfire.ogg)}
{SOUND_SOURCE_RANGE 1 8}
[event]
name=prestart
{VARIABLE character_1st_time_help no}
[capture_village]
x=1-40
y=1-16
side=1
[/capture_village]
{RANDOM "Archer,Hunter,Fighter"}
[unit]
side=1
type="Elvish $random"
placement=leader
generate_name=yes
random_traits=yes
random_gender=yes
upkeep=full
facing=se
[/unit]
{CLEAR_VARIABLE random}
{FACE_DIRECTION id=Galas se}
# Initialize objectives
{OBJECTIVES (
{OBJECTIVE_VICTORY ( _ "Hold out as long as possible")}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_NOTE ( _ "Start recruiting units in advance, just in case")}
{OBJECTIVE_CARRYOVER}
)}
[/event]
[event]
name=start
[character_descriptions_prompt][/character_descriptions_prompt]
[message]
speaker=Grumnyr
message= _ "Move on, you sluggards. Let’s claim these lands for the Master!"
[/message]
[message]
speaker=Surhan
message= _ "Be careful. We were warned that there are still elves in this valley."
[/message]
[message]
speaker=Grumnyr
message= _ "No matter. We’ll tear them to pieces if they dare oppose us!"
[/message]
[message]
speaker=Galas
message= _ "A host of humans in the southern dunes... It has been quite a long time since any of them have wandered here in such numbers."
[/message]
[message]
side=1
[not]
id=Galas
[/not]
message= _ "What should we do?"
[/message]
[message]
speaker=Galas
message= _ "According to our laws, we should always grant refuge to wanderers — but I sense hostility from this group. It would be wise to observe them for a while, but let us be prepared for the worst nonetheless."
[/message]
[message]
side=1
[not]
id=Galas
[/not]
message= _ "Very well."
[/message]
[/event]
{GALAS_1ST_TIME_HELP}
[event]
name=attack
[filter]
side=1
[/filter]
[filter_second]
[not]
side=4
[/not]
[/filter_second]
[fire_event]
name=battle begin
[primary_unit]
x,y=$x1,$y1
[/primary_unit]
[/fire_event]
[/event]
[event]
name=attack
[filter]
[not]
side=4
[/not]
[/filter]
[filter_second]
side=1
[/filter_second]
[fire_event]
name=battle begin
[primary_unit]
x,y=$x2,$y2
[/primary_unit]
[/fire_event]
[/event]
[event]
name=turn 4
[fire_event]
name=battle begin
[primary_unit]
id=Galas
[/primary_unit]
[/fire_event]
[/event]
[event]
name=battle begin
first_time_only=yes
[message]
side=2,3
canrecruit=yes
message= _ "Attack! Leave no one alive!"
[/message]
[message]
side=1
[not]
id=Galas
[/not]
message= _ "They are attacking us!"
[/message]
[message]
speaker=Galas
message= _ "Our laws are very clear and strict on this matter. We shall not let hostile outsiders enter our valley. Repel them!"
[/message]
{OBJECTIVES (
{OBJECTIVE_VICTORY ( _ "Defeat both enemy leaders")}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{TURNS_RUN_OUT}
{OBJECTIVE_CARRYOVER}
)}
[scroll_to_unit]
x,y=$x1,$y1
[/scroll_to_unit]
[/event]
[event]
name=last breath
[filter]
id=Galas
[/filter]
[message]
speaker=unit
message= _ "Argh! I have been... defeated..."
[/message]
[/event]
[event]
name=die
[filter]
id=Galas
[/filter]
{ENDLEVEL_DEFEAT}
[/event]
[event]
name=time over
[message]
speaker=Galas
message= _ "They have summoned reinforcements! Our group is not strong enough to defend the valley against a full-sized army!"
[/message]
[/event]
[event]
name=enemies defeated
{ENDLEVEL_VICTORY yes}
[/event]
[event]
name=victory
[message]
speaker=Galas
message= _ "We defeated them in time. But... that raiding party was quite large and well-organized for a tribe of humans, and their metalwork seems beyond the capabilities of regular sand-dwellers. This does not bode well..."
[/message]
[/event]
[/scenario]
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
[scenario]
id=02_A_Real_Confrontation
name= _ "A Real Confrontation"
{MAP 02_A_Real_Confrontation.map}
{TURNS 26 24 22}
next_scenario=03_Memories_from_the_Depths
victory_when_enemies_defeated=no
{SCENARIO_MUSIC "underground.ogg"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}
{STORYTXT_A_REAL_CONFRONTATION}
{DUSK2}
{LONGDARK1}
{LONGDARK2}
{LONGDARK3}
{LONGDARK4}
{DAWN1}
{MORNING1}
{MIDDAY1}
{AFTERNOON1}
{DUSK1}
{SHORTDARK}
{DAWN2}
{MORNING2}
{MIDDAY2}
{AFTERNOON2}
# wmllint: validate-off
[side]
side=1
controller=human
team_name=elves
user_team_name= _ "team_name^Elves"
{GOLD 120 110 100}
# wmllint: recognize Galas
{CHARACTER_STATS_GALAS}
[/side]
[side]
side=2
team_name=elves
user_team_name= _ "team_name^Elves"
color=teal
{GOLD 310 260 210}
{INCOME 8 6 4}
recruit=Elvish Fighter,Elvish Archer,Elvish Shaman,Elvish Hunter,Elvish Civilian
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.1}
{AI_SIMPLE_ALWAYS_ASPECT passive_leader yes}
{AI_SIMPLE_ALWAYS_ASPECT passive_leader_shares_keep yes}
{AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern "fighter,fighter,archer,healer,healer,archer,archer,fighter,fighter,mixed fighter,mixed fighter"}
{AI_NO_SCOUTS}
[/ai]
# wmllint: recognize Lédinor
{CHARACTER_STATS_LEDINOR}
overlays,ellipse="","" # Clobber hero overlay and hero ellipse
facing=sw
canrecruit=yes
[/side]
#define ARC_AI_TARGETS
[goal]
[criteria]
id=Lédinor
[/criteria]
{QUANTITY value 2.5 4.0 6.0}
[/goal]
[goal]
[criteria]
id=Galas
[/criteria]
{QUANTITY value 2.0 3.0 5.0}
[/goal]
[goal]
[criteria]
id=Anlindë
[/criteria]
{QUANTITY value 1.5 2.0 4.0}
[/goal]
#enddef
[side]
side=3
team_name=chaos
user_team_name= _ "team_name^Humans"
{CHAOS_FLAG}
color=blue
{GOLD 175 200 225}
{INCOME 13 18 23}
#ifdef HARD
recruit=Dark Knight,Chaos Bowman,Chaos Crossbowman,Demon,Chaos Raider,Chaos Hound,Chaos Invader,Chaos Invoker,Doom Guard
#else
recruit=Dark Knight,Chaos Bowman,Chaos Crossbowman,Demon,Chaos Hound,Chaos Invader,Chaos Invoker,Doom Guard
#endif
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.2}
{AI_SIMPLE_ALWAYS_ASPECT aggression 0.95}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.05}
#ifdef HARD
{AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern "fighter,fighter,mixed fighter,archer,archer,fighter,mixed fighter,scout"}
#else
{AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern "fighter,fighter,mixed fighter,archer,archer,fighter,mixed fighter"}
#endif
{AI_NO_SCOUTS}
{ARC_AI_TARGETS}
[/ai]
canrecruit=yes
type=Chaos Heavy Longbowman
id=Vorgewyn
name= _ "Vorgewyn"
unrenamable=yes
[/side]
[side]
side=4
team_name=chaos
user_team_name= _ "team_name^Humans"
{CHAOS_FLAG}
color=green
{GOLD 175 200 225}
{INCOME 8 10 12}
recruit=Chaos Headhunter,Chaos Bowman,Chaos Crossbowman,Demon,Chaos Hound,Chaos Invader,Chaos Invoker,Heavy Infantryman
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.06}
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.30}
{AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern "scout,fighter,fighter,mixed fighter,archer"}
{ARC_AI_TARGETS}
[/ai]
canrecruit=yes
type=Iron Mauler
id=Kalwen
name= _ "Kalwen"
unrenamable=yes
[/side]
[side]
side=5
team_name=chaos
user_team_name= _ "team_name^Humans"
{CHAOS_FLAG}
color=purple
{GOLD 175 200 225}
{INCOME 6 12 18}
recruit=Chaos Headhunter,Demon,Chaos Hound,Chaos Invader,Chaos Invoker
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.20}
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern "scout,fighter,fighter,mixed fighter,mixed fighter,archer,archer,fighter"}
{ARC_AI_TARGETS}
[/ai]
canrecruit=yes
type=Chaos Razerman
id=Jurdaan
name= _ "Jurdaan"
unrenamable=yes
[/side]
# wmllint: validate-on
#undef ARC_AI_TARGETS
{STARTING_VILLAGES_ALL 1}
{STARTING_VILLAGES 2 6}
{STARTING_VILLAGES 3 4}
{STARTING_VILLAGES 4 4}
{STARTING_VILLAGES 5 4}
#
# Campfire sound sources. Their coordinates point at the
# enemy keeps instead of the surrounding campfire tiles.
#
{CONTINUOUS_SOUND_SOURCE blue 4 25 (ambient/campfire.ogg)}
{CONTINUOUS_SOUND_SOURCE purple 12 29 (ambient/campfire.ogg)}
{CONTINUOUS_SOUND_SOURCE green 26 28 (ambient/campfire.ogg)}
[label]
x,y=22,7
text= _ "Telchior’s Hold"
[/label]
[label]
x,y=19,1
text= _ "River Toldrin" # wmllint: no spellcheck
[/label]
[label]
x,y=15,27
text= _ "Peak of the Beholder"
[/label]
[label]
x,y=29,39
text= _ "South-eastern Outpost"
[/label]
[event]
name=prestart
{FACE_DIRECTION id=Galas,Anlindë se}
{ALLOW_RECRUIT 1 (Elvish Civilian)}
# Initialize variables
{VARIABLE essential_villages_count {DIFF 5 8 9} }
{VARIABLE civ_spam_count 0}
{OBJECTIVES (
{OBJECTIVE_VICTORY ( _ "Resist until turns run out")}
{OBJECTIVE_OR}
{OBJECTIVE_BONUS ( _ "Defeat all enemy leaders")}
{OBJECTIVE_DEFEAT ( _ "Death of Lédinor")}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Anlindë")}
# wmlindent: start ignoring
{DIFF
({OBJECTIVE_DEFEAT ( _ "Fewer than five elven villages under your or Lédinor’s control remain standing")})
({OBJECTIVE_DEFEAT ( _ "Fewer than eight elven villages under your or Lédinor’s control remain standing")})
({OBJECTIVE_DEFEAT ( _ "Fewer than nine elven villages under your or Lédinor’s control remain standing")})
}
# wmlindent: stop ignoring
{OBJECTIVE_CARRYOVER_NO_BONUS}
)}
# wmllint: recognize Anlindë
{RECALL_ANLINDE_AT 13 10}
#ifndef HARD
# Try to recall a veteran warrior unit for free...
{ELVISH_SUPPORTER_ROLE (supporter)}
[recall]
role=supporter
[/recall]
#endif
# If they could not be recalled, or we are playing
# on HARD...
[if]
[not]
[have_unit]
side=1
role=supporter
[/have_unit]
[/not]
[then]
{RANDOM "Archer,Fighter,Hunter"}
# ... create a loyal supporter that is NOT controlled
# by the player, to fill dialogues and aid the allies
# a tad (Lédinor's units tend to act as kamikazes -
# not a good help if player doesn't have veterans)
[unit]
random_traits=yes
random_gender=yes
generate_name=yes
side=2
x,y=24,7
moves=0
resting=no
facing=sw
role=supporter
type="Elvish $random"
{IS_LOYAL}
[modifications]
{TRAIT_LOYAL}
[/modifications]
[/unit]
{CLEAR_VARIABLE random}
[/then]
[/if]
[/event]
[event]
name=start
[message]
speaker=Lédinor
message= _ "The patrol group that was sent to replace yours in the southern zone should have arrived this morning. I begin to worry about them."
[/message]
[delay]
time=250
[/delay]
{REPLACE_SCENARIO_MUSIC "northerners.ogg"}
{APPEND_MUSIC "the_city_falls.ogg"}
{APPEND_MUSIC "casualties_of_war.ogg"}
[delay]
time=250
[/delay]
[message]
speaker=Galas
message= _ "Fire! Fire on the horizon! Call out the fighters, invaders draw near!"
[/message]
[sound]
name="horse-elf-canter.wav"
[/sound]
[move_unit_fake]
side=1
#ifndef EASY
type=Elvish Scout
#else
type=Elvish Rider
#endif
x=21,21,19,19,18,18,17,16
y=17,15,14,12,11,10,10,10
[/move_unit_fake]
[unit]
side=1
#ifndef EASY
type=Elvish Scout
#else
type=Elvish Rider
#endif
x,y=16,10
id=Vólrand
name= _ "Vólrand"
unrenamable=yes
moves=0
resting=no
facing=nw
{IS_LOYAL}
[modifications]
{TRAIT_LOYAL}
{TRAIT_DEXTROUS}
[/modifications]
[/unit]
[delay]
time=250
[/delay]
[message]
speaker=Vólrand
message= _ "Indeed, sir! It’s an entire human army burning forests and pillaging villages in the border hills! They have even impaled the skulls of our fallen kin on their banners!"
[/message]
[message]
speaker=Anlindë
message= _ "An entire army? That’s impossible — humans are not capable of raising troops in such numbers!"
[/message]
[message]
role=supporter
message= _ "So that is what befell them... Those invaders will not go unpunished!"
[/message]
[message]
speaker=Lédinor
message= _ "We must prepare to fight. We will not allow even an army to dispossess us. Men, to arms!"
[/message]
# wmllint: local spelling patrollers
[message]
speaker=Galas
message= _ "But my lord, if these invaders could trap our best patrollers, how can we prevail against them while so short of recruits and supplies?"
[/message]
[message]
speaker=Lédinor
message= _ "Young Galas, I understand your worries. But it is time for you to learn the first duty of a commander, which is to not be defeated in mind before you engage in battle."
[/message]
[message]
speaker=Galas
message= _ "I accept your instruction."
[/message]
{RECRUITMENT_HINT units/elves-wood/civilian.png
( _ "From the valley’s main keep you can recruit citizens to aid you in battle. Most of them have basic training in the use of the sword and the bow; however, they still lack the experience required to put them into effective use. But remember: they are not charging you for their services yet.")}
[/event]
[event]
name=recruit
[filter]
side=3,4,5
race=demon
[/filter]
[scroll_to_unit]
x,y=$x1,$y1
[/scroll_to_unit]
[redraw][/redraw]
[delay]
time=750
[/delay]
[message]
speaker=Lédinor
message= _ "Bright Gods... what is that thing?"
scroll=no
[/message]
[/event]
[event]
name=turn 3
[role]
role=scared_one
race=elf
[not]
id=Anlindë
[/not]
[not]
canrecruit=yes
[/not]
[/role]
[message]
role=scared_one
message= _ "I don’t think we can resist them!"
[/message]
[message]
speaker=Lédinor
message= _ "So, there is yet human civilization on this continent. I wonder why we have not encountered them before?"
[/message]
[message]
speaker=Anlindë
message= _ "It must be that they are a new tribe, only recently come into its power... an evil power that is not from our world. Look!"
[/message]
{NAMED_UNIT 5 (Demon Zephyr) 5 33 Garya ( _ "Garya") (gender,upkeep,facing=female,free,ne)} # {NO_UPKEEP_NO_OVERLAY}
{NAMED_UNIT 5 (Demon Zephyr) 4 32 Quiryn ( _ "Quiryn") (upkeep,facing=free,ne)} # {NO_UPKEEP_NO_OVERLAY}
#ifdef HARD
{NAMED_UNIT 5 (Demon Zephyr) 4 33 Nolok ( _ "Nolok") (upkeep,facing=free,ne)} # {NO_UPKEEP_NO_OVERLAY}
#endif
[scroll_to]
x,y=5,33
[/scroll_to]
[redraw][/redraw]
[delay]
time=500
[/delay]
[message]
speaker=Galas
message= _ "Would that my fears had proven false..."
[/message]
[/event]
[event]
name=die
first_time_only=no
[filter]
side=1
type=Elvish Civilian
[/filter]
{VARIABLE_INC civ_spam_count}
[/event]
[event]
name=die
[filter]
side=1
type=Elvish Civilian
[/filter]
[filter_condition]
{VARIABLE_NUMERICAL_GREATER_THAN civ_spam_count 7}
[/filter_condition]
# It is a perfectly legitimate tactic, but...
[message]
speaker=Anlindë
message= _ "Galas, are you— Are you purposely sending civilians to their deaths?!"
[/message]
[message]
speaker=Galas
message= _ "Er... No! They are supposed to deliver supplies to the front line and tend to injured soldiers, not engage in combat! Somebody must have misunderstood my orders — I will ask our officials to put a halt to this egregious waste of precious elf lives immediately."
[/message]
[message]
speaker=Anlindë
message= _ "(<i>suspicious</i>) Very... well..."
[/message]
[/event]
[event]
name=enemies defeated
{ENDLEVEL_VICTORY yes}
[/event]
[event]
name=time over
{ENDLEVEL_VICTORY no}
[/event]
[event]
name=victory
# Make the dialogue consistent for any triggering event. I could have moved the first dialog line to each
# trigger, but that wouldn't cover the case of using :debug :n, or implementing a new victory goal later
[if]
[have_unit]
canrecruit=yes
[filter_side]
[enemy_of]
side=1
[/enemy_of]
[/filter_side]
[/have_unit]
[then]
[message]
speaker=Galas
message= _ "The humans are retreating, after having almost defeated us?"
[/message]
[/then]
[else]
[message]
speaker=Galas
message= _ "Their remaining forces are retreating. It seems we have won, for now."
[/message]
[/else]
[/if]
[if]
{VARIABLE_NUMERICAL_GREATER_THAN civ_spam_count 9}
[then]
[message]
speaker=Anlindë
message= _ "Would that it had not taken the lives of so many civilians that had no need to join the battle in the first place, huh, Galas?"
[/message]
[/then]
[/if]
{REPLACE_SCENARIO_MUSIC wanderer.ogg}
[message]
speaker=Lédinor
message= _ "I hate to be the bearer of bad news, but some of the other patrol leaders claim that the invaders are merely regrouping and preparing to strike again with greater numbers. Many of your peers abandoned their posts, and Adel and his hunters have not returned from their expedition yet... This is no mere skirmish, Galas. I do not think we shall be able to hold against them."
[/message]
[message]
speaker=Galas
message= _ "Would it be possible to obstruct the valley entrances and repel them? How many more of those winged creatures could they have at their disposal?"
[/message]
[message]
speaker=Anlindë
message= _ "If we trust the scouts’ word, they could be hundreds. Perhaps thousands. Their own sorcerers would be able to bring down or bypass any sort of obstacle we might raise within the scarce time we have before their next assault. I would be inclined to suggest fleeing."
[/message]
[message]
speaker=Galas
message= _ "Do you say we should abandon our home? Where would we go? Our people are not as adept as those humans to surviving the desert’s perils!"
[/message]
[message]
speaker=Anlindë
message= _ "We would certainly not survive the desert from whence the humans came, especially since we don’t know how many more warriors follow their back trail. However, we have no reports of enemies approaching from the north — we have not been menaced by anything from that direction in centuries. It may be that any possibility of escaping the imminent slaughter lies there. If our historical records are correct, the caverns should take us far from this valley. It is my hope that the humans and their fell allies are not informed of any of this."
[/message]
[message]
speaker=Lédinor
message= _ "North, you say... It is true that it has seemed more tranquil in my lifetime. Is it your intention to destroy any evidence of there being this underground escape route in the northern pass? Even if that worked... it would be a harsh, irrevocable choice."
[/message]
[message]
speaker=Anlindë
message= _ "The ancestors of our people spent much of their lives hiding beneath the surface when this valley was just barely apt for sustaining them. If we manage to survive, we might in time be fortunate enough to find a new home to settle in. If we fail, at least we will die with our heads held high."
[/message]
[message]
speaker=Lédinor
message= _ "You bring hard counsel, but I see its wisdom."
[/message]
[message]
speaker=Anlindë
message= _ "We are between a rock and a hard place — either death by the hands of the invaders, or the perils of the underground tunnels."
[/message]
[message]
speaker=Galas
message= _ "Most of our people lack experience traveling at night, let alone under the earth!"
[/message]
[message]
speaker=Anlindë
message= _ "I fear we have no other alternatives left. Unless the civilians think it a better course to stand and fight to our death and be expunged from the green world without trace."
[/message]
[message]
speaker=Lédinor
message= _ "It will be necessary, however, to provide a distraction until we evacuate all of our people to the caves. Have you thought on that, my lady?"
[/message]
[message]
speaker=Anlindë
message= _ "I have, indeed. But..."
[/message]
[message]
speaker=Lédinor
message= _ "Some of us must stay here to spoil their attack. We shall do it."
[/message]
[message]
speaker=Anlindë
message= _ "But— my lord?"
[/message]
[message]
speaker=Galas
message= _ "My lord... Why?"
[/message]
[message]
speaker=Lédinor
message= _ "Because it is all I can do for our future. Many of us are too old to long survive the desert wastes, including myself — but here we can die well. Galas, you are a brave warrior, albeit unseasoned — and more to the point, you have the intelligence to lead brave warriors. I pass to you the war-leadership of the elves of the Valley of Elynia."
[/message]
[message]
speaker=Galas
message= _ "But I am simply a patrol leader! I ... I am not ready for such a responsibility!"
[/message]
[message]
speaker=Lédinor
message= _ "None of us are ever ready for such a burden, but we must bear it nevertheless. Now, go! May fate reunite us in time, young Galas."
[/message]
{CLEAR_VARIABLE essential_villages_count,civ_spam_count}
[/event]
#
# Handle heroes' deaths manually here
#
[event]
name=last breath
[filter]
id=Anlindë
[/filter]
[message]
speaker=unit
message= _ "Ugh. I am finished..."
[/message]
[/event]
[event]
name=die
[filter]
id=Anlindë
[/filter]
[message]
speaker=Galas
message= _ "Anlindë! No! We need you! Who will guide us with wisdom now?!"
[/message]
{ENDLEVEL_DEFEAT}
[/event]
[event]
name=last breath
[filter]
id=Galas
[/filter]
[message]
speaker=unit
message= _ "It is my end..."
[/message]
[message]
speaker=Anlindë
message= _ "Galas? Galas, no!"
[/message]
[/event]
[event]
name=die
[filter]
id=Galas
[/filter]
{ENDLEVEL_DEFEAT}
[/event]
[event]
name=last breath
[filter]
id=Lédinor
[/filter]
[message]
speaker=unit
message= _ "I have fallen this day. But, young Galas, you are the brightest of our young. Lead our people in my place!"
[/message]
[/event]
[event]
name=die
[filter]
id=Lédinor
[/filter]
[message]
speaker=Galas
message= _ "Lédinor, no!"
[/message]
{ENDLEVEL_DEFEAT}
[/event]
{ANLINDE_1ST_TIME_HELP}
# Enemies may pillage and burn villages:
[event]
name=capture
[filter]
[not]
side=1,2
[/not]
[filter_location]
terrain=*^Ve
[/filter_location]
[/filter]
[filter_condition]
{VARIABLE_NUMERICAL_EQUALS owner_side 1}
[or]
{VARIABLE_NUMERICAL_EQUALS owner_side 2}
[/or]
[/filter_condition]
[message]
side=$unit.side
canrecruit=yes
message= _ "Leave nothing standing! Burn them alive with their villages!"
[/message]
[/event]
[event]
name=capture
first_time_only=no
[filter]
[not]
side=1,2
[/not]
[filter_location]
terrain=*^Ve
[/filter_location]
[/filter]
[filter_condition]
{VARIABLE_NUMERICAL_EQUALS owner_side 1}
[or]
{VARIABLE_NUMERICAL_EQUALS owner_side 2}
[/or]
[/filter_condition]
[sound]
name="torch.ogg"
[/sound]
[delay]
time=200
[/delay]
[sound]
name="wose-die.ogg"
[/sound]
[terrain]
x,y=$x1,$y1
terrain=^Dr
layer=overlay
[/terrain]
{ADD_GOLD $unit.side 9 14 20}
[redraw][/redraw]
[store_locations]
terrain=*^Ve
variable=village_tiles_probe
[filter_owner]
side=1,2
[/filter_owner]
[/store_locations]
[if]
{VARIABLE_NUMERICAL_LESS_THAN village_tiles_probe.length $essential_villages_count}
[then]
[message]
speaker=Galas
message= _ "We could not protect enough of our civilians. They have been burned alive with their villages!"
[/message]
[message]
speaker=Lédinor
message= _ "We have failed to protect our people and the legacy of our civilization."
[/message]
{ENDLEVEL_DEFEAT}
[/then]
[/if]
{CLEAR_VARIABLE village_tiles_probe}
[/event]
[/scenario]
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
[scenario]
id=03_Memories_from_the_Depths
name= _ "Memories from the Depths"
{MAP 03_Memories_from_the_Depths.map}
{TURNS 62 57 54}
next_scenario=04_Over_the_Sands
victory_when_enemies_defeated=no # to handle side 2 leader's death manually
{DEATHS_ACT_0}
{SCENARIO_MUSIC "underground.ogg"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}
{STORYTXT_HORRORS_FROM_THE_DEPTHS}
{UNDERGROUND}
# wmllint: validate-off
[side]
side=1
controller=human
team_name=elves
user_team_name= _ "team_name^Elves"
shroud=yes
{GOLD 250 200 150}
income=2
# wmllint: recognize Galas
{CHARACTER_STATS_GALAS}
[/side]
[side]
side=2
team_name=enemies
user_team_name= _ "team_name^Undead"
hidden=yes
{GOLD 100 125 150}
income=-3
{QUANTITY recruit
("Walking Corpse,Vampire Bat,Ghost,Skeleton Archer,Skeleton,Skeleton Rider")
("Soulless,Vampire Bat,Ghost,Skeleton Archer,Skeleton,Skeleton Rider,Ghoul")
("Soulless,Blood Bat,Wraith,Ghost,Skeleton Archer,Skeleton,Skeleton Rider,Ghoul")
}
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT_VALUE avoid (
x,y=24,39
)}
[goal]
name=protect_unit
[criteria]
id=Mal Keshar
[/criteria]
value=4.00
[/goal]
[/ai]
{CHARACTER_STATS_MAL_KESHAR}
overlays,ellipse="","" # Clobber hero overlay and hero ellipse
canrecruit=yes
{SIDE_GENERIC_GUARD (Skeleton) 39 40}
{SIDE_GENERIC_GUARD (Soulless) 39 37}
{SIDE_GENERIC_GUARD (Walking Corpse) 34 38}
{SIDE_GENERIC_GUARD (Soulless) 22 35}
{SIDE_GENERIC_GUARD (Skeleton) 16 33}
{SIDE_GENERIC_GUARD (Skeleton Archer) 22 31}
{SIDE_GENERIC_GUARD (Ghost) 24 28}
{SIDE_GENERIC_GUARD (Walking Corpse) 13 35}
{SIDE_GENERIC_GUARD (Walking Corpse) 14 38}
{SIDE_GENERIC_GUARD (Revenant) 12 22}
{SIDE_GENERIC_GUARD (Necrophage) 20 20}
{SIDE_GENERIC_GUARD (Soulless) 6 25}
{SIDE_GENERIC_GUARD {DIFF (Soulless) (Ghoul) (Ghoul)} 5 23}
{SIDE_GENERIC_GUARD (Ghoul) 8 19}
{SIDE_GENERIC_GUARD {DIFF (Skeleton) (Skeleton) (Revenant)} 29 17}
{SIDE_GENERIC_GUARD {DIFF (Skeleton) (Revenant) (Deathblade)} 25 21}
{SIDE_GENERIC_GUARD {DIFF (Skeleton) (Skeleton) (Deathblade)} 30 18}
{SIDE_GENERIC_GUARD {DIFF (Skeleton Archer) (Bone Shooter) (Banebow)} 35 9}
{SIDE_GENERIC_GUARD (Skeleton) 22 16}
{SIDE_GENERIC_GUARD (Revenant) 31 22}
{SIDE_GENERIC_GUARD (Revenant) 31 12}
{SIDE_GENERIC_GUARD (Skeleton Archer) 33 11}
{SIDE_GENERIC_GUARD (Necrophage) 24 9}
{SIDE_GENERIC_GUARD (Banebow) 29 7}
{SIDE_GENERIC_GUARD (Dread Bat) 26 11}
{SIDE_GENERIC_GUARD (Soulless) 29 10}
{SIDE_GENERIC_GUARD (Soulless) 29 8}
[/side]
[side]
side=3
team_name=enemies
user_team_name= _ "team_name^Cave Creatures"
hidden=yes
no_leader=yes
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_NO_SCOUTS}
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.0}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.0}
[/ai]
{SIDE_GENERIC_GUARD (Blood Bat) 18 47}
{SIDE_GENERIC_GUARD (Vampire Bat) 17 44}
{SIDE_GENERIC_GUARD (Blood Bat) 30 36}
{SIDE_GENERIC_GUARD (Fungoid) 11 46}
{SIDE_GENERIC_GUARD (Fungoid) 31 45}
{SIDE_GENERIC_GUARD (Fungoid) 36 43}
{SIDE_GENERIC_GUARD (Fungoid) 27 46}
{SIDE_GENERIC_GUARD (Fungoid) 14 50}
{SIDE_GENERIC_GUARD (Fungoid) 17 49}
{SIDE_GENERIC_GUARD (Dread Bat) 32 32}
{SIDE_GENERIC_GUARD {DIFF (Vampire Bat) (Vampire Bat) (Blood Bat)} 27 43}
{SIDE_GENERIC_GUARD {DIFF (Vampire Bat) (Vampire Bat) (Blood Bat)} 37 43}
{SIDE_GENERIC_GUARD {DIFF (Vampire Bat) (Vampire Bat) (Blood Bat)} 28 34}
{SIDE_GENERIC_GUARD (Blood Bat) 7 32}
{SIDE_GENERIC_GUARD {DIFF (Vampire Bat) (Vampire Bat) (Blood Bat)} 11 25}
{SIDE_GENERIC_GUARD {DIFF (Vampire Bat) (Vampire Bat) (Blood Bat)} 30 12}
{SIDE_GENERIC_GUARD {DIFF (Vampire Bat) (Blood Bat) (Blood Bat)} 22 1}
{SIDE_GENERIC_GUARD {DIFF (Vampire Bat) (Blood Bat) (Blood Bat)} 6 16}
{SIDE_GENERIC_GUARD {DIFF (Vampire Bat) (Vampire Bat) (Blood Bat)} 2 22}
[/side]
# wmllint: validate-on
{CAVE_NOISE_SOUND_SOURCE}
{CAVE_WATER_SOUND_SOURCE 14 36}
{CAVE_WATER_SOUND_SOURCE 11 26}
{CAVE_WATER_SOUND_SOURCE 20 10}
{CAVE_WATER_SOUND_SOURCE 27 4}
[event]
name=prestart
# Keep Malin's backup in memory, just for debugging purposes
# i.e., so that triggering victory via :n works right.
[store_unit]
[filter]
id=Mal Keshar
[/filter]
variable=malin_store
kill=no
[/store_unit]
# wmllint: recognize Anlindë
{RECALL_ANLINDE}
{ELVISH_SUPPORTER (supporter)}
{OBJECTIVES (
{OBJECTIVE_VICTORY ( _ "Explore the caves")}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Anlindë")}
{TURNS_RUN_OUT}
{OBJECTIVE_CARRYOVER}
)}
[/event]
[event]
name=start
[message]
speaker=Galas
message= _ "We lost our home... many of our children and elders... and our lord, at the hands of those fiends... What will we do now? Where will we go?"
[/message]
[message]
speaker=Anlindë
message= _ "Don’t despair, Galas. This is not the first time our civilization has been through trials like this. Invaders may defile our lands, the suns may burn our forests to the ground, but as long as we stand we may be yet able to find a new place to call our home."
[/message]
[message]
speaker=Galas
message= _ "I profoundly hope so... Anlindë, you mentioned something about an evil force before counseling flight. What did you mean?"
[/message]
[message]
speaker=Anlindë
message= _ "There is some great evil aiding those humans. Not merely ordinary necromancers and war-beasts, but something worse... something I believed had been vanquished by our civilization before. I need to ponder this further. Now, I suggest we proceed as swiftly as we may. Our valley..."
[/message]
[message]
speaker=Galas
message= _ "I would prefer to not think about it."
[/message]
[message]
role=supporter
message= _ "Would that we had more experience at moving in this darkness. This will be a long march."
[/message]
{APPEND_MUSIC "into_the_shadows.ogg"}
{APPEND_MUSIC "nunc_dimittis.ogg"}
[/event]
{FIRE_EVENT_ON_STUMBLE_UPON "found undead" side=2}
[event]
name=found undead
{CLEAR_CAVE_SHROUD x,y,radius=$x2,$y2,1}
[scroll_to]
x,y=$x2,$y2
[/scroll_to]
[delay]
time=750
[/delay]
[message]
speaker=unit
message= _ "Undead! There are undead here!"
[/message]
[message]
speaker=Anlindë
message= _ "They must have settled in here only recently, or they would have surely announced their presence in our valley before."
[/message]
[message]
speaker=Galas
message= _ "If we press forward, we may be able to find and strike their master down. Not that we have much of a choice now, with everyone trapped underground."
[/message]
[modify_side]
side=2
hidden=no
[/modify_side]
[scroll_to]
x,y=$x1,$y1
[/scroll_to]
{OBJECTIVES (
{HEADER_NEW_OBJECTIVES}
{OBJECTIVE_VICTORY ( _ "Find the source of the roaming undead")}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Anlindë")}
{TURNS_RUN_OUT}
{OBJECTIVE_CARRYOVER}
)}
[/event]
{FIRE_EVENT_ON_STUMBLE_UPON "found malin" (id=Mal Keshar)}
[event]
name=found malin
{CLEAR_CAVE_SHROUD (
[filter]
id=Mal Keshar
[/filter]
radius=1
)}
[redraw]
side=1
[/redraw]
[message]
speaker=Galas
message= _ "Who is this foul enemy that seeks our death?"
[/message]
[message]
speaker=Mal Keshar
message= _ "Have you elves not realized the folly of trifling with the forces that lay in the darkest depths of Irdya? I am Mal Keshar, and these caverns belong to me now. Leave at once or meet your doom!"
[/message]
[message]
speaker=Anlindë
message= _ "Mal Keshar? That name..."
[/message]
[message]
speaker=Mal Keshar
message= _ "I said, <b>leave</b>!"
[/message]
[message]
speaker=Galas
message= _ "Listen, necromancer. We seek no quarrel with you. We have lost our home to foes of a power possibly greater than yours. Returning is not an option. If you want us gone, you will have to allow us passage through these caves."
[/message]
[message]
speaker=Anlindë
message= _ "Galas, you are not expecting that to work, are you—"
[/message]
[message]
speaker=Mal Keshar
message= _ "Ha, ha, ha, ha! Greater than mine, you say? My, you are but a young little elf of the forests! I had thought your kind’s existence had ended for good after the Golden Age! I am truly amazed! Let us put an end to your aimless wandering, then. At least you shall perish at the hands of a figure of legend rather than savage orcs or humans of the sands!"
[/message]
[message]
speaker=Anlindë
message= _ "His banter is truly obnoxious."
[/message]
[message]
speaker=Galas
message= _ "Anlindë, do you think we may be able to destroy this lich?"
[/message]
[message]
speaker=Anlindë
message= _ "Incapacitate, perhaps; but if it’s the same lich I am thinking of, it might not be within our power to banish him permanently from the physical realm."
[/message]
[scroll_to]
x,y=$x1,$y1
[/scroll_to]
{OBJECTIVES (
{HEADER_NEW_OBJECTIVES}
{OBJECTIVE_VICTORY ( _ "Defeat Mal Keshar")}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Anlindë")}
{TURNS_RUN_OUT}
{OBJECTIVE_CARRYOVER}
)}
[/event]
[event]
name=attack
[filter]
id=Mal Keshar
[/filter]
[fire_event]
name=malin fight begin
[/fire_event]
[/event]
[event]
name=attack
[filter_second]
id=Mal Keshar
[/filter_second]
[fire_event]
name=malin fight begin
[/fire_event]
[/event]
[event]
name=malin fight begin
[message]
speaker=Anlindë
message= _ "I have not employed this kind of magic in a lifetime, but as our young leader said, we do not have much of a choice now."
[/message]
[scroll_to_unit]
id=Mal Keshar
[/scroll_to_unit]
[sound]
name=magic-dark-big.ogg
[/sound]
{FLASH_PURPLE ()}
[message]
speaker=Mal Keshar
sound={SOUND_LIST:LICH_HIT}
message= _ "What— what is this curse?"
[/message]
[/event]
[event]
name=last breath
[filter]
id=Mal Keshar
[/filter]
[message]
speaker=Mal Keshar
message= _ "I cannot... believe it..."
[/message]
[store_unit]
[filter]
id=Mal Keshar
[/filter]
variable=malin_store
kill=no
[/store_unit]
{ENDLEVEL_VICTORY yes}
[/event]
[event]
name=victory
{LOCK_VIEW}
{CLEAR_LABELS}
#
# Try to use the same supporter fellow who spoke at the beginning of scenario.
# If they aren't alive, select another one and recall them; if that isn't possible either
# (how did the player make it this far then?) create a generic supporter.
#
{ELVISH_SUPPORTER (supporter)}
{VARIABLE malin_store.hitpoints 1}
[unstore_unit]
variable=malin_store
find_vacant=no
[/unstore_unit]
{REPLACE_SCENARIO_MUSIC "elvish-theme.ogg"}
[redraw][/redraw]
[message]
speaker=Mal Keshar
# po: The elf in question is Anlindë.
message= _ "How can it be? I have been defeated... my long battle against the orcs is lost! What are you waiting for, elf?"
[/message]
[message]
speaker=Anlindë
message= _ "You are a relic from an era long gone, Mal Keshar, or should I say... Malin Keshar? The one who fell to the darkness fighting a noble cause with tainted means. Your life story has served as a cautionary tale for an eternity, and you are now the unliving proof that the glories of the Golden Age are dead. Yes, destroying you would rid this ruined land of a threat that pales in comparison to what roams above the surface as we speak..."
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Anlindë
message= _ "... Although I have to admit that the notion of allowing those fiends to fight you is more than a little amusing. It’s a pity that your existence is a crime... against nature... that we cannot let go unpunished."
[/message]
[message]
speaker=Mal Keshar
message= _ "I sense hesitation in your words. Why is that? Does your kind still remember what Wesnoth did to us all?"
[/message]
[message]
speaker=Galas
message= _ "Wesnoth?"
[/message]
[message]
speaker=Anlindë
message= _ "The name of an empire long dead. It’s not important."
[/message]
[message]
speaker=Mal Keshar
message= _ "Are you not curious about what has transpired in the expanse it once covered? You came to me fleeing a mighty foe; did it come from those lands? South of the Swamps of Dread, and west of the Silver Lands?"
[/message]
[message]
speaker=Anlindë
message= _ "That is not important—"
[/message]
[message]
speaker=Mal Keshar
message= _ "I know many things. I know your kind always punished necromancers for disturbing the dead. You thought us the foulest evil imaginable, but you were wrong. I have seen and learned of things that even I would consider abominable. For all this eternity after the Fall, I have been haunting the sands by night, slaughtering orcs in their sleep and hoarding every piece of information I can gather about the new empire that has arisen amidst the debris of the past epoch."
[/message]
[message]
speaker=Mal Keshar
message= _ "Alas, you have waited long enough to end this and it’s rather unmannerly of me to keep interrupting you. Go ahead, finish me once and for all!"
[/message]
[message]
speaker=Galas
message= _ "No. What do you know, necromancer? Tell us."
[/message]
[message]
speaker=Mal Keshar
message= _ "It was a few centuries ago... A malign shadow emanating from the Vast Ocean covered the lands, and an evil presence infected every living creature. Humans from the coastal regions began raiding and destroying what human, elvish, and orcish settlements they could find that would not join them in alliance. In time, they would bring new allies from beyond this world — demons. Your people still remember them, don’t you?"
[/message]
[message]
speaker=Anlindë
message= _ "We... our sages do, but... How can this be possible? The Demon Lord was vanquished by the Lady of Light long ago!"
[/message]
[message]
speaker=Galas
message= _ "Lady of Light?"
[/message]
[message]
speaker=Mal Keshar
message= _ "Ah, but that was a mere foretaste of our doom. Something or someone apparently opened a portal — a new one — to the very heart of Inferno, unleashing the forces of evil and allowing them to cross the barrier dividing our realm from theirs. This may have been done from our world, or it may not. Arrogant unscrupulous magi cast us into this chaotic future before when they raised the two unnatural suns, after all. But yes... the humans are building a new empire of blood and destruction, and from what I gather you are the victims of its northwards expansion."
[/message]
[message]
speaker=Anlindë
message= _ "Then these caves are definitely not safe anymore. We need to escape — but supposing we can, for how long will we be able to avoid our enemy?"
[/message]
[message]
speaker=Mal Keshar
message= _ "You would be killed, tortured, or converted by them in a matter of hours, perhaps minutes, even seconds. You are few to their many, and lack the power necessary to combat the demonic hordes. Not even I have <i>that</i> fabled power — but I care little about it. I do not fear an end to my undeath. I have nothing left; all that I once loved has been scoured away by pitiless time."
[/message]
[message]
speaker=Galas
message= _ "Anlindë, what is the point of fleeing from those fiends to a new and safe home like cowards if they will surely find us again? For how long can we delay our downfall? Why are we not fighting the enemy?"
[/message]
[message]
speaker=Anlindë
message= _ "Our kin tried before, Galas, and we became the witnesses to their failure. We have no aid or craft that they did not."
[/message]
[message]
speaker=Mal Keshar
message= _ "Perhaps this will interest you: the wielders of the Union did not die after that catastrophe you insist on only vaguely referencing throughout this conversation. Have you all forgotten that they roamed Irdya for many centuries before, even exceeding the notorious lifespan of your kind?"
[/message]
[message]
speaker=Galas
message= _ "The Union?"
[/message]
[message]
speaker=Mal Keshar
message= _ "Your elder druids and sorceresses should remember that this Lady of Light did not save you from that evil unaided. What won your victory was nothing else than the power of the Union, at hands of the Master of Darkness <i>and</i> the Lady of Light — a human and an elven lady. And you should remember that they were blessed — or cursed — with eternal life."
[/message]
[message]
speaker=Mal Keshar
message= _ "Some sources say they descended deep into the very heart of the world... and vanished into eternal slumber. It is said that the bright presence of the Lady of Light still radiates from the earth where the two figures of legend now lie dormant. Some claim to have followed them before they both disappeared; if my memory still serves after all this time, I would probably be able to pinpoint their location if I had the chance to approach that region."
[/message]
[delay]
time=1500
[/delay]
[message]
speaker=Galas
message= _ "Would you be willing to lead us there?"
[/message]
[message]
role=supporter
message= _ "What?! But my lord, he is a lich — a necromancer! We cannot have such an abomination on our side!"
[/message]
[message]
speaker=Anlindë
message= _ "... Times have changed, and so have our needs and methods... If Galas thinks the necromancer can help us find the power that can protect the remains of our civilization..."
[/message]
[message]
speaker=Mal Keshar
message= _ "He, he, he, he... yes... yes! I may be able to help you, as long as you abide by my conditions."
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Galas
message= _ "And what would those be?"
[/message]
[message]
speaker=Mal Keshar
message= _ "Protection is all I want."
[/message]
[message]
role=supporter
message= _ "Some of us might oppose this. My lord, please think this through!"
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Mal Keshar
message= _ "What do you think, Galas? You have lost everything — well, mostly. I lost everything too, except for my unfinished business with the orcs, and this knowledge that could be placed at your service on these very simple terms. It’s your decision to make, young boy."
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Galas
message= _ "I accept."
[/message]
[delay]
time=750
[/delay]
[store_unit]
[filter]
id=Mal Keshar
[/filter]
variable=malin_store
kill=yes
[/store_unit]
[unit]
id=Mal Keshar
name= _ "Mal Keshar"
type=Ancient Lich
side=1
{IS_HERO}
unrenamable=yes
canrecruit=no
max_experience=$malin_store.max_experience
experience=$malin_store.experience
max_hitpoints=$malin_store.max_hitpoints
hitpoints=$malin_store.hitpoints
profile=$malin_store.profile
x,y=$malin_store.x,$malin_store.y
facing=$malin_store.facing
upkeep=loyal
[modifications]
{TRAIT_UNDEAD}
[/modifications]
[/unit]
{CLEAR_VARIABLE malin_store}
[redraw][/redraw]
{UNLOCK_VIEW}
[/event]
#
# Secret room 1 objects
#
{HOLY_WATER 12 38}
{HOLY_WATER 12 35}
{ITEM_TOUCHPLATE 19 35}
[event]
name=moveto
[filter]
side=1
x,y=19,35
[/filter]
[remove_item]
x,y=$x1,$y1
[/remove_item]
[terrain]
x,y=18,35
terrain=Urb
[/terrain]
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "Touchplate triggered. A wall moves."
[/message]
[redraw]
side=1
[/redraw]
[/event]
#
# Secret room 2 objects
#
{RING_SPEED 39 29}
{ITEM_TOUCHPLATE 36 32}
[event]
name=moveto
[filter]
side=1
x,y=36,32
[/filter]
[remove_item]
x,y=$x1,$y1
[/remove_item]
[terrain]
x=37
y=32
terrain=Urb
[/terrain]
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "Touchplate triggered. A wall moves."
[/message]
[redraw]
side=1
[/redraw]
[/event]
#
# Secret room 3 objects
#
{HOLY_WATER 25 24}
{ITEM_TOUCHPLATE 25 21}
[event]
name=moveto
[filter]
side=1
x,y=25,21
[/filter]
[remove_item]
x,y=$x1,$y1
[/remove_item]
[terrain]
x,y=25,22
terrain=Urb
[/terrain]
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "Touchplate triggered. A wall moves."
[/message]
[redraw]
side=1
[/redraw]
[/event]
#
# Secret path 1
#
{ITEM_TOUCHPLATE 6 18}
[event]
name=moveto
[filter]
side=1
x,y=6,18
[/filter]
[remove_item]
x,y=$x1,$y1
[/remove_item]
[terrain]
x,y=8,18
terrain=Urb
[/terrain]
[terrain]
x,y=17,16
terrain=Re
[/terrain]
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "Touchplate triggered. Two walls move."
[/message]
[redraw]
side=1
[/redraw]
[/event]
#
# Secret path 2
#
{ITEM_TOUCHPLATE 11 17}
[event]
name=moveto
[filter]
side=1
x,y=11,17
[/filter]
[remove_item]
x,y=$x1,$y1
[/remove_item]
{QUAKE (cave-in.ogg)}
[terrain]
x=33 ,34,35-36,36-37,36-35
y=28-29,29,30 ,31 ,32
terrain=Urb
[/terrain]
[terrain]
x,y=23,9-10
terrain=Re
[/terrain]
[remove_terrain_overlays]
x= 34,35,36
y=29-30,29,28
[/remove_terrain_overlays]
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "Touchplate triggered. A road rises from the depths, and a wall moves."
[/message]
[redraw]
side=1
[/redraw]
[/event]
#
# Secret room 4 near Mal Keshar's keep
#
{CHEST_OF_GOLD 30 18 6}
[item]
x,y=20,2
image=items/chest-plain-closed.png
[/item]
[event]
name=moveto
[filter]
side=1
x,y=20,2
[/filter]
[sound]
name=open-chest.wav
[/sound]
[remove_item]
x,y=$x1,$y1
[/remove_item]
[item]
x,y=$x1,$y1
image=items/chest-plain-open.png
[/item]
[redraw][/redraw]
[message]
speaker=unit
message= _ "This chest is empty."
[/message]
[/event]
[/scenario]
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
[scenario]
id=04_Over_the_Sands
name= _ "Over the Sands"
{MAP 04_Over_the_Sands.map}
{TURNS 63 62 61}
next_scenario=05a_Crossfire
victory_when_enemies_defeated=no
{DEATHS_ACT_1}
{SCENARIO_MUSIC "knolls.ogg"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}
{EXTRA_SCENARIO_MUSIC "wanderer.ogg"}
{EXTRA_SCENARIO_MUSIC "nunc_dimittis.ogg"}
{EXTRA_SCENARIO_MUSIC "revelation.ogg"}
{STORYTXT_OVER_THE_SANDS}
{TWO_SUNS_DEFAULT_SCHEDULE}
{DEHYDRATION_EVENTS}
{SPAWN_CONTROLLER}
# wmllint: validate-off
[side]
side=1
controller=human
team_name=elves
user_team_name= _ "team_name^Elves"
shroud=yes
fog=yes
{GOLD 120 110 100}
{INCOME 4 4 3}
# wmllint: recognize Galas
{CHARACTER_STATS_GALAS}
[/side]
# wmllint: validate-on
[side]
side=2
team_name=enemies
user_team_name= _ "team_name^Orcs"
{RAGGED_FLAG}
{GOLD 180 190 220}
recruit=Orcish Warrior,Wolf Rider,Orcish Archer,Orcish Slayer,Orcish Crossbowman
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT caution 0.20}
{AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern "scout,fighter,archer,fighter,archer,mixed fighter"}
[/ai]
canrecruit=yes
type=Orcish Warlord
id=Karun Baghar
name= _ "Karun Baghar"
[modifications]
{TRAIT_INTELLIGENT}
{TRAIT_QUICK}
[/modifications]
[variables]
immune_to_dehydration=yes
[/variables]
{SIDE_GENERIC_GUARD (Orcish Crossbowman) 77 22}
{SIDE_GENERIC_GUARD (Orcish Crossbowman) 82 20}
{SIDE_GENERIC_GUARD (Orcish Crossbowman) 75 17}
{SIDE_GENERIC_GUARD (Goblin Knight) 74 17}
[/side]
#define OTS_AVOID_LOCATIONS
# Try to not move human units to the eastern side of the map.
{AI_SIMPLE_ALWAYS_ASPECT_VALUE avoid
(
x=60-100
y=1-40
)}
#enddef
[side]
side=3
team_name=enemies
user_team_name= _ "team_name^Barbarians"
{RAGGED_FLAG}
{GOLD 110 120 140}
recruit=Thief,Footpad,Poacher
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.10}
{AI_SIMPLE_ALWAYS_ASPECT grouping no}
{AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern "fighter,scout,archer"}
{OTS_AVOID_LOCATIONS}
[/ai]
canrecruit=yes
type=Huntsman
id=Garren
name= _ "Garren"
[modifications]
{TRAIT_RESILIENT}
{TRAIT_STRONG}
[/modifications]
{NAMED_GENERIC_UNIT () (Outlaw) 35 32 Jurd ( _ "Jurd")} {NO_UPKEEP_NO_OVERLAY} {FACING ne} {GUARDIAN} {GENDER male}
{NAMED_GENERIC_UNIT () (Ranger) 31 38 Urthos ( _ "Urthos")} {NO_UPKEEP_NO_OVERLAY} {FACING ne} {GUARDIAN}
{SIDE_GENERIC_GUARD (Footpad) 35 36} {FACING ne}
{SIDE_GENERIC_GUARD (Rogue) 34 34} {FACING ne}
#ifndef EASY
{SIDE_GENERIC_GUARD (Assassin) 25 31} {FACING se} {GENDER male}
#endif
{SIDE_GENERIC_GUARD (Thief) 21 33} {GENDER male}
{SIDE_GENERIC_GUARD (Thief) 25 29} {GENDER female}
{SIDE_GENERIC_GUARD (Bandit) 28 30}
#ifndef EASY
{SIDE_GENERIC_GUARD (Bandit) 19 31}
#endif
{SIDE_GENERIC_GUARD (Thug) 25 33}
{SIDE_GENERIC_GUARD (Thug) 23 27}
[/side]
[side]
side=4
team_name=elves
user_team_name= _ "team_name^Neutral Humans"
{RAGGED_FLAG}
{GOLD 180 190 200}
recruit=Thug,Footpad,Dark Adept,Vampire Bat
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_NO_SCOUTS}
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.20}
{AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern "fighter,archer,scout,fighter,fighter,scout"}
{OTS_AVOID_LOCATIONS}
[/ai]
canrecruit=yes
type=Fugitive
id=Neryan
name= _ "Neryan"
gender=female
[modifications]
{TRAIT_STRONG}
{TRAIT_INTELLIGENT}
[/modifications]
{SIDE_GENERIC_GUARD (Skeleton Archer) 20 4} {FACING se}
#ifndef EASY
{SIDE_GENERIC_GUARD (Skeleton Archer) 14 8} {FACING se}
#endif
{SIDE_GENERIC_GUARD (Skeleton Archer) 17 5} {FACING sw}
{SIDE_GENERIC_GUARD (Skeleton Archer) 5 6} {FACING se}
{SIDE_GENERIC_GUARD (Skeleton Archer) 13 3} {FACING sw}
{SIDE_GENERIC_GUARD (Revenant) 27 11} {FACING sw}
{SIDE_GENERIC_GUARD (Revenant) 25 16} {FACING se}
{SIDE_GENERIC_GUARD (Highwayman) 18 8} {FACING se}
#ifndef EASY
{SIDE_GENERIC_GUARD (Bandit) 15 6} {FACING se}
#endif
{SIDE_GENERIC_GUARD (Bandit) 8 4} {FACING se}
[/side]
[side]
side=5
team_name=enemies
user_team_name= _ "team_name^Desert Creatures"
hidden=yes
no_leader=yes
{NO_ECONOMY}
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_NO_SCOUTS}
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT grouping no}
[/ai]
{SIDE_GENERIC_GUARD (Wolf) 81 28} {FACING se}
{SIDE_GENERIC_GUARD (Wolf) 80 29} {FACING se}
{SIDE_GENERIC_GUARD (Wolf) 81 29} {FACING se}
{SIDE_GENERIC_GUARD (Wolf) 93 26} {FACING sw}
{SIDE_GENERIC_GUARD (Great Wolf) 92 25} {FACING sw}
{SIDE_GENERIC_GUARD (Wolf) 96 12} {FACING sw}
{SIDE_GENERIC_GUARD (Wolf) 96 11} {FACING sw}
{SIDE_GENERIC_GUARD (Wolf) 97 12} {FACING sw}
{SIDE_GENERIC_GUARD (Wolf) 61 27} {FACING sw}
{SIDE_GENERIC_GUARD (Wolf) 62 27} {FACING sw}
{SIDE_GENERIC_GUARD (Great Wolf) 61 28} {FACING sw}
{SIDE_GENERIC_GUARD (Direwolf) 82 1} {FACING se}
{SIDE_GENERIC_GUARD (Wolf) 81 2} {FACING se}
{SIDE_GENERIC_GUARD (Great Wolf) 86 1} {FACING sw}
{SIDE_GENERIC_GUARD (Great Wolf) 49 38} {FACING nw}
{SIDE_GENERIC_GUARD (Great Wolf) 50 38} {FACING nw}
{SIDE_GENERIC_GUARD (Wolf) 49 39} {FACING nw}
{SIDE_GENERIC_GUARD (Giant Scorpion) 56 14}
{SIDE_GENERIC_GUARD (Giant Scorpion) 55 17}
{SIDE_GENERIC_GUARD (Giant Scorpion) 58 16}
{SIDE_GENERIC_GUARD (Giant Scorpion) 59 2}
{SIDE_GENERIC_GUARD (Giant Scorpion) 61 3}
{SIDE_GENERIC_GUARD (Giant Scorpion) 67 2}
[/side]
[side]
side=6
team_name=enemies
user_team_name= _ "team_name^Errant Souls"
hidden=yes
no_leader=yes
{NO_ECONOMY}
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_NO_SCOUTS}
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT grouping no}
[/ai]
[/side]
{STARTING_VILLAGES 1 4}
{STARTING_VILLAGES 2 8}
{PLACE_IMAGE "items/bones.png" 48 24}
{PLACE_IMAGE "items/bones.png~FL(horiz)" 42 14}
{PLACE_IMAGE "items/bones.png~FL(horiz)" 63 40}
{PLACE_IMAGE "scenery/signpost.png" 32 32}
#
# Errant Souls
#
#define OTS_SOUL _RESPAWN_TURNS _X _Y
#ifdef EASY
{TIMED_DRONE_SPAWNER {_RESPAWN_TURNS} (type=Errant Soul) 6 {_X} {_Y}}
#endif
#ifdef NORMAL
{TIMED_DRONE_SPAWNER {_RESPAWN_TURNS} (type=Errant Soul,Errant Soul,Errant Soul,Ghost) 6 {_X} {_Y}}
#endif
#ifdef HARD
{TIMED_DRONE_SPAWNER {_RESPAWN_TURNS} (type=Errant Soul,Errant Soul,Errant Soul,Ghost,Ghost) 6 {_X} {_Y}}
#endif
#enddef
# NE region
{OTS_SOUL 6 90 3}
{OTS_SOUL 6 97 3}
{OTS_SOUL 6 93 9}
{OTS_SOUL 6 94 4}
{OTS_SOUL 6 94 6}
{OTS_SOUL 6 87 4}
# Road
{OTS_SOUL 6 55 6}
{OTS_SOUL 6 56 9}
{OTS_SOUL 6 53 8}
{OTS_SOUL 6 59 8}
{OTS_SOUL 6 60 5}
{OTS_SOUL 6 57 7}
# S oasis
{OTS_SOUL 6 58 31}
{OTS_SOUL 6 58 34}
{OTS_SOUL 6 62 39}
{OTS_SOUL 6 67 38}
{OTS_SOUL 6 63 31}
{OTS_SOUL 6 61 37}
[event]
name=prestart
[deactivate_and_serialize_sides]
side=3
variable=late_side_barbarians
[/deactivate_and_serialize_sides]
[deactivate_and_serialize_sides]
side=4
variable=late_side_neutral
[/deactivate_and_serialize_sides]
#
# Recall heroes
#
# wmllint: recognize Anlindë
{RECALL_ANLINDE_AT 91 35}
# wmllint: recognize Mal Keshar
{RECALL_MAL_KESHAR_AT 92 36}
{ELVISH_SUPPORTER (supporter)}
{FACE_DIRECTION side=1 nw}
[remove_shroud]
side=1
x=68-101
y=12-41
[/remove_shroud]
{PLAYER_RECRUITMENT_SETUP_FOR_SCENARIO 4}
{OBJECTIVES (
{OBJECTIVE_VICTORY ( _ "Defeat the orcs controlling the oasis")}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Anlindë")}
{OBJECTIVE_DEFEAT ( _ "Death of Mal Keshar")}
{TURNS_RUN_OUT}
{OBJECTIVE_CARRYOVER}
{OBJECTIVE_NOTE ( _ "Straying too far from the road is probably not the best thing to do")}
{OBJECTIVE_NOTE ( _ "Sources of income are very rare in the desert; choose your recruits and recalls carefully")}
{DEHYDRATION_NOTE}
)}
[/event]
[event]
name=start
{LOCK_VIEW}
[message]
speaker=Mal Keshar
message= _ "Ah, the surface! And the sunlight! Scorching hot sand everywhere as usual — how unpleasant."
[/message]
[message]
role=supporter
message= _ "This environment is even more unfavorable for us than the caves. My lord, there is an oasis north from here. If we want to advance across the sands we will need to make sure our people can rest and replenish supplies there. The problem is..."
[/message]
[scroll_to]
x,y=77,19
[/scroll_to]
[message]
speaker=Galas
scroll=no
message= _ "I heard the rumors already. The oasis appears to be controlled by orcs. Is there any other way through?"
[/message]
{HIGHLIGHT_GOAL (x,y=77,19)}
[message]
speaker=Mal Keshar
message= _ "Definitely not, unless your intention is to retrace your steps across the surface... and risk facing the demons again without the tactical advantage of your towers and forests. Small orcish tribes like the one ahead generally lack any proper military discipline. Your forest-loving kin should be able to crush them with ease."
[/message]
[message]
speaker=Galas
message= _ "That isn’t exactly motivating. They have lived in these sands for an epoch or more. They are not the intruders."
[/message]
[message]
speaker=Anlindë
message= _ "Galas, if you want to lead our people... you will need to become accustomed to making hard decisions like this. There is much at stake — either the lives of a few orcs who would have no qualms about murdering us in our sleep, or the lives of our civilians and children, and our hope of protecting and rebuilding our civilization."
[/message]
[delay]
time=500
[/delay]
[message]
speaker=Galas
message= _ "I would never choose the orcs’ lives over ours... Let us prepare for the assault, then."
[/message]
[message]
role=supporter
message= _ "It is only going to become increasingly difficult and expensive to sustain our mounts in this hostile environment. Would that we could replace them with desert beasts."
[/message]
[message]
speaker=Mal Keshar
message= _ "If it is your wish to ride sand lions, so be it. I’m sure you won’t mind if I dispatch a few bats and possibly one or two skeletal riders to scout ahead."
[/message]
[message]
speaker=Anlindë
message= _ "Our agreement did not include allowing you to make use of your foul sorcery in our presence."
[/message]
[message]
speaker=Mal Keshar
message= _ "Did it include <i>forbidding</i> me from doing so, though?"
[/message]
[message]
speaker=Galas
message= _ "Let him do as he wishes."
[/message]
{ALLOW_RECRUIT 1 ("Skeleton,Skeleton Archer,Skeleton Rider,Ghost,Vampire Bat,Walking Corpse")}
[transient_message]
message= _ "You can now recruit undead units.
Elvish units become gradually more expensive to recruit (but not recall) as you progress through scenarios."
[/transient_message]
{SHOW_DEHYDRATION_HELP}
{UNLOCK_VIEW}
[/event]
{MAL_KESHAR_1ST_TIME_HELP}
[event]
name=side 1 turn 1 end
# The supporter really shouldn't die before the first turn is over,
# but one can never be too safe.
{ELVISH_SUPPORTER (supporter)}
[message]
speaker=Anlindë
message={ASIDE ( _ "Galas, it’s not even midday — has the heat atrophied your senses already?")}
[/message]
[message]
speaker=Galas
message={ASIDE ( _ "You defeated him once. Surely you could do it again if worst comes to worst. I need to know to what extent we can trust him.")}
[/message]
[message]
role=supporter
message={ASIDE ( _ "My lord, if you allow me to say so... he is a damned soul, a <i>necromancer</i>! You absolutely <i>cannot</i> place any trust in his words!")}
[/message]
[message]
speaker=Galas
message={ASIDE ( _ "I need to know his motives for offering us his help. If his intention is to strike us down and raise an army with our corpses, I would rather find out sooner than later.")}
[/message]
[/event]
[event]
name=turn 2
[message]
speaker=Mal Keshar
# wmllint: local spelling Aaaand
message= _ "Aaaand, the suns continue their journey through the skies! Hopefully your elves will withstand it long enough to reach the oasis, young leader!"
[/message]
{ELVISH_SUPPORTER (supporter)}
[message]
role=supporter
message= _ "Will he ever stop mocking us?"
[/message]
[/event]
#
# Dialogue about water
#
[event]
name=moveto
first_time_only=yes
[filter]
side=1
# Any unit with partially or completely uncovered feet
type=Elvish Druid,Elvish Shyde
[filter_location]
terrain=W*
[/filter_location]
[/filter]
[message]
speaker=unit
message= _ "female^Ahhh, the refreshing feeling of my feet in the water... I miss our peaceful valley..."
[/message]
[/event]
############################################################################
# #
# ERRANT SOULS #
# #
############################################################################
{FIRE_EVENT_ON_STUMBLE_UPON "found soul" (side=6)}
[event]
name=found soul
[scroll_to]
x,y=$x2,$y2
[/scroll_to]
[delay]
time=500
[/delay]
[message]
speaker=Galas
message= _ "Those hostile spirits... Is this a trick of yours, Mal Keshar?"
[/message]
[message]
speaker=Anlindë
message= _ "No. They are corrupted souls who have haunted the desert for an eternity, victims of the destruction that turned Irdya into an endless desert. Physical weapons are of little use against them and they always find a way back — unless, of course, they are banished from our world by spellcasters capable of wielding the arcane fire... or possibly, a necromancer and his minions."
[/message]
[scroll_to]
x,y=$x1,$y1
[/scroll_to]
[/event]
[event]
name=last breath
[filter]
side=6
[/filter]
[filter_second]
side=1
[/filter_second]
[filter_second_attack]
type=arcane
[/filter_second_attack]
[message]
speaker=second_unit
{UNIT_SPEAKS_FOR_UNDEAD_MINION_STRICT (id=Mal Keshar)}
message= _ "Return to the darkness from whence you came!"
[/message]
[/event]
[event]
name=last breath
first_time_only=no
[filter]
side=6
[/filter]
[filter_second]
side=1
[/filter_second]
[filter_second_attack]
type=arcane
[/filter_second_attack]
#
# Bypass the die event defined by the SPAWN_CONTROLLER macro.
#
[floating_text]
[filter]
x,y=$x1,$y1
[/filter]
text="<span color='red'>"+_"banished"+"</span>" # wmllint: ignore
[/floating_text]
[kill]
x,y=$x1,$y1
animate=yes
fire_event=no
[/kill]
[/event]
############################################################################
# #
# ORCS STAGE #
# #
############################################################################
{FIRE_EVENT_ON_STUMBLE_UPON "found orc" (side=2)}
[event]
name=found orc
[message]
speaker=second_unit
message= _ "Hah, the scouts weren’t hallucinating after all! It’s a party of bold little elves heading for our precious oasis. Go get them!"
[/message]
[scroll_to]
x,y=$x1,$y1
[/scroll_to]
[/event]
[event]
name=die
[filter]
race=orc
[/filter]
[filter_second]
race=undead
[/filter_second]
[message]
speaker=Mal Keshar
message= _ "Yes, yes, this is more like old times!"
[/message]
[/event]
[event]
name=attack
[filter]
id=Karun Baghar
[/filter]
[filter_second]
side=1
[/filter_second]
[fire_event]
name=attacked orc leader
[/fire_event]
[/event]
[event]
name=attack
[filter_second]
id=Karun Baghar
[/filter_second]
[filter]
side=1
[/filter]
[fire_event]
name=attacked orc leader
[/fire_event]
[/event]
[event]
name=attacked orc leader
[message]
speaker=Karun Baghar
message= _ "Elves in <i>my</i> oasis... And you brought a <i>necromancer</i> with you, no less! Begone!"
[/message]
[/event]
[event]
name=last breath
[filter]
id=Karun Baghar
[/filter]
[filter_second]
race=undead
[/filter_second]
[message]
speaker=Mal Keshar
message= _ "Any last words, <i>orc</i>?"
[/message]
[message]
speaker=Karun Baghar
message= _ "Damn... you—"
[/message]
[/event]
[event]
name=die
[filter]
id=Karun Baghar
[/filter]
[if]
[have_unit]
x,y=$x2,$y2
[and]
race=bats
[or]
race=undead
[/or]
[/and]
[/have_unit]
[then]
[message]
speaker=Mal Keshar
message= _ "The chieftain kept a small hoard of gold in his tent. We shall surely find a use for it."
[/message]
[/then]
[else]
[message]
speaker=second_unit
message= _ "The chieftain kept a small hoard of gold in his tent. We shall surely find a use for it."
[/message]
[/else]
[/if]
{RETRIEVE_GOLD {DIFF 60 55 50} }
[fire_event]
name=stage 2
[/fire_event]
[/event]
############################################################################
# #
# MAIN STAGE #
# #
############################################################################
[event]
name=stage 2
{LOCK_VIEW}
#
# Create the barbarian scouts
#
{NAMED_GENERIC_UNIT 3 (Bandit) 47 24 Aetheran ( _ "Aetheran")} {NO_UPKEEP_NO_OVERLAY} {FACING ne}
{NAMED_GENERIC_UNIT 3 (Trapper) 45 25 Mur ( _ "Mur")} {NO_UPKEEP_NO_OVERLAY} {FACING ne}
{NAMED_GENERIC_UNIT 3 (Trapper) 46 22 Gaether ( _ "Gaether")} {NO_UPKEEP_NO_OVERLAY} {FACING sw}
{NAMED_GENERIC_UNIT 3 (Fugitive) 45 20 Merghyn ( _ "Merghyn")} {NO_UPKEEP_NO_OVERLAY} {FACING ne} {GENDER male}
[store_starting_location]
side=2
[/store_starting_location]
[remove_terrain_overlays]
terrain=*^Xo
x=67-101
y= 0-41
[/remove_terrain_overlays]
[remove_shroud]
side=1
x,y=$location.x,$location.y
radius=16
[/remove_shroud]
[redraw]
side=1
[/redraw]
[delay]
time=250
[/delay]
[message]
speaker=Anlindë
message= _ "The oasis is ours now, but we may not tarry long. Our people can replenish supplies and grab anything of value left behind by the orcs, but it is imperative that we continue scouting ahead and clearing the path."
[/message]
[message]
speaker=Galas
message= _ "Is this what we have been reduced to? Looters and scavengers?"
[/message]
[message]
speaker=Anlindë
message= _ "Mal Keshar, where should we head now?"
[/message]
[message]
speaker=Mal Keshar
message= _ "West."
[/message]
[message]
race=elf
[not]
id=Galas,Anlindë
[/not]
message= _ "I thought we were supposed to head northwest!"
[/message]
[message]
speaker=Mal Keshar
message= _ "First west, then we can resume traveling northwest. The sands north of here are especially unpleasant, with absolutely no sources of water or food for your troops for miles and miles. Your people would surely starve and perish. On the other hand, the sands and mountains to the west are all that stands between us and a river, and then a green valley leading to the very heart of Irdya."
[/message]
[message]
speaker=Galas
message= _ "The sooner we find land that isn’t completely covered in sand and infested with orcs..."
[/message]
[scroll_to]
x,y=$location.x,$location.y
[/scroll_to]
{CLEAR_VARIABLE location}
{OBJECTIVES (
{OBJECTIVE_VICTORY ( _ "Proceed with Galas to the mountain range on the western side of the map")}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Anlindë")}
{OBJECTIVE_DEFEAT ( _ "Death of Mal Keshar")}
{TURNS_RUN_OUT}
{OBJECTIVE_CARRYOVER}
{OBJECTIVE_NOTE ( _ "Straying too far from the road is probably not the best thing to do")}
{OBJECTIVE_NOTE ( _ "Sources of income are very rare in the desert; choose your recruits and recalls carefully")}
{DEHYDRATION_NOTE}
)}
{UNLOCK_VIEW}
[/event]
#define OTS_CAPTURE_VILLAGES _SIDE _RADIUS
[store_starting_location]
side={_SIDE}
[/store_starting_location]
[capture_village]
x,y=$location.x,$location.y
radius={_RADIUS}
side={_SIDE}
[/capture_village]
{CLEAR_VARIABLE location}
#enddef
{FIRE_EVENT_ON_STUMBLE_UPON "found barbarians" (side=3)}
[event]
name=found barbarians
#
# Activate side 3.
#
[unserialize_and_activate_sides]
side=3
variable=late_side_barbarians
[/unserialize_and_activate_sides]
{CLEAR_VARIABLE late_side_barbarians}
{OTS_CAPTURE_VILLAGES 3 6}
[if]
[have_unit]
race=elf
x,y=$x1,$y1
[/have_unit]
[then]
[message]
speaker=unit
message= _ "Humans ahead. They appear to be bandits— Oh, damn it, they spotted us!"
[/message]
[/then]
[else]
[message]
speaker=Galas
message= _ "There are bandits ahead—"
[/message]
[/else]
[/if]
[message]
speaker=second_unit
message= _ "What is this? Are those... elves? Like in the stories?"
[/message]
[message]
speaker=Aetheran
message= _ "Undead! They have brought the damned spawns of darkness with them!"
[/message]
[message]
speaker=Merghyn
message= _ "Come on, men, it’s time to smash some bones!"
[/message]
[delay]
time=500
[/delay]
[message]
speaker=Galas
message= _ "I don’t suppose we would make a much better impression without the necromancer’s minions marching amongst us, would we?"
[/message]
[scroll_to]
x,y=$x1,$y1
[/scroll_to]
{OBJECTIVES (
{HEADER_NEW_OBJECTIVES}
{OBJECTIVE_VICTORY ( _ "Defeat the leader of the barbarians controlling the mountain pass")}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Anlindë")}
{OBJECTIVE_DEFEAT ( _ "Death of Mal Keshar")}
{TURNS_RUN_OUT}
{OBJECTIVE_CARRYOVER}
{OBJECTIVE_NOTE ( _ "Straying too far from the road is probably not the best thing to do")}
{OBJECTIVE_NOTE ( _ "Sources of income are very rare in the desert; choose your recruits and recalls carefully")}
{DEHYDRATION_NOTE}
)}
[/event]
[event]
name=last breath
[filter]
id=Garren
[/filter]
[filter_second]
race=elf
[/filter_second]
[message]
speaker=Garren
message= _ "Damn you... pointy-eared demons... ack—"
[/message]
[/event]
[event]
name=last breath
[filter]
id=Garren
[/filter]
[filter_second]
[not]
race=elf
[/not]
[/filter_second]
[message]
speaker=Garren
message= _ "(<i>spits blood</i>) Go to hell, necromancer... ack—"
[/message]
[if]
[have_unit]
race=undead
x,y=$x2,$y2
[/have_unit]
[then]
[message]
speaker=Mal Keshar
message= _ "Now, don’t make this more difficult than it needs to be. You are a strong man — I would hate to waste your useful build tearing you to pieces before dealing the killing blow."
[/message]
[message]
speaker=Galas
message= _ "Mal Keshar, stop it. You are not allowed to torture our opponents... or... raise them as undead, for that matter."
[/message]
[message]
speaker=Mal Keshar
message= _ "What does it matter? These are merely barbarians. They know no laws and no honor."
[/message]
[message]
speaker=Anlindë
message= _ "Allow him to die in peace."
[/message]
[scroll_to_unit]
id=Mal Keshar
[/scroll_to_unit]
[delay]
time=750
[/delay]
[message]
speaker=Mal Keshar
message= _ "Pah, let one of your own finish the job instead. Such a waste."
[/message]
[/then]
[/if]
[/event]
[event]
name=die
[filter]
id=Garren
[/filter]
[fire_event]
name=stage 3
[/fire_event]
[/event]
[event]
name=moveto
first_time_only=yes
[filter]
side=1
x,y=32,32
[/filter]
[redraw][/redraw]
[allow_undo][/allow_undo]
# wmllint: local spelling Arhaghen
[message]
speaker=narrator
image=scenery/signpost.png
message= _ "Eisenstone Clan — South Arhaghen Hills Fortress"
[/message]
[/event]
############################################################################
# #
# FINAL STAGE #
# #
############################################################################
[event]
name=stage 3
{LOCK_VIEW}
{REPLACE_SCENARIO_MUSIC "revelation.ogg"}
#
# Activate side 4.
#
[unserialize_and_activate_sides]
side=4
variable=late_side_neutral
[/unserialize_and_activate_sides]
{CLEAR_VARIABLE late_side_neutral}
{OTS_CAPTURE_VILLAGES 4 14}
[teleport]
[filter]
id=Neryan
[/filter]
x,y=29,18
[/teleport]
[message]
speaker=Galas
message= _ "(<i>sighs</i>) Orcs, humans... Would that we weren’t forced to kill everything in our way."
[/message]
[message]
speaker=Neryan
message= _ "Hey, elves."
[/message]
[remove_terrain_overlays]
terrain=*^Xo
x=19-34
y=21-24
[/remove_terrain_overlays]
[remove_shroud]
side=1
x,y=28,22
radius=4
[/remove_shroud]
[redraw]
side=1
[/redraw]
[scroll_to]
x,y=28,22
[/scroll_to]
{MOVE_UNIT id=Neryan 28 23}
[unit]
type=Highwayman
x,y=27,23
side=4
id=cutscene_bodyguard1
[/unit]
[unit]
type=Bandit
x,y=29,23
side=4
id=cutscene_bodyguard2
[/unit]
[unit]
type=Dark Adept
gender=male
x,y=28,22
side=4
id=cutscene_bodyguard3
[/unit]
[delay]
time=750
[/delay]
[message]
speaker=Neryan
message= _ "Ha, ha... Great job, disposing of those invaders was taking us a bit too long. Ahhhh... How may we repay you? Where is your leader?"
[/message]
[message]
speaker=Galas
message= _ "That would be me, lord Galas of the elves of the Valley of Elynia. Your men control this pass, I presume?"
[/message]
[message]
speaker=Neryan
message= _ "Yes... yes, we do. These lands belong to my people, the Eisenstone clan. We do not normally allow visitors in our territory because of... reasons... but perhaps we could make an exception for you and your advisor."
[/message]
[message]
speaker=Mal Keshar
message= _ "(<i>coughs</i>)"
[/message]
[message]
speaker=Neryan
message= _ "... And the necromancer too, of course. We can provide you with food and water for your soldiers at affordable prices... if you are interested, that is!"
[/message]
[message]
speaker=Galas
message= _ "Thanks for the offer, but we will need supplies and safe passage for a much larger number of people... through your lands, if you don’t mind."
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Neryan
message= _ "... Lord Galas of the elves! Yes, yes, well... we have heard the rumors. Your people hunt down every human who approaches your sacred valley seeking shelter from the demons... You hunt our species like animals, yes, you do. What makes you think we will allow your <i>army</i> to take our lands and lives now, huh? Isn’t that what you came here for?"
[/message]
[delay]
time=250
[/delay]
[message]
speaker=Galas
message= _ "Our intentions are not..."
[/message]
[modify_side]
side=4
team_name=enemies
[/modify_side]
[redraw][/redraw]
[message]
speaker=Neryan
message= _ "<b>Enough!</b> If you know what’s good for you and your kind, you will turn back <i>now</i> or leave through the southwestern pass. Come on, men."
[/message]
[kill]
id=cutscene_bodyguard1,cutscene_bodyguard2,cutscene_bodyguard3
[/kill]
{MOVE_UNIT id=Neryan 29 18}
[store_starting_location]
side=4
[/store_starting_location]
[teleport]
[filter]
id=Neryan
[/filter]
x,y=$location.x,$location.y
[/teleport]
{CLEAR_VARIABLE location}
[redraw][/redraw]
[delay]
time=750
[/delay]
[message]
speaker=Anlindë
message= _ "Their intentions are more transparent than they realize — of course they were trying to set a trap for us. Well... Although they have a few necromancers on their side, getting rid of them should be relatively easy."
[/message]
[message]
speaker=Galas
message= _ "What other options do we have, Mal Keshar?"
[/message]
#[remove_terrain_overlays]
# terrain=*^Xo
# x= 9-17
# y=33-40
#[/remove_terrain_overlays]
[remove_shroud]
side=1
x,y=17,35
radius=7
[/remove_shroud]
[redraw]
side=1
[/redraw]
[scroll_to]
x,y=13,37
[/scroll_to]
[message]
speaker=Mal Keshar
scroll=no
message= _ "The southwestern pass they mentioned, well, it leads to a completely uninhabited plateau, so it is a valid alternative if you want to avoid fighting the humans. Just note that there are barely any sources of water in that direction — your people would only be able to march at night."
[/message]
[message]
speaker=Mal Keshar
message= _ "Choosing that option would do little good for your popularity after accepting my offer, he, he."
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Galas
message= _ "Well..."
[option]
label= _ "Let us confront the humans."
[command]
[message]
speaker=Mal Keshar
message= _ "Ha ha ha ha ha! I knew you wouldn’t turn down the possibility of a good fight, boy!"
[/message]
[message]
speaker=Galas
message= _ "We shall do this on my terms, though. That means: no killing unless strictly necessary, no torturing captured enemies, and no raising corpses. In particular, no harm must come to the clan leader. We may only assume control of their lands temporarily in order to allow our people through."
[/message]
[message]
speaker=Anlindë
message= _ "A sound plan, young leader, but... proving a point to those barbarians, is it really worth it?"
[/message]
[message]
speaker=Galas
message= _ "Only time will tell for sure."
[/message]
[fire_event]
name=stage 3 setup
[/fire_event]
{REPLACE_SCENARIO_MUSIC "loyalists.ogg"}
{APPEND_MUSIC "wanderer.ogg"}
{APPEND_MUSIC "breaking_the_chains.ogg"}
[/command]
[/option]
[option]
label= _ "All this fighting is leading us nowhere. Let us proceed through the southwestern pass."
[command]
[message]
speaker=Anlindë
message= _ "That is an ill-advised choice, Galas. Proving a point to those barbarians isn’t really worth it."
[/message]
[message]
speaker=Galas
message= _ "Only time will tell for sure."
[/message]
{ENDLEVEL_VICTORY yes} {OVERRIDE_NEXT_SCENARIO 05b_Cursed_Plateau}
[/command]
[/option]
[/message]
[scroll_to_unit]
id=Galas
[/scroll_to_unit]
{UNLOCK_VIEW}
[/event]
#define OTS_MAKE_IMMUNE_TO_UNDEAD_SPECIALS _SUF
[object]
silent=yes
[filter]
{_SUF}
[/filter]
[effect]
apply_to=status
add=undrainable
[/effect]
[effect]
apply_to=status
add=unplagueable
[/effect]
[/object]
#enddef
[event]
name=stage 3 setup
#
# Prevent side 4 units from being plagued or drained.
#
[store_unit_ids]
[filter]
side=4
race=human
[/filter]
variable=side_4_living_units
[/store_unit_ids]
[foreach]
array=side_4_living_units
[do]
{OTS_MAKE_IMMUNE_TO_UNDEAD_SPECIALS id=$this_item.id}
[/do]
[/foreach]
{CLEAR_VARIABLE side_4_living_units}
[event]
name=prerecruit
first_time_only=no
[filter]
side=4
race=human
[/filter]
{OTS_MAKE_IMMUNE_TO_UNDEAD_SPECIALS x,y=$x1,$y1}
[/event]
{OBJECTIVES (
{HEADER_NEW_OBJECTIVES}
{OBJECTIVE_VICTORY ( _ "Capture the leader of the Eisenstone clan by reducing her to 0 hitpoints or lower")}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Anlindë")}
{OBJECTIVE_DEFEAT ( _ "Death of Mal Keshar")}
{TURNS_RUN_OUT}
{OBJECTIVE_CARRYOVER}
{OBJECTIVE_NOTE ( _ "Plague and drain weapon specials have no effect on the Eisenstone clan humans for the remainder of this scenario")}
{OBJECTIVE_NOTE ( _ "Straying too far from the road is probably not the best thing to do")}
{OBJECTIVE_NOTE ( _ "Sources of income are very rare in the desert; choose your recruits and recalls carefully")}
{DEHYDRATION_NOTE}
)}
[/event]
[event]
name=last breath
[filter]
id=Neryan
[/filter]
[message]
speaker=Neryan
message= _ "All right, elf lord! You got me and my people... Go ahead and serve us to your starving subjects, what do I care."
[/message]
[message]
speaker=Galas
message= _ "Of course... It didn’t occur to me that we could deal with our food shortage by feeding upon our prisoners. Sadly, I had a different fate in mind for you and your people, and honestly, I have to wonder where the absurd notion of elves hunting humans for food originated in the first place. Unarye, take this woman and the local necromancers to our camp."
[/message]
[hidden_unit]
# wmllint: recognize Unarye
{CHARACTER_STATS_UNARYE}
side=1
x,y=$x1,$y1
[/hidden_unit]
[message]
speaker=Unarye
message= _ "Yes, my lord."
[/message]
[message]
speaker=Galas
message= _ "Let us prepare things for the arrival of our main host."
[/message]
[kill]
id=Unarye,Neryan
[/kill]
{ENDLEVEL_VICTORY yes}
[/event]
[/scenario]
#undef OTS_SOUL
#undef OTS_MAKE_IMMUNE_TO_UNDEAD_SPECIALS
#undef OTS_AVOID_LOCATIONS
#undef OTS_CAPTURE_VILLAGES
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
[scenario]
id=05a_Crossfire
name= _ "Crossfire"
{MAP 05a_Crossfire.map}
{TURNS 33 31 30}
next_scenario=06_The_Moon_Valley
victory_when_enemies_defeated=no
{DEATHS_ACT_1}
{SCENARIO_MUSIC "loyalists.ogg"}
{EXTRA_SCENARIO_MUSIC "revelation.ogg"}
{EXTRA_SCENARIO_MUSIC "wanderer.ogg"}
{STORYTXT_CROSSFIRE}
{AFTERNOON2}
{DUSK2}
{LONGDARK1}
{LONGDARK2}
{LONGDARK3}
{LONGDARK4}
{DAWN1}
{MORNING1}
{MIDDAY1}
{AFTERNOON1}
{DUSK1}
{SHORTDARK}
{DAWN2}
{MORNING2}
{MIDDAY2}
# wmllint: validate-off
[side]
side=1
controller=human
team_name=elves
user_team_name= _ "team_name^Elves"
shroud=yes
{GOLD 210 200 190}
# wmllint: recognize Galas
{CHARACTER_STATS_GALAS}
[/side]
# wmllint: validate-on
[side]
side=2
team_name=undead
user_team_name= _ "team_name^Undead"
{RAGGED_FLAG}
{GOLD 180 190 200}
{INCOME 3 5 6}
{QUANTITY recruit
(Dark Adept,Skeleton Archer,Walking Corpse,Vampire Bat,Ghost)
(Dark Adept,Skeleton Archer,Walking Corpse,Vampire Bat,Ghost,Soulless)
(Dark Adept,Skeleton Archer,Walking Corpse,Vampire Bat,Ghost,Soulless)
}
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT caution 0.2}
[goal]
[criteria]
side=1
[/criteria]
value=8.0
[/goal]
[goal]
[criteria]
side=4
[/criteria]
value=6.0
[/goal]
[goal]
[criteria]
side=3
[/criteria]
value=10.0
[/goal]
[/ai]
canrecruit=yes
type=Lich
id=Jan-Belrid
name= _ "Jan-Belrid"
facing=ne
[modifications]
{TRAIT_UNDEAD}
{TRAIT_STRONG}
[/modifications]
{SIDE_GENERIC_GUARD (Wraith) 27 27} {FACING ne}
{SIDE_GENERIC_GUARD (Wraith) 31 31} {FACING ne}
{SIDE_GENERIC_GUARD ({DIFF Wraith Spectre Spectre}) 27 31} {FACING ne}
# Not guardians
{SIDE_GENERIC_UNIT (Death Knight) 34 26} {FACING ne}
{SIDE_GENERIC_UNIT (Deathblade) 35 28} {FACING ne}
{SIDE_GENERIC_UNIT (Deathblade) 29 26} {FACING ne}
{SIDE_GENERIC_UNIT (Bone Shooter) 33 27} {FACING ne}
[/side]
[side]
side=3
team_name=chaos
user_team_name= _ "team_name^Chaos Empire"
{CHAOS_FLAG}
{GOLD 190 200 210}
{INCOME 3 4 5}
#ifdef EASY
recruit=Chaos Invoker,Demon,Chaos Invader,Chaos Raider
#else
recruit=Chaos Invoker,Demon,Demon Zephyr,Chaos Invader,Chaos Raider
#endif
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT caution 0.25}
{AI_SIMPLE_ALWAYS_ASPECT aggression 0.92}
{AI_SIMPLE_ALWAYS_ASPECT leader_value 6.0}
[goal]
[criteria]
id=Mal Keshar
[/criteria]
value=8.0
[/goal]
[goal]
[criteria]
id=Anlindë
[/criteria]
value=9.0
[/goal]
[goal]
[criteria]
id=Galas
[/criteria]
value=10.0
[/goal]
[/ai]
canrecruit=yes
type=Chaos Arbalestier
id=Falghur
name= _ "Falghur"
facing=ne
[modifications]
{TRAIT_STRONG}
{TRAIT_RESILIENT}
[/modifications]
{NAMED_GENERIC_UNIT () (Demon Zephyr) 62 29 Syrith ( _ "Syrith")} {NO_UPKEEP_NO_OVERLAY} {FACING ne} {GENDER female}
{NAMED_GENERIC_UNIT () (Demon Zephyr) 68 28 Korzan ( _ "Korzan")} {NO_UPKEEP_NO_OVERLAY} {FACING nw} {GENDER male}
{NAMED_GENERIC_UNIT () (Demon Grunt) 60 27 Layran ( _ "Layran")} {NO_UPKEEP_NO_OVERLAY} {FACING ne} {GENDER female}
{SIDE_GENERIC_UNIT (Chaos Hound) 62 23} {FACING ne}
{SIDE_GENERIC_UNIT (Chaos Hound) 68 25} {FACING nw}
{SIDE_GENERIC_UNIT (Demonic Hound) 59 30} {FACING ne}
[/side]
# Outlaws
[side]
side=4
team_name=barbarians
user_team_name= _ "team_name^Barbarians"
{RAGGED_FLAG}
{GOLD 200 210 220}
{INCOME 3 4 5}
#ifdef EASY
recruit=Footpad,Poacher,Thug
#else
recruit=Footpad,Poacher,Thug,Bandit,Ruffian
#endif
canrecruit=yes
type=Fugitive
id=Murlin
name= _ "Murlin"
facing=se
[modifications]
{TRAIT_QUICK}
{TRAIT_STRONG}
[object]
[effect]
apply_to=new_ability
[abilities]
{ABILITY_REGENERATES4}
[/abilities]
[/effect]
[/object]
[/modifications]
#ifndef EASY
{SIDE_GENERIC_GUARD (Assassin) 21 10} {FACING se}
{SIDE_GENERIC_GUARD (Assassin) 30 6} {FACING se}
#endif
# wmllint: recognize Drel
{NAMED_GENERIC_UNIT () (Highwayman) 34 14 Drel ( _ "Drel")} {NO_UPKEEP_NO_OVERLAY} {FACING nw} {GUARDIAN}
{SIDE_GENERIC_GUARD (Highwayman) 25 13} {FACING se}
{SIDE_GENERIC_GUARD (Highwayman) 33 9} {FACING se}
{SIDE_GENERIC_GUARD (Outlaw) 33 17} {FACING se}
{SIDE_GENERIC_GUARD (Outlaw) 39 15} {FACING se}
{SIDE_GENERIC_GUARD (Trapper) 32 15} {FACING se}
{SIDE_GENERIC_GUARD (Trapper) 36 13} {FACING se}
{SIDE_GENERIC_UNIT (Ogre) 32 12} {FACING se}
[/side]
{STARTING_VILLAGES 1 6}
{STARTING_VILLAGES 2 6}
{STARTING_VILLAGES 3 6}
{STARTING_VILLAGES 4 14}
#define XF_OBJECTIVE_COND_HAVE _SUF
{OBJECTIVE_SHOW_IF (
[have_unit]
{_SUF}
[/have_unit]
)}
#enddef
#
# Don't allow enemy players to kill each other's leaders.
#
{FORCE_CHANCE_TO_HIT (
[not]
side=1
[/not]
) (
canrecruit=yes
[not]
side=1
[/not]
) 0 ()}
[event]
name=prestart
{VARIABLE ring_awaiting_pickup no}
{VARIABLE drel_is_dead no}
[remove_shroud]
side=1
x=18-75
y= 0-33
[/remove_shroud]
#
# Recall heroes
#
# wmllint: recognize Anlindë
{RECALL_ANLINDE_AT 59 6}
# wmllint: recognize Mal Keshar
{RECALL_MAL_KESHAR_AT 64 6}
#{ELVISH_SUPPORTER (supporter)}
{FACE_DIRECTION side=1 sw}
[hide_unit]
side=1,3
[/hide_unit]
{PLAYER_RECRUITMENT_SETUP_FOR_SCENARIO 5}
{OBJECTIVES (
{OBJECTIVE_VICTORY ( _ "Make sure no Chaos Empire units survive")} {XF_OBJECTIVE_COND_HAVE side=3}
{OBJECTIVE_VICTORY ( _ "Destroy Jan-Belrid")} {XF_OBJECTIVE_COND_HAVE id=Jan-Belrid}
{OBJECTIVE_VICTORY ( _ "Defeat the barbarian leader")} {XF_OBJECTIVE_COND_HAVE id=Murlin}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Anlindë")}
{OBJECTIVE_DEFEAT ( _ "Death of Mal Keshar")}
{TURNS_RUN_OUT}
{OBJECTIVE_CARRYOVER}
)}
[/event]
[event]
name=start
[message]
speaker=Murlin
message= _ "As if we didn’t have enough to worry about with the forest demons roaming about. What is it now, Drel? Another undead incursion?"
[/message]
[message]
speaker=Drel
message= _ "Yes, brother! It looks like the boys didn’t kill that necromancer quite right."
[/message]
[scroll_to_unit]
id=Jan-Belrid
[/scroll_to_unit]
[delay]
time=750
[/delay]
[message]
speaker=Galas
scroll=no
message= _ "Drel and Murlin? The Eisenstone folk said they are the true leaders of the bandits. And now both that scum and that hostile lich are standing in our way, damn it."
[/message]
[message]
speaker=Anlindë
scroll=no
message= _ "Frankly, I would be more concerned about the encampment to the south."
[/message]
[unhide_unit]
side=3
[/unhide_unit]
[message]
speaker=Falghur
message= _ "There they are! Onwards, you pathetic vermin! The elves must not be allowed near the Heart Mountains before the Warlord arrives! For the glory of the Chaos Empire!"
[/message]
[unhide_unit]
side=1
[/unhide_unit]
[message]
speaker=Galas
message= _ "It appears they are better informed of our movements than I imagined. No matter — their current numbers hardly pose a threat to our forces."
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Galas
message= _ "To arms."
[/message]
[message]
speaker=Mal Keshar
message= _ "Ah, so it <i>is</i> revenge that you seek now?"
[/message]
{ALLOW_RECRUIT 1 (Dark Adept)}
{RECRUITMENT_HINT units/undead-necromancers/adept-magic-3.png
( _ "Humans of the sands, impressed with the power and might of the undead, have joined Mal Keshar and have become his apprentices. From now on you may recruit Dark Adepts!")}
[/event]
[event]
name=prerecruit,prerecall
[filter]
side=1
[/filter]
[message]
speaker=Anlindë
message= _ "Seeing as how every single one of our military leaders has fallen prey to the same thirst for demonic blood as you, Galas, I guess... (<i>sighs</i>) I hope your tactical judgment can still be trusted."
[/message]
[scroll_to]
x,y=$x1,$y1
[/scroll_to]
[/event]
[event]
name=side 2 turn 1
[message]
speaker=Jan-Belrid
message= _ "Ah, what do we have here? <i>More</i> fresh recruits for my army, yes... yes! The Chaos Empire and their demons have come to visit us! Yes! Such a marvelous occasion!"
[/message]
[/event]
[event]
name=attack
[filter]
side=1
race=elf
[/filter]
[filter_second]
side=3
[/filter_second]
[message]
speaker=Galas
message= _ "For our fallen comrades!"
[/message]
[scroll_to]
x,y=$x1,$y1
[/scroll_to]
[/event]
[event]
name=last breath
[filter]
id=Jan-Belrid
[/filter]
[message]
speaker=Jan-Belrid
message= _ "The cold embrace of death... again..."
[/message]
[/event]
[event]
name=last breath
[filter]
id=Falghur
[/filter]
[message]
speaker=Falghur
message= _ "Quickly, report back to the Warlord— Ack!"
[/message]
[/event]
[event]
name=die
[filter]
id=Falghur
[/filter]
[move_unit_fake]
side=3
type=Demon Zephyr
x=60,58,56
y=28,30,31
[/move_unit_fake]
[redraw][/redraw]
[delay]
time=250
[/delay]
[message]
#
# Try to use an elf other than Galas or Anlindë to speak.
# In the extremely unlikely case that isn't possible, use
# Anlindë.
#
race=elf
[not]
id=Galas,Anlindë
[/not]
[or]
id=Anlindë
[/or]
message= _ "One of those wretched creatures is escaping!"
[/message]
[message]
speaker=Galas
message= _ "It can’t be helped... The winged demons can fly high enough to remain out of our spellcasters’ and archers’ reach."
[/message]
[scroll_to]
x,y=$x1,$y1
[/scroll_to]
[/event]
[event]
name=die
first_time_only=no
[filter]
side=3
[or]
canrecruit=yes
[not]
side=1
[/not]
[/or]
[/filter]
[if]
[have_unit]
side=3
canrecruit=no
[/have_unit]
[not]
[have_unit]
id=Falghur
[/have_unit]
[/not]
#
# The Chaos leader is dead but there are still Chaos units
# to kill.
#
[then]
[message]
speaker=Galas
scroll=no
message= _ "Don’t let any more of those fiends escape!"
[/message]
[/then]
[else]
#
# Try to fire victory every time.
#
# This is done by Murlin's last breath event as well. We never really fire his die event
# since he gets manually killed by WML first, hence this has to be done manually.
#
[fire_event]
name=check victory
[/fire_event]
[/else]
[/if]
[/event]
[event]
name=last breath
[filter]
id=Drel
[/filter]
[filter_second]
side=1
[/filter_second]
[message]
speaker=Drel
# wmllint: local spelling frien
message= _ "I won’t be captured by a bunch of forest demons and their skeletal frien— Aaaargh!!!"
[/message]
[/event]
[event]
name=die
[filter]
id=Drel
[/filter]
[filter_second]
[not]
side=1
[/not]
[/filter_second]
{VARIABLE drel_is_dead yes}
[/event]
[event]
name=last breath
[filter]
id=Murlin
[/filter]
[if]
{VARIABLE_BOOLEAN_EQUALS drel_is_dead yes}
[then]
[message]
speaker=Murlin
message= _ "No! W— Wait! I have something... so— something that could help you on your way! Just... please! Don’t kill me or the rest of us! Please!"
[/message]
[/then]
[else]
[message]
speaker=Murlin
message= _ "No! W— Wait! I have something... so— something that could help you on your way! Just... please! Don’t kill me, or my brother, or the rest of us! Please!"
[/message]
[/else]
[/if]
[message]
speaker=Mal Keshar
message= _ "Galas! Oh, leader! What is your decision on the matter of this vile human’s fate?"
[/message]
[message]
speaker=Anlindë
message= _ "Your sardonic remarks aren’t really appreciated, Mal Keshar."
[/message]
[message]
speaker=Galas
message="" # wmllint: ignore
[option]
label= _ "We shall hear your offer as long as you and your people swear to leave and never cause us trouble again."
[command]
[fire_event]
name=murlin leaves artifact
[primary_unit]
x,y=$x1,$y1
[/primary_unit]
[/fire_event]
[/command]
[/option]
[option]
label= _ "Men of your ilk cannot be trusted. Any last words?"
[command]
[fire_event]
name=murlin is executed
[/fire_event]
[/command]
[/option]
[/message]
[/event]
[event]
name=murlin leaves artifact
[object]
silent=yes
[filter]
id=Murlin
[/filter]
[effect]
apply_to=remove_ability
[abilities]
{ABILITY_REGENERATES4}
[/abilities]
[/effect]
[/object]
[message]
speaker=Murlin
message= _ "I swear! He— Here, take this!"
[/message]
[item]
x,y=$x1,$y1
image=items/ring-red.png
[/item]
#
# Block victory until the ring is picked up.
#
{VARIABLE ring_awaiting_pickup yes}
[event]
delayed_variable_substitution=no
name=moveto
first_time_only=no
[filter]
side=1
x,y=$x1,$y1
[/filter]
[fire_event]
name=pickup ring of regeneration
[primary_unit]
x,y=$x1,$y1
[/primary_unit]
[/fire_event]
[/event]
{RETRIEVE_GOLD {DIFF 70 60 50}}
[message]
speaker=Galas
message= _ "You may go now."
[/message]
[delay]
time=250
[/delay]
[kill]
side=4
animate=no
fire_event=no
[/kill]
[redraw][/redraw]
{HIGHLIGHT_GOAL x,y=$x1,$y1}
[message]
speaker=Anlindë
message= _ "A ring of regeneration? That would explain why he was able to resist for so long in spite of his frail build. Well, it’s up to you to decide who should take it, Galas."
[/message]
[scroll_to]
x,y=$x1,$y1
[/scroll_to]
[/event]
[event]
id=ring_regen_ctl
name=pickup ring of regeneration
first_time_only=no
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "Do you want this unit to pick up this item?"
[option]
label={I18N:YES}
[command]
[object]
id=ring_regeneration
name= _ "Ring of Regeneration"
image=icons/ring-copper.png
duration=forever
description= _ "This ring heals the bearer by 4 HP each turn unless poisoned, removing the poison effect otherwise. Additionally, the unit’s physical strength is increased, dealing +1 damage with melee weapons and enjoying a permanent +5 HP increase."
cannot_use_message= _ "This ring may only be used by living creatures other than beasts or individuals with a close affinity to faerie."
[filter]
x,y=$x1,$y1
side=1
race=elf
[not]
type=Elvish Civilian,Elvish Shaman,Elvish Druid,Elvish Shyde,Elvish Sorceress,Elvish Enchantress,Elvish Sylph
[/not]
[not]
id=Anlindë
[/not]
[/filter]
[effect]
apply_to=new_ability
[abilities]
{ABILITY_REGENERATES4}
[/abilities]
[/effect]
[effect]
apply_to=attack
range=melee
increase_damage=1
[/effect]
[effect]
apply_to=hitpoints
increase_total=5
heal_full=yes
[/effect]
[then]
[remove_item]
x,y=$x1,$y1
[/remove_item]
{VARIABLE ring_awaiting_pickup no}
[fire_event]
name=check victory
[/fire_event]
#
# Never run this handler again.
#
[remove_event]
id=ring_regen_ctl
[/remove_event]
[/then]
[/object]
[/command]
[/option]
[option]
label={I18N:NO}
[command]
[allow_undo][/allow_undo]
[/command]
[/option]
[/message]
[/event]
[event]
name=murlin is executed
[message]
speaker=Murlin
message= _ "Fools! You are no better than the hounds of the Chaos Empire! You—"
[/message]
[kill]
id=Murlin
animate=yes
fire_event=no
[/kill]
[redraw][/redraw]
[delay]
time=750
[/delay]
[message]
speaker=Mal Keshar
message= _ "Ah, well. You cannot make friends with every sand-dweller, Galas!"
[/message]
{RETRIEVE_GOLD {DIFF 90 80 70}}
[fire_event]
name=check victory
[/fire_event]
[/event]
[event]
name=check victory
[filter_condition]
{VARIABLE_BOOLEAN_EQUALS ring_awaiting_pickup no}
[not]
[have_unit]
side=3
[/have_unit]
[/not]
[not]
[have_unit]
canrecruit=yes
[not]
side=1
[/not]
[/have_unit]
[/not]
[/filter_condition]
{ENDLEVEL_VICTORY yes}
[/event]
[event]
name=attack end
[filter]
race=undead
[/filter]
[filter_second]
race=undead
[/filter_second]
[message]
speaker=Galas
scroll=no
message= _ "Elves using the undead to fight the undead..."
[/message]
[/event]
[event]
name=victory
{LOCK_VIEW}
[message]
speaker=Galas
message= _ "It is all over, at last. Mal Keshar, those mountains...?"
[/message]
[scroll_to]
x,y=15,7
[/scroll_to]
[message]
speaker=Mal Keshar
scroll=no
message= _ "Our destination is close, Galas. You shall see soon enough."
[/message]
[kill]
[not]
side=1
[/not]
[/kill]
{ELVISH_SUPPORTER supporter}
[hide_unit][/hide_unit]
{FADE_TO_BLACK}
[place_shroud]
side=1
[/place_shroud]
[redraw]
side=1
[/redraw]
[fade_out_music][/fade_out_music]
[scroll_to]
x,y=8,13
{WARP}
[/scroll_to]
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "The group rested for a while before continuing. After passing through the mountain wall west of the river’s keep, they were surprised to see fully-grown plants and animals again. They had left the desert."
[/message]
[delay]
time=750
[/delay]
{FADE_IN}
[remove_shroud]
side=1
[/remove_shroud]
{MODIFY_UNIT (
id=Galas,Mal Keshar,Anlindë
[or]
role=supporter
[/or]
) facing sw}
[teleport]
[filter]
id=Galas
[/filter]
x,y=8,13
[/teleport]
[teleport]
[filter]
id=Mal Keshar
[/filter]
x,y=9,14
[/teleport]
[teleport]
[filter]
id=Anlindë
[/filter]
x,y=9,13
[/teleport]
[teleport]
[filter]
role=supporter
[/filter]
x,y=8,12
[/teleport]
[unhide_unit][/unhide_unit]
[redraw]
side=1
[/redraw]
{REPLACE_SCENARIO_MUSIC elvish-theme.ogg}
[delay]
time=750
[/delay]
[message]
speaker=Galas
message= _ "Everything in the distance seems so lush and alive!"
[/message]
[message]
speaker=Anlindë
message= _ "It’s beautiful."
[/message]
[delay]
time=750
[/delay]
[message]
role=supporter
message= _ "Would that we could stay in these lands forever and make them our new home."
[/message]
[delay]
time=250
[/delay]
[message]
speaker=Galas
message= _ "The Chaos Empire lies south of here. (<i>sighs</i>) We had such an uplifting victory... Do we really need to find those two heroes to forge a new future for our race? Perhaps we have been merely misled by our misfortune and the grim stories told by the Eisenstone humans... We could find the ocean and sail towards the horizon and then..."
[/message]
[message]
speaker=Mal Keshar
message= _ "... The Chaos humans and their demonic allies would find you one way or another."
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Mal Keshar
message= _ "The Moon Valley is only a few days away from us, young Galas!"
[/message]
[message]
speaker=Galas
message= _ "I know, I know..."
[/message]
{CLEAR_VARIABLE ring_awaiting_pickup,drel_is_dead}
[/event]
[/scenario]
#undef XF_OBJECTIVE_COND_HAVE
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
[scenario]
id=05b_Cursed_Plateau
name= _ "Cursed Plateau"
{MAP 05b_Cursed_Plateau.map}
{TURNS 60 56 52} # NOTE: turn limit must be divisible by 4 (see prestart)
next_scenario=06_The_Moon_Valley
victory_when_enemies_defeated=no
{DEATHS_ACT_1}
{SCENARIO_MUSIC "nunc_dimittis.ogg"}
{EXTRA_SCENARIO_MUSIC "revelation.ogg"}
{EXTRA_SCENARIO_MUSIC "into_the_shadows.ogg"}
{STORYTXT_CURSED_PLATEAU}
{NEUTRAL_TOD}
# wmllint: validate-off
[side]
side=1
controller=human
team_name=elves
user_team_name= _ "team_name^Elves"
shroud=yes
fog=yes
{GOLD 210 200 190}
# wmllint: recognize Galas
{CHARACTER_STATS_GALAS}
[/side]
# wmllint: validate-on
[side]
side=2
team_name=evil
user_team_name= _ "team_name^Chaos Empire"
{CHAOS_FLAG}
hidden=yes
{GOLD 100 125 130}
{INCOME 1 2 3}
recruit=Chaos Invoker,Chaos Invader,Chaos Headhunter
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 0.95}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.10}
[/ai]
canrecruit=yes
type=Chaos Razerman
id=Igrim-Gaher
name= _ "Igrim-Gaher"
[modifications]
{TRAIT_STRONG}
{TRAIT_INTELLIGENT}
[/modifications]
{SIDE_GENERIC_GUARD (Dark Knight) 40 32} {FACING nw}
{SIDE_GENERIC_GUARD (Doom Guard) 38 12} {FACING se}
{SIDE_GENERIC_GUARD (Doom Guard) 41 12} {FACING sw}
{SIDE_GENERIC_GUARD (Chaos Invoker) 25 15}
{SIDE_GENERIC_GUARD (Chaos Headhunter) 26 17}
{SIDE_GENERIC_GUARD (Chaos Headhunter) 27 19}
{SIDE_GENERIC_GUARD (Chaos Invader) 23 18}
{SIDE_GENERIC_GUARD (Chaos Invader) 19 18}
{SIDE_GENERIC_GUARD (Chaos Invader) 21 23}
{SIDE_GENERIC_GUARD (Chaos Raider) 24 23}
{SIDE_GENERIC_GUARD (Chaos Raider) 27 30}
[/side]
[side]
side=3
team_name=evil
user_team_name= _ "team_name^Chaos Empire"
{CHAOS_FLAG}
hidden=yes
no_leader=yes
{NO_ECONOMY}
# This is intentionally a red herring side with an unreachable leader
# and initially-controlled villages.
defeat_condition=never
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT grouping no}
[/ai]
{SIDE_GENERIC_GUARD (Psy Crawler) 49 35}
{SIDE_GENERIC_GUARD (Psy Crawler) 34 28}
{SIDE_GENERIC_GUARD (Psy Crawler) 44 16}
{SIDE_GENERIC_GUARD (Psy Crawler) 36 10}
{SIDE_GENERIC_GUARD (Psy Crawler) 43 5}
{SIDE_GENERIC_GUARD (Psy Crawler) 30 11}
{SIDE_GENERIC_GUARD (Psy Crawler) 3 45}
[/side]
[side]
side=4
team_name=evil
user_team_name= _ "team_name^Chaos Empire"
{CHAOS_FLAG}
hidden=yes
gold=0
{INCOME 2 4 5}
recruit=Shadow Minion,Vampire Bat,Chaos Invader,Chaos Bowman,Psy Crawler,Demon Zephyr
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.25}
{AI_RECRUITMENT_ALWAYS_ASPECT ({AI_RECRUIT_LIMIT "Chaos Bowman" 3})}
[/ai]
canrecruit=yes
type=Shadow Courier
id=Isselial
name= _ "Isselial"
[modifications]
{TRAIT_RESILIENT}
{TRAIT_QUICK}
[/modifications]
{SIDE_GENERIC_GUARD (Demon Zephyr) 35 7} {FACING se}
{SIDE_GENERIC_GUARD (Demon Zephyr) 42 14} {FACING sw}
{SIDE_GENERIC_GUARD (Chaos Crossbowman) 19 25}
{SIDE_GENERIC_GUARD (Chaos Bowman) 18 22}
{SIDE_GENERIC_GUARD (Chaos Bowman) 23 29}
[/side]
[side]
side=5
team_name=evil
user_team_name= _ "team_name^Cave Creatures"
{RAGGED_FLAG}
hidden=yes
no_leader=yes
{NO_ECONOMY}
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT grouping no}
[/ai]
{SIDE_GENERIC_GUARD ({DIFF (Blood Bat) (Dread Bat) (Dread Bat)}) 3 53}
{SIDE_GENERIC_GUARD (Vampire Bat) 4 51}
{SIDE_GENERIC_GUARD (Vampire Bat) 5 54}
{SIDE_GENERIC_GUARD (Vampire Bat) 47 20}
{SIDE_GENERIC_GUARD (Vampire Bat) 43 17}
{SIDE_GENERIC_GUARD (Vampire Bat) 42 8}
{SIDE_GENERIC_GUARD (Vampire Bat) 43 4}
{SIDE_GENERIC_GUARD (Vampire Bat) 19 4}
{SIDE_GENERIC_GUARD (Vampire Bat) 19 5}
{SIDE_GENERIC_GUARD (Vampire Bat) 18 4}
{SIDE_GENERIC_GUARD (Vampire Bat) 21 13}
{SIDE_GENERIC_GUARD (Vampire Bat) 51 32}
{SIDE_GENERIC_GUARD (Blood Bat) 40 34}
{SIDE_GENERIC_GUARD (Vampire Bat) 41 31}
{SIDE_GENERIC_GUARD (Vampire Bat) 51 42}
{SIDE_GENERIC_GUARD (Vampire Bat) 20 54}
{SIDE_GENERIC_GUARD (Vampire Bat) 20 44}
{SIDE_GENERIC_GUARD (Blood Bat) 20 42}
{SIDE_GENERIC_GUARD (Vampire Bat) 17 44}
{SIDE_GENERIC_GUARD (Giant Scorpion) 17 17}
{SIDE_GENERIC_GUARD (Giant Scorpion) 27 28}
{SIDE_GENERIC_GUARD (Giant Scorpion) 12 37}
{SIDE_GENERIC_GUARD (Giant Scorpion) 13 40}
{SIDE_GENERIC_GUARD (Giant Scorpion) 23 53}
{SIDE_GENERIC_GUARD (Giant Scorpion) 27 41}
[/side]
{STARTING_VILLAGES_ALL 3}
{STARTING_VILLAGES 1 6}
{STARTING_VILLAGES 2 12}
{STARTING_VILLAGES 4 12}
{ITEM_TOUCHPLATE 7 50}
{PLACE_IMAGE items/parchment.png 13 58}
{PLACE_IMAGE items/gold-coins-medium.png 48 34}
{PLACE_IMAGE items/gold-coins-medium.png 43 4}
{PLACE_IMAGE items/gold-coins-small.png 48 20}
{PLACE_IMAGE items/burial.png 34 13}
{PLACE_IMAGE items/burial.png 32 15}
{PLACE_IMAGE items/burial.png 20 31}
{PLACE_IMAGE items/burial.png 23 35}
{PLACE_IMAGE items/burial.png 9 5}
{PLACE_IMAGE items/burial.png 10 8}
{PLACE_IMAGE items/bonestack.png 42 28}
{PLACE_IMAGE items/bonestack.png 38 9}
{PLACE_IMAGE items/bonestack.png 20 5}
{PLACE_IMAGE scenery/rock-cairn.png 41 14}
{PLACE_IMAGE items/altar-evil.png 35 8}
{PLACE_IMAGE "items/bones.png~FL()" 25 40}
{PLACE_IMAGE items/bones.png 9 28}
{PLACE_IMAGE items/bones.png 18 16}
{PLACE_IMAGE scenery/trash.png 20 10}
{PLACE_IMAGE scenery/trash.png 6 26}
# Magic circle WML by zookeeper
[terrain_graphics]
# Center coordinates relative to map grid
x=6
y=26
[tile]
x=0
y=0
set_flag=circle
[/tile]
[/terrain_graphics]
[terrain_graphics]
map="
, *
* , *
, 1
* , *
, *"
[tile]
pos=1
has_flag=circle
[/tile]
[image]
layer=0
center=90,144
# wmlscope: start ignoring
name="../scenery/circle-magic.png"
# wmlscope: stop ignoring
[/image]
[/terrain_graphics]
#define CUP_END_AREA_SLF
x=1-13
y=1-14
#enddef
[event]
name=prestart
{VARIABLE keys_acquired 0}
{VARIABLE acquired_secret no}
[time_area]
{UNDERGROUND}
# Not Q*^X*, those are surface cliffs
terrain=Cu*,Ku*,W*,R*,R*^*,U*,U*^*,Y*,Y*^*,Q*,Q*^*,Xu*
[not]
terrain=Q*^X*,Rd,Rd^*
[/not]
[not]
{CUP_END_AREA_SLF}
terrain=R*,R*^*
[/not]
[not]
# Starting keep for side 1
x,y,radius=39,51,6
[/not]
[not]
# Secret passage B
x= 6, 5
y=18,19-21
[/not]
[/time_area]
#
# Generate uniform time schedule for the current turn limit.
#
[set_variables]
name=cup_schedule
mode=replace
[literal]
# Skeleton for a [replace_schedule] command.
current_time=0
[template]
{LONGDARK1}
{LONGDARK2}
{LONGDARK3}
{LONGDARK4}
[/template]
[/literal]
[/set_variables]
[store_turns][/store_turns]
{VARIABLE turns_are_even "$($turns % 4)"}
{BUG_ON ({VARIABLE_NUMERICAL_NOT_EQUALS turns_are_even 0}) ()}
{BUG_ON ({VARIABLE_NUMERICAL_LESS_THAN_OR_EQUAL turns $cup_schedule.template.time.length}) ()}
{VARIABLE repeat_times "$($turns / 4)"}
#{LOG_IFTU "ToD length $repeat_times over $turns turns"}
[foreach]
array=cup_schedule.template.time
[do]
[repeat]
times=$repeat_times
[do]
[set_variables]
name=cup_schedule.time
mode=append
to_variable=this_item
[/set_variables]
[/do]
[/repeat]
[/do]
[/foreach]
{CLEAR_VARIABLE cup_schedule.template}
[insert_tag]
name=replace_schedule
variable=cup_schedule
[/insert_tag]
{CLEAR_VARIABLE cup_schedule,repeat_times,turns_are_even,turns}
# wmllint: recognize Anlindë
{RECALL_ANLINDE_AT 39 50}
# wmllint: recognize Mal Keshar
{RECALL_MAL_KESHAR_AT 38 51}
{ELVISH_SUPPORTER (supporter)}
{FACE_DIRECTION side=1 nw}
{PLAYER_RECRUITMENT_SETUP_FOR_SCENARIO 5}
{OBJECTIVES (
{OBJECTIVE_VICTORY ( _ "Galas, Anlindë, or Mal Keshar must reach the northwest corner of the map")}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Anlindë")}
{OBJECTIVE_DEFEAT ( _ "Death of Mal Keshar")}
{TURNS_RUN_OUT}
{OBJECTIVE_CARRYOVER_NO_BONUS}
)}
[/event]
[event]
name=start
[message]
speaker=Galas
message= _ "(<i>shivering slightly</i>) I’m beginning to regret my choice. It gets colder and darker the further we proceed, and our people are nearly starving."
[/message]
[message]
speaker=Mal Keshar
message= _ "It is far too late to turn back, young leader! Besides, we are mere hours away from the edge of the plateau, if I’m not mistaken. "
[/message]
[message]
speaker=Galas
message= _ "Hard to tell with this fog. Incidentally, are you absolutely certain there is nothing we can do about that, Anlindë?"
[/message]
[message]
speaker=Anlindë
message= _ "I would greatly prefer if our spell casters saved their energies for fending off any hostile creatures we may come across—"
[/message]
[sound]
name={SOUND_LIST:BIOMECHANICAL_ROAM}
[/sound]
[message]
speaker=Galas
message= _ "Well, I don’t recognize that creature, but it sure sounded hostile to me! Shall we keep moving?"
[/message]
[message]
speaker=Anlindë
message= _ "I support the motion..."
[/message]
{ALLOW_RECRUIT 1 (Dark Adept)}
{RECRUITMENT_HINT units/undead-necromancers/adept-magic-3.png
( _ "Humans of the sands, impressed with the power and might of the undead, have joined Mal Keshar and have become his apprentices. From now on you may recruit Dark Adepts!")}
[/event]
[event]
name=side 2 turn 1 end
[message]
role=supporter
message= _ "Sir, our scouts report human settlements ahead. Judging by their banners and equipment, they must be forces loyal to that so-called Chaos Empire."
[/message]
[message]
speaker=Anlindë
message= _ "Mal Keshar, you did not say at any point that we were walking straight into enemy territory!"
[/message]
[message]
speaker=Mal Keshar
message= _ "Huh? Indeed, I did not. This region was completely uninhabited last time my minions surveyed it."
[/message]
[message]
speaker=Anlindë
message= _ "And when... exactly... was that?"
[/message]
[message]
speaker=Mal Keshar
message= _ "... A hundred years ago, perhaps? It’s hard to tell when you have dwelt underground for thousands of years in solitude— Why are you looking at me like that?"
[/message]
[message]
role=supporter
message= _ "Thus far our evidence suggests it’s but a border outpost manned by a skeleton crew. Personally, I doubt they will prove to be little more than a minor nuisance."
[/message]
[message]
speaker=Galas
message= _ "If you say so. Backtracking at this point might not be the wisest choice, after all."
[/message]
[modify_side]
side=2,4
hidden=no
[/modify_side]
[/event]
[event]
name=moveto
[filter]
side=1
x=1-100
y=1-38
[/filter]
[event]
name=side 1 turn end
[message]
speaker=Isselial
message= _ "The elves from the desert sanctuary are intruding in our domain? Then what are you waiting for, fools? Get them!"
[/message]
[unit]
side=4
placement=leader
type=Chaos Heavy Longbowman
id=Skaellar
name= _ "Skaellar"
upkeep=free
[modifications]
{TRAIT_RESILIENT}
{TRAIT_QUICK}
#ifdef EASY
{BOSS_BOOST 20% 0 0 1 0}
#else
{BOSS_BOOST 40% 1 0 1 1}
#endif
[/modifications]
[/unit]
[message]
speaker=Skaellar
message= _ "As you command, sir."
[/message]
{NAMED_GENERIC_UNIT 4 (Demon Grunt) () () Erighael ( _ "Erighael")} {PLACEMENT leader} {NO_UPKEEP_NO_OVERLAY} {GENDER male}
{NAMED_GENERIC_UNIT 4 (Demon Warrior) () () Zillias ( _ "Zillias")} {PLACEMENT leader} {NO_UPKEEP_NO_OVERLAY} {GENDER male}
{NAMED_GENERIC_UNIT 4 (Demon Zephyr) () () Avalis ( _ "Avalis")} {PLACEMENT leader} {NO_UPKEEP_NO_OVERLAY} {GENDER male}
#ifndef EASY
{NAMED_GENERIC_UNIT 4 (Hellhound) () () Ker ( _ "Ker")} {PLACEMENT leader} {NO_UPKEEP_NO_OVERLAY}
#endif
{ADD_GOLD 4 175 200 225}
{ADD_GOLD 2 100 120 140}
[disallow_recruit]
side=2
type=Chaos Invoker
[/disallow_recruit]
[allow_recruit]
side=2
type=Psy Crawler
[/allow_recruit]
[modify_side]
side=4
{INCOME 3 4 5}
[/modify_side]
[/event]
[/event]
[event]
name=moveto
[filter]
side=1
type=Vampire Bat,Blood Bat,Dread Bat,Ghost,Wraith,Spectre,Shadow,Nightgaunt
[filter_location]
time_of_day_id=long_dark1,long_dark2,long_dark3,long_dark4
[filter_adjacent_location]
terrain=Q*^X*
[/filter_adjacent_location]
[/filter_location]
[/filter]
[message]
speaker=Galas
message= _ "Mal Keshar, why are your bats and spirits being completely useless around these cliffs? We need to cover as much ground as possible and you aren’t precisely helping."
[/message]
[message]
speaker=Mal Keshar
message= _ "Have you ever tried flying during a storm? Perhaps you should give that a try one day so you learn to leave these things to me instead of spouting orders like a spoiled brat."
[/message]
[message]
speaker=Galas
message= _ "... Fair enough."
[/message]
[/event]
[event]
name=die
[filter]
type=Psy Crawler
[/filter]
[message]
speaker=second_unit
{UNIT_SPEAKS_FOR_UNDEAD_MINION (id=Mal Keshar)}
message= _ "What was <i>that</i> thing?"
[/message]
[/event]
[event]
name=last breath
[filter]
id=Igrim-Gaher
[/filter]
[message]
speaker=Igrim-Gaher
message= _ "Why... Yechnagoth will avenge me! Just you wait— Ack—"
[/message]
[/event]
[event]
name=moveto
[filter]
side=1
[filter_location]
x,y,radius=31,8,5
[/filter_location]
[/filter]
[message]
speaker=Isselial
message= _ "Y— you dare step on s— sacred soil! You sh— shall pay dearly for this t— transgression, unworthy heathens!"
[/message]
[message]
speaker=Mal Keshar
message= _ "Not if we take you out first!"
[/message]
[/event]
[event]
name=last breath
[filter]
id=Isselial
[/filter]
[message]
speaker=Isselial
message= _ "N— no... M— my project... incomplete... F— forgive me, Uria..."
[/message]
[/event]
[event]
name=moveto
[filter]
side=1
x,y=43,4
[/filter]
[remove_item]
x,y=$x1,$y1
[/remove_item]
{RETRIEVE_GOLD {DIFF 90 80 70}}
[/event]
[event]
name=moveto
[filter]
side=1
x,y=48,20
[/filter]
[remove_item]
x,y=$x1,$y1
[/remove_item]
{RETRIEVE_GOLD {DIFF 50 40 25}}
[/event]
[event]
name=moveto
[filter]
side=1
x,y=48,34
[/filter]
[remove_item]
x,y=$x1,$y1
[/remove_item]
{RETRIEVE_GOLD {DIFF 84 72 65}}
[/event]
############################################################################
# #
# SECRET GATE KEY CONTROL EVENTS #
# #
############################################################################
[event]
name=die
first_time_only=no
[filter]
canrecruit=yes
[not]
side=1
[/not]
[/filter]
{VARIABLE x $x1}
{VARIABLE y $y1}
[kill]
x,y=$x,$y
[/kill]
{PLACE_IMAGE items/key.png $x $y}
[switch]
variable=keys_acquired
[case]
value=0
[message]
speaker=second_unit
{UNIT_SPEAKS_FOR_UNDEAD_MINION (id=Mal Keshar)}
message= _ "What is this? It looks like he was carrying a key."
[/message]
[/case]
[case]
value=1
[message]
speaker=second_unit
{UNIT_SPEAKS_FOR_UNDEAD_MINION (id=Mal Keshar)}
message= _ "I found another key!"
[/message]
[/case]
[else]
[transient_message]
message="Winners don’t use cheats." # wmllint: ignore
[/transient_message]
[/else]
[/switch]
[remove_item]
x,y=$x,$y
[/remove_item]
[transient_message]
caption= _ "Rusted Key"
image=icons/key_silver.png
message= _ "A key, presumably for a gate somewhere around."
[/transient_message]
{VARIABLE_INC keys_acquired}
{CLEAR_VARIABLE x,y}
[/event]
#
# Secret passage A
#
[event]
name=moveto
[filter]
side=1
x,y=7,50
[/filter]
[remove_item]
x,y=$x1,$y1
[/remove_item]
[terrain]
x,y=6,50
terrain=Re
[/terrain]
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "Touchplate triggered. A wall moves."
[/message]
[redraw]
side=1
[/redraw]
[/event]
[event]
name=moveto
[filter]
side=1
x,y=13,58
[/filter]
[remove_item]
x,y=$x1,$y1
[/remove_item]
[remove_terrain_overlays]
x,y=8,17
[/remove_terrain_overlays]
[message]
speaker=unit
{UNIT_SPEAKS_FOR_UNDEAD_MINION (id=Mal Keshar)}
message= _ "It’s an old parchment, with a crudely-drawn map on it. It appears to point to a location north from here."
[/message]
[remove_shroud]
side=1
x,y,radius=8,17,2
[/remove_shroud]
{CLEAR_FOG 1 8 17 2}
[redraw]
side=1
[/redraw]
[scroll_to]
x,y=8,17
[/scroll_to]
{HIGHLIGHT_GOAL x,y=8,17}
[message]
scroll=no
speaker=unit
{UNIT_SPEAKS_FOR_UNDEAD_MINION (id=Mal Keshar)}
message= _ "Interesting."
[/message]
{UNCLEAR_FOG}
[scroll_to]
x,y=$x1,$y1
[/scroll_to]
[/event]
#
# Secret passage B
#
[event]
name=moveto
[filter]
side=1
x,y=5,21
[/filter]
[switch]
variable=keys_acquired
[case]
value=0
[message]
speaker=unit
{UNIT_SPEAKS_FOR_UNDEAD_MINION (id=Mal Keshar)}
message= _ "This metal gate glimmers with a magical force that will not let me force it open. There are two keyholes on it. Should we search for the keys? On the other hand, I can hear strange sounds coming from below... Perhaps we should just leave it be."
[/message]
[/case]
[case]
value=1
[message]
speaker=unit
{UNIT_SPEAKS_FOR_UNDEAD_MINION (id=Mal Keshar)}
message= _ "This metal gate glimmers with a magical force that will not let me force it open. There are two keyholes on it. The one key we have in our possession seems to fit in neatly, but it doesn’t seem enough to unlock the gate. Should we search for the other key? On the other hand, I can hear strange sounds coming from below... Perhaps we should just leave it be."
[/message]
[/case]
[else]
[message]
speaker=unit
{UNIT_SPEAKS_FOR_UNDEAD_MINION (id=Mal Keshar)}
message= _ "This metal gate glimmers with a magical force that will not let me force it open. There are two keyholes on it. Both of the keys in our possession fit right in, so I should be able to unlock the gate. On the other hand, I can hear strange sounds coming from below... Perhaps we should just leave it be."
[/message]
[/else]
[/switch]
[message]
speaker=Anlindë
message= _ "I wonder what manner of hideous creature those miscreants might be keeping inside. Perhaps it’s worth investigating."
[/message]
[/event]
[event]
name=moveto
[filter]
side=1
x,y=5,21
[/filter]
[filter_condition]
{VARIABLE_NUMERICAL_GREATER_THAN_OR_EQUAL keys_acquired 2}
[/filter_condition]
[message]
speaker=unit
{UNIT_SPEAKS_FOR_UNDEAD_MINION (id=Mal Keshar)}
message= _ "All right, let us see what it is they are hiding in here."
[/message]
[message]
speaker=narrator
sound=gate.ogg
image=wesnoth-icon.png
message= _ "The gate is unlocked."
[/message]
[remove_terrain_overlays]
x,y=5,22
[/remove_terrain_overlays]
[redraw]
side=1
[/redraw]
[/event]
# Ambience.
[event]
name=moveto
first_time_only=no
[filter]
side=1
x= 1-11
y=22-33
[/filter]
[lua]
code=<<
local rumble_seed = unsynced_random(1, 100)
if rumble_seed % 23 == 0 then -- 4.34% chance
wesnoth.wml_actions.sound { name = (...).sound }
end
>>
[args]
sound={SOUND_LIST:BIOMECHANICAL_ROAM}
[/args]
[/lua]
[allow_undo][/allow_undo]
[/event]
[event]
name=moveto
[filter]
side=1
[filter_location]
x,y,radius=6,26,1
[/filter_location]
[/filter]
[allow_undo][/allow_undo]
[message]
speaker=unit
{UNIT_SPEAKS_FOR_UNDEAD_MINION (id=Mal Keshar)}
message= _ "A magic circle, apparently used not very long ago. There are ashes and charred bones from a creature I can’t identify, at the center. We probably should leave that alone."
[/message]
[/event]
#
# The secret item.
#
# wmlindent: start ignoring
{PICK_UP (items/chest-plain-closed.png) 8 32
(type=Elvish Hunter,Elvish Trapper,Elvish Prowler,Elvish Fighter,Elvish Hero,Elvish Champion,Elvish Captain,Elvish Marshal)
( _ "There is a chest with a note in it, as well as a chain weapon with two weighty ends— Woah! They are surprisingly hot to the touch! According to the note, this artifact used to belong to a powerful priest who imbued it with fire magic and wielded it against the Chaos Empire’s forces before his defeat. By the looks of it, no-one else ever tried wielding it in combat again. Perhaps we should hand it to one of our finest hunters or fighters and see if they can figure out how to use it effectively.")
( _ "I am not suited to use this weapon! Let someone else pick it up.")
(
{VARIABLE acquired_secret yes}
[object]
image=attacks/meteor-hammer.png
duration=forever
name= _ "Shardia’s Meteor"
description= _ "This legendary chain-and-ball weapon was imbued with a powerful ever-burning flame which strikes fear into the hearts of lesser creatures, reducing their effectiveness in combat. Additionally, it increases the wielder’s resistance to fire damage by 20%."
[filter]
x,y=$x1,$y1
[/filter]
[effect]
apply_to=new_ability
[abilities]
{ABILITY_INTIMIDATES}
[/abilities]
[/effect]
[effect]
apply_to=resistance
replace=false
[resistance]
fire=-20
[/resistance]
[/effect]
[effect]
apply_to=new_attack
name=meteor hammer
description= _ "shardia’s meteor"
icon=attacks/meteor-hammer.png
type=fire
range=ranged
damage=15
number=2
[specials]
{WEAPON_SPECIAL_FIRSTSTRIKE}
{WEAPON_SPECIAL_SLOW}
[/specials]
[/effect]
[effect]
apply_to=new_animation
[attack_anim]
[filter_attack]
name=meteor hammer
[/filter_attack]
{MISSILE_FRAME_BOLAS}
start_time=-300
[if]
hits=yes
[frame]
duration=100
sound=hatchet.wav
[/frame]
[frame]
duration=100
[/frame]
[frame]
duration=50
sound=mace.wav
[/frame]
[frame]
duration=100
sound=torch.ogg
[/frame]
[/if]
[else]
hits=no
[frame]
duration=275
sound=hatchet-miss.wav
[/frame]
[frame]
duration=100
sound=torch-miss.ogg
[/frame]
[/else]
[/attack_anim]
[/effect]
[then]
# wmllint: local spelling Eäroldil
[message]
speaker=unit
message= _ "It’s somewhat heavier than the weapons we used to train with before Eäroldil’s accident, but I think I will manage somehow. Now, could we please leave this cavern before whatever is making those unnerving noises decides it’s time for dinner?"
[/message]
[/then]
[/object]
)}
# wmlindent: stop ignoring
############################################################################
# #
# VICTORY #
# #
############################################################################
[event]
name=moveto
[filter]
id=Galas,Anlindë #,Mal Keshar <-- nope, doesn't suit his character
{CUP_END_AREA_SLF}
[/filter]
[message]
speaker=unit
message= _ "Whoah. The view here is amazing. You all have to see this!"
[/message]
[/event]
[event]
name=moveto
first_time_only=no
[filter]
id=Galas,Anlindë,Mal Keshar
x=1
y=1-11
[/filter]
[if]
{VARIABLE_BOOLEAN_EQUALS acquired_secret no}
[then]
[message]
speaker=unit
message= _ "Are we done exploring this region?"
[option]
label= _ "Yes."
[command]
{ENDLEVEL_VICTORY no}
[/command]
[/option]
[option]
label= _ "No."
[command]
[allow_undo][/allow_undo]
[/command]
[/option]
[/message]
[/then]
[else]
{ENDLEVEL_VICTORY no}
[/else]
[/if]
[/event]
[event]
name=victory
[store_unit]
[filter]
id=Galas,Mal Keshar,Anlindë
[not]
{CUP_END_AREA_SLF}
[/not]
[/filter]
kill=no
variable=teleport_heroes
[/store_unit]
[foreach]
array=teleport_heroes
[do]
[teleport]
[filter]
id=$this_item.id
[/filter]
x,y=4,4
clear_shroud=yes
[/teleport]
[/do]
[/foreach]
{CLEAR_VARIABLE teleport_heroes}
[redraw]
side=1
[/redraw]
[scroll_to_unit]
id=Galas
[/scroll_to_unit]
[delay]
time=750
[/delay]
[message]
speaker=Galas
message= _ "Everything in the distance seems so lush and alive!"
[/message]
[message]
speaker=Anlindë
message= _ "It’s beautiful."
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Galas
message= _ "Do we really need to find those two heroes to forge a new future for our race? Perhaps there is another option. We could find the ocean and sail towards the horizon and then..."
[/message]
[message]
speaker=Anlindë
message= _ "... No matter how far away we get from this continent, it will only be a matter of time before the Chaos Empire extends its reaches and wages genocide on us again. Our descendants would not be particularly accepting of our decision knowing that we had the choice to prevent their downfall."
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Galas
message= _ "I know... It was just wishful thinking. Let us continue and find that valley."
[/message]
{CLEAR_VARIABLE acquired_secret,keys_acquired}
[/event]
[/scenario]
#undef CUP_END_AREA_SLF
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
[scenario]
id=06_The_Moon_Valley
name= _ "The Moon Valley"
{MAP 06_The_Moon_Valley.map}
{TURNS 40 37 34}
next_scenario=07_Goliath
{DEATHS_ACT_1}
{SCENARIO_MUSIC "revelation.ogg"}
{STORYTXT_THE_MOON_VALLEY}
{TWO_SUNS_DEFAULT_SCHEDULE}
[time_area]
{UNDERGROUND}
x=1-16,1-15,1-13 ,1-12,1-11
y=1-8 ,9 ,10-11,12 ,13-14
[/time_area]
# wmllint: validate-off
[side]
side=1
controller=human
team_name=elves
user_team_name= _ "team_name^Elves"
{GOLD 275 250 240}
# wmllint: recognize Galas
{CHARACTER_STATS_GALAS}
[/side]
# wmllint: validate-on
[side]
side=2
team_name=orcs
user_team_name= _ "team_name^Orcs"
{GOLD 200 230 260}
recruit=Orcish Grunt,Wolf Rider,Orcish Archer,Orcish Assassin,Orcish Warrior
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT grouping no}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.50}
[/ai]
canrecruit=yes
type=Orcish Warrior
id=Durbaghar
name= _ "Durbaghar"
profile=portraits/orcs/grunt-2.png
[/side]
[side]
side=3
team_name=orcs
user_team_name= _ "team_name^Orcs"
{GOLD 250 275 300}
{QUANTITY recruit
(Orcish Grunt,Wolf Rider,Orcish Archer,Orcish Assassin,Orcish Warrior)
(Orcish Grunt,Orcish Warrior,Wolf Rider,Orcish Archer,Orcish Slayer,Orcish Crossbowman)
(Orcish Warrior,Wolf Rider,Orcish Slayer,Orcish Crossbowman)
}
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT grouping no}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.10}
[/ai]
canrecruit=yes
type=Orcish Sovereign
id=Kal Magar
name= _ "Kal Magar"
[/side]
[side]
side=4
team_name=orcs
user_team_name= _ "team_name^Orcs"
{GOLD 150 175 200}
recruit=Goblin Spearman,Wolf Rider,Orcish Archer,Orcish Grunt
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT grouping defensive}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.90}
[/ai]
canrecruit=yes
type=Orcish Slurbow
id=Barglor
name= _ "Barglor"
profile=portraits/orcs/grunt-2.png
[/side]
[side]
side=5
team_name=orcs
user_team_name= _ "team_name^Orcs"
{GOLD 175 200 225}
recruit=Goblin Spearman,Wolf Rider,Orcish Archer,Orcish Grunt,Goblin Rouser,Orcish Assassin
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT grouping defensive}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.50}
[/ai]
canrecruit=yes
type=Orcish Crossbowman
id=Diglet
name= _ "Diglet"
profile=portraits/orcs/grunt-3.png
[/side]
{STARTING_VILLAGES_ALL 3}
{STARTING_VILLAGES 1 5}
{STARTING_VILLAGES 2 10}
{STARTING_VILLAGES 4 10}
{STARTING_VILLAGES 5 10}
[event]
name=prestart
{PLAYER_RECRUITMENT_SETUP_FOR_SCENARIO 6}
#
# Recall heroes
#
# wmllint: recognize Anlindë
{RECALL_ANLINDE}
# wmllint: recognize Mal Keshar
{RECALL_MAL_KESHAR}
{ELVISH_SUPPORTER (supporter)}
{FACE_DIRECTION side=1 nw}
{PLACE_IMAGE scenery/mine-abandoned.png 2 34}
{PLACE_IMAGE items/orcish-flag.png 42 12}
{PLACE_IMAGE "items/orcish-flag.png~FL(horiz)" 20 20}
{PLACE_IMAGE items/orcish-flag.png 14 13}
{PLACE_IMAGE items/orcish-flag.png 17 10}
{PLACE_IMAGE "items/orcish-banner.png~RC(magenta>green)" 12 7}
{PLACE_IMAGE "items/orcish-banner.png~RC(magenta>green)~FL(horiz)" 10 10}
{PLACE_IMAGE "items/orcish-banner.png~RC(magenta>purple)" 18 15}
{PLACE_IMAGE "items/orcish-banner.png~RC(magenta>purple)" 23 11}
{PLACE_IMAGE "items/orcish-banner.png~RC(magenta>blue)" 39 9}
{PLACE_IMAGE "items/orcish-banner.png~FL(horiz)~RC(magenta>blue)" 45 9}
{PLACE_IMAGE "items/orcish-banner.png~FL(horiz)~RC(magenta>brown)" 37 21}
{PLACE_IMAGE "items/orcish-banner.png~RC(magenta>brown)" 34 23}
{PLACE_IMAGE "items/orcish-banner.png~RC(magenta>brown)" 39 32}
{PLACE_IMAGE "items/orcish-banner.png~RC(magenta>black)" 28 29}
{PLACE_IMAGE "items/orcish-banner.png~RC(magenta>black)" 19 30}
{PLACE_IMAGE "items/orcish-banner.png~RC(magenta>brown)" 36 34}
{PLACE_IMAGE "items/orcish-banner.png~RC(magenta>purple)" 14 23}
{PLACE_IMAGE "items/orcish-banner.png~RC(magenta>green)" 22 5}
{PLACE_IMAGE items/scarecrow.png 28 9}
{PLACE_IMAGE "items/scarecrow.png~FL(horiz)" 15 16}
{PLACE_IMAGE "items/scarecrow.png~FL(horiz)" 19 17}
{PLACE_IMAGE items/scarecrow.png 31 25}
{PLACE_IMAGE items/scarecrow.png 40 28}
{PLACE_IMAGE items/straw-bale1.png 41 30}
{PLACE_IMAGE items/straw-bale2.png 44 27}
{PLACE_IMAGE "items/grain-sheaf.png~FL(horiz)" 31 24}
{PLACE_IMAGE items/grain-sheaf.png 22 17}
{PLACE_IMAGE "items/straw-bale2.png~FL(horiz)" 16 14}
{PLACE_IMAGE "items/straw-bale1.png~FL(horiz)" 27 9}
{PLACE_IMAGE scenery/berry.png 26 8}
{PLACE_IMAGE scenery/berry.png 28 12}
{PLACE_IMAGE scenery/berry.png 29 24}
{PLACE_IMAGE scenery/berry.png 17 17}
{PLACE_IMAGE scenery/berry.png 16 20}
{PLACE_IMAGE scenery/berry.png 44 29}
{OBJECTIVES (
{OBJECTIVE_VICTORY ( _ "Defeat all enemy leaders to secure the valley")}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Anlindë")}
{OBJECTIVE_DEFEAT ( _ "Death of Mal Keshar")}
{TURNS_RUN_OUT}
{OBJECTIVE_CARRYOVER}
)}
[/event]
[event]
name=start
[message]
speaker=Mal Keshar
message= _ "The valley of the Moon. Thousands of years ago, the people then living near here believed the end of the world had come. Rocks fell from the sky, which was dark for many days thereafter. There were earthquakes and other signs. When the sun returned, there being at that time only one, they found a vast smoking crater here; and that night there was blood on the face of the Greater Moon—"
[/message]
{REPLACE_SCENARIO_MUSIC "northerners.ogg"}
[message]
speaker=Anlindë
message= _ "Orcs! This valley is infested with orcs!"
[/message]
[message]
speaker=Diglet
message= _ "Intruders! Alert the chieftain!"
[/message]
[message]
role=supporter
message= _ "Did you hear that?"
[/message]
[message]
speaker=Galas
message= _ "So, this was your cunning plan all along, Mal Keshar? To lead us to orcish territory and use us as fodder for their grunts? To expand your undead army?"
[/message]
[message]
speaker=Mal Keshar
message= _ "Ha, ha, ha! I could have killed you all in your sleep had that been my intention! What would be the point of bringing you to this place when ancient dead warriors abound nowadays? Speak, elf!"
[/message]
[message]
speaker=Anlindë
message= _ "Control your temper, you two! Those orcs should be our only concern right now. We have come this far and the sands we left behind hold no promise. If we want to lead our people to a new and hopeful future, we must fight. Unless Mal Keshar knows an alternate route?"
[/message]
[message]
speaker=Mal Keshar
message= _ "There certainly <i>are</i> other ways to reach the depths if you search for them amidst the tall cliffs of this region, but we will invariably come across unwelcoming natives who will not think twice before killing you and your subjects. Your people are not accustomed to the cold and steep heights of Irdya. If you were to ask me, I’d say you could use this valley to your advantage. Let the orcs fall and perish under the might of the last forest elves of the Great Continent!"
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Galas
message= _ "I do understand that this is our best option for now — it is to be expected from such a desperate and foolish quest. Let us prepare for battle, then. To arms!"
[/message]
[message]
role=supporter
message= _ "To arms!"
[/message]
{APPEND_MUSIC "battle.ogg"}
{APPEND_MUSIC "loyalists.ogg"}
{APPEND_MUSIC "legends_of_the_north.ogg"}
{APPEND_MUSIC "casualties_of_war.ogg"}
{APPEND_MUSIC "western_theme2.ogg"}
[message]
speaker=Kal Magar
message= _ "Intruders, you say? What have the scouts been up to all this time, that this was allowed to happen? Get rid of them <b>now</b>!"
[/message]
[/event]
[event]
name=side 1 turn 1 end
[message]
speaker=Anlindë
message= _ "That did sound very convincing and leader-like, Mal Keshar. I am impressed."
[/message]
[message]
speaker=Anlindë
message={ASIDE ( _ "But trust me, nothing of this would work if it weren’t my goal to find them as well.")}
[/message]
[message]
speaker=Mal Keshar
message={ASIDE ( _ "Of course it wouldn’t. He, he.")}
[/message]
[/event]
#ifdef 0
[event]
name=turn 6
[message]
speaker=Galas
message= _ "The Short Darkness begins to shroud the land, giving the orcs a new advantage."
[/message]
[message]
speaker=Anlindë
message= _ "The combination of the might of the undead and the effectiveness of our hunters will be a great help in surviving the darkness."
[/message]
[/event]
[event]
name=turn 11
[message]
speaker=Mal Keshar
message= _ "Ahh, the Long Darkness approaches, at last! The undead hordes shall rise and crush these repulsive orcs!"
[/message]
[/event]
#endif
[event]
name=moveto
[filter]
x=1-30
y=1-17
side=1
[/filter]
[redraw][/redraw]
[scroll_to]
x,y=18,8
[/scroll_to]
[delay]
time=300
[/delay]
[scroll_to]
x,y=13,15
[/scroll_to]
[delay]
time=300
[/delay]
[scroll_to]
x,y=17,13
[/scroll_to]
[delay]
time=300
[/delay]
[message]
speaker=Galas
scroll=no
message= _ "Those towers seem vacant, but there is something about them I mistrust. Be careful; it may be a trap of the orcs."
[/message]
[scroll_to]
x,y=$x1,$y1
[/scroll_to]
[/event]
[event]
name=moveto
[filter]
x=1-21
y=1-15
side=1
[/filter]
[message]
speaker=Kal Magar
message= _ "So, our best warriors were unable to repel you, little elves? No matter — my bodyguards will send you to hell! Haw, haw, haw!"
[/message]
{ADD_GOLD 2 50 75 100}
{ADD_GOLD 3 90 130 170}
{ADD_GOLD 4 50 75 100}
{ADD_GOLD 5 50 75 100}
{NAMED_LOYAL_UNIT 3 (Orcish Crossbowman) 13 11 Vagkar ( _ "Vagkar")}
{NAMED_LOYAL_UNIT 3 (Orcish Warrior) 14 9 Krislo ( _ "Krislo")}
{NAMED_LOYAL_UNIT 3 (Orcish Warrior) 13 7 Urdo ( _ "Urdo")}
{NAMED_LOYAL_UNIT 3 (Orcish Slayer) 9 12 Gremle ( _ "Gremle")}
{NAMED_LOYAL_UNIT 3 (Orcish Warrior) 18 8 Fir ( _ "Fir")}
{NAMED_LOYAL_UNIT 3 (Orcish Warrior) 13 15 Ewurk ( _ "Ewurk")}
{NAMED_LOYAL_UNIT 3 ({DIFF (Orcish Crossbowman) (Orcish Crossbowman) (Orcish Slurbow)}) 17 13 Ceel ( _ "Ceel")}
{SCROLL_TO 18 8}
[redraw][/redraw]
[delay]
time=300
[/delay]
{SCROLL_TO 13 15}
[redraw][/redraw]
[delay]
time=300
[/delay]
{SCROLL_TO 17 13}
[redraw][/redraw]
[delay]
time=300
[/delay]
[message]
speaker=Galas
message= _ "Uh-oh."
[/message]
[message]
speaker=Mal Keshar
message= _ "Ah, the boy was right. It was a trap, and look — the orcs are calling upon reinforcements!"
[/message]
#ifndef EASY
{NAMED_UNIT 3 (Orcish Assassin) 14 12 Turgan ( _ "Turgan") (upkeep=free)} # {NO_UPKEEP_NO_OVERLAY}
{NAMED_UNIT 3 (Orcish Assassin) 21 9 Akir ( _ "Akir") (upkeep,facing=free,sw)} # {NO_UPKEEP_NO_OVERLAY}
#endif
#ifdef HARD
{NAMED_UNIT 3 (Orcish Assassin) 19 13 Khur ( _ "Khur") (upkeep,facing=free,sw)} # {NO_UPKEEP_NO_OVERLAY}
#endif
[/event]
[event]
name=last breath
[filter]
id=Barglor
[/filter]
[message]
speaker=Barglor
message= _ "Ouch! I’m vanquished..."
[/message]
[/event]
[event]
name=last breath
[filter]
id=Durbaghar
[/filter]
[message]
speaker=Durbaghar
message= _ "Help!! Ack—"
[/message]
[/event]
[event]
name=last breath
[filter]
id=Diglet
[/filter]
[message]
speaker=Diglet
message= _ "Nooo!! Why nobody protects mee..." # wmllint: no spellcheck
[/message]
[/event]
[event]
name=last breath
[filter]
id=Kal Magar
[/filter]
[message]
speaker=Kal Magar
message= _ "... My guards... are a bunch of incompetent... idiotic... fools... Argghhh—"
[/message]
[/event]
[event]
name=die
first_time_only=no
[filter]
[not]
side=1
[/not]
canrecruit=yes
[/filter]
{RANDOM "25,30,35,40,45,50,55"}
{RETRIEVE_GOLD $random}
{CLEAR_VARIABLE random}
[/event]
[event]
name=enemies defeated
{ENDLEVEL_VICTORY yes}
[/event]
[event]
name=victory
[message]
speaker=Galas
message= _ "Our job here is finished. To the caves!"
[/message]
[/event]
[/scenario]
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
[scenario]
id=07_Goliath
name= _ "scenario_name^Goliath"
{MAP 07_Goliath.map}
{TURNS 48 45 42}
next_scenario=08_Errand_of_Hope
victory_when_enemies_defeated=no
{DEATHS_ACT_1}
{SCENARIO_MUSIC "climactic_contemplation.ogg"}
{EXTRA_SCENARIO_MUSIC "heroes_rite.ogg"}
{EXTRA_SCENARIO_MUSIC "the_deep_path.ogg"}
{STORYTXT_THE_GOLIATH}
{UNDERGROUND}
# wmllint: validate-off
[side]
side=1
controller=human
team_name=heroes
user_team_name= _ "team_name^Elves"
shroud=yes
fog=yes
{NO_ECONOMY}
gold=100 # For initial recruitment
# wmllint: recognize Galas
{CHARACTER_STATS_GALAS}
[/side]
# wmllint: validate-on
# Boss
[side]
side=2
team_name=foes
user_team_name= _ "team_name^Chaos Empire"
{CHAOS_FLAG}
color=gold
hidden=yes
no_leader=yes
{NO_ECONOMY}
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT leader_aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT grouping no}
# Needed for the boss to actually try attacking the player.
{AI_SIMPLE_ALWAYS_ASPECT leader_ignores_keep yes}
# Can't use this here; see IftU issue #5.
#{AI_BOSS_TARGETING_ENGINE <<{"Galas","Anlindë","Mal Keshar"}>>}
[/ai]
[/side]
# Boss supporters
[side]
side=3
team_name=foes
user_team_name= _ "team_name^Chaos Empire"
{CHAOS_FLAG}
color=orange
hidden=yes
no_leader=yes
{NO_ECONOMY}
{TEAM_AI_KAMIKAZE}
[/side]
[side]
side=4
team_name=foes
user_team_name= _ "team_name^Cave Creatures"
color=teal
hidden=yes
no_leader=yes
{NO_ECONOMY}
{SIDE_GENERIC_GUARD (Vampire Bat) 34 21} {FACING sw}
{SIDE_GENERIC_GUARD (Vampire Bat) 29 25}
{SIDE_GENERIC_GUARD (Vampire Bat) 31 21}
{SIDE_GENERIC_GUARD (Vampire Bat) 10 8}
{SIDE_GENERIC_GUARD (Vampire Bat) 11 33}
{SIDE_GENERIC_GUARD (Blood Bat) 2 10}
#ifndef EASY
{SIDE_GENERIC_GUARD (Blood Bat) 22 1}
{SIDE_GENERIC_GUARD (Vampire Bat) 22 9}
{SIDE_GENERIC_GUARD (Blood Bat) 32 33}
{SIDE_GENERIC_GUARD (Blood Bat) 10 40}
#else
{SIDE_GENERIC_GUARD (Vampire Bat) 22 1}
#endif
[/side]
[side]
side=5
team_name=foes
user_team_name= _ "team_name^Chaos Empire"
{CHAOS_FLAG}
color=green
hidden=yes
{NO_ECONOMY}
recruit=Chaos Invoker,Chaos Invader,Chaos Headhunter
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 0.99}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.01}
{AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern scout,fighter,scout,archer}
[/ai]
canrecruit=yes
type=Chaos Lorekeeper
id=Verne
name= _ "Verne"
facing=sw
[modifications]
{TRAIT_INTELLIGENT}
{TRAIT_STRONG}
[/modifications]
[/side]
#define G_SUPPORT_AUTOMATON X Y
{RANDOM n,ne,nw,s,se,sw}
[unit]
facing=$random
side=3
x={X}
y={Y}
ai_special=guardian
type=Automaton
upkeep=loyal
random_traits=yes
generate_name=yes
[/unit]
#enddef
#define G_SUPPORT_DEMON X Y
{VARIABLE_RANDOM random_facing "n,ne,nw,s,se,sw"}
{VARIABLE_RANDOM random_type "Demon,Demon Grunt,Demon Zephyr"}
[unit]
facing=$random_facing
side=3
x={X}
y={Y}
ai_special=guardian
type=$random_type
upkeep=loyal
random_gender=yes
random_traits=yes
generate_name=yes
[/unit]
{CLEAR_VARIABLE random_facing,random_type}
#enddef
#define G_SUPPORT_GOLEM X Y
{RANDOM n,ne,nw,s,se,sw}
[unit]
facing=$random
side=3
x={X}
y={Y}
ai_special=guardian
type=Iron Golem
upkeep=loyal
random_traits=yes
generate_name=yes
[/unit]
#enddef
#define G_BOSS_AUTOMATON X Y
{RANDOM n,ne,nw,s,se,sw}
[unit]
facing=$random
side=2
x={X}
y={Y}
ai_special=guardian
type=Automaton
upkeep=loyal
random_traits=yes
generate_name=yes
[/unit]
#enddef
{BOSS_SCENARIO_PLAYER_RECRUITMENT}
{CAVE_NOISE_SOUND_SOURCE}
{CAVE_WATER_SOUND_SOURCE 7 7}
{CAVE_WATER_SOUND_SOURCE 23 32}
[event]
name=prestart
{PLAYER_RECRUITMENT_SETUP_FOR_SCENARIO 7}
#
# Recall heroes
#
# wmllint: recognize Anlindë
{RECALL_ANLINDE_AT 35 2}
# wmllint: recognize Mal Keshar
{RECALL_MAL_KESHAR_AT 34 2}
#
# Guards in the hallway
#
{G_SUPPORT_AUTOMATON 2 15}
{G_SUPPORT_AUTOMATON 7 16}
{G_SUPPORT_AUTOMATON 3 19}
{G_SUPPORT_AUTOMATON 25 3}
{G_SUPPORT_AUTOMATON 23 5}
#ifndef EASY
{G_SUPPORT_AUTOMATON 22 12}
#endif
{G_SUPPORT_DEMON 12 5}
{G_SUPPORT_DEMON 5 5}
{G_SUPPORT_AUTOMATON 13 2}
{G_SUPPORT_AUTOMATON 13 4}
{G_SUPPORT_AUTOMATON 10 6}
{G_SUPPORT_DEMON 4 8}
{G_SUPPORT_AUTOMATON 6 13}
{G_SUPPORT_AUTOMATON 7 22}
{G_SUPPORT_DEMON 13 17}
#
# Boss antechamber guards
#
{G_SUPPORT_AUTOMATON 14 10}
{G_SUPPORT_AUTOMATON 24 17}
{G_SUPPORT_AUTOMATON 10 19}
{G_SUPPORT_AUTOMATON 12 5}
#
# Boss Chamber entrance guards
#
#ifndef EASY
{G_SUPPORT_AUTOMATON 19 20}
{G_SUPPORT_AUTOMATON 23 20}
#endif
[unit]
side=3
#ifndef HARD
type=Doom Guard
#else
type=Hell Guardian
#endif
x,y=21,20
generate_name=yes
ai_special=guardian
upkeep=free
[modifications]
{TRAIT_QUICK}
{TRAIT_STRONG}
[/modifications]
[/unit]
{G_SUPPORT_AUTOMATON 21 26}
{G_SUPPORT_AUTOMATON 24 24}
{G_SUPPORT_DEMON 22 25}
{G_SUPPORT_DEMON 23 25}
#
# Boss Chamber guards
#
{G_BOSS_AUTOMATON 20 31}
{G_BOSS_AUTOMATON 28 31}
{G_BOSS_AUTOMATON 26 38}
{G_BOSS_AUTOMATON 20 36}
{G_BOSS_AUTOMATON 15 30}
{G_BOSS_AUTOMATON 16 37}
{G_SUPPORT_AUTOMATON 14 33}
{G_SUPPORT_AUTOMATON 29 37}
{G_SUPPORT_AUTOMATON 29 23}
{G_SUPPORT_AUTOMATON 24 10}
{G_SUPPORT_AUTOMATON 26 11}
#ifndef EASY
{G_SUPPORT_AUTOMATON 24 12}
#endif
[unit]
side=3
type=Blood Imp
id=Gurglo
name=_"Gurglo"
x,y=5,16
ai_special=guardian
upkeep=free
[modifications]
{TRAIT_DIM}
{TRAIT_SLOW}
[/modifications]
[/unit]
{G_SUPPORT_GOLEM 15 14}
{G_SUPPORT_GOLEM 15 16}
{CLEAR_VARIABLE random}
{FACE_DIRECTION side=1 sw}
{OBJECTIVES (
{OBJECTIVE_VICTORY ( _ "Investigate the cave")}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Anlindë")}
{OBJECTIVE_DEFEAT ( _ "Death of Mal Keshar")}
{TURNS_RUN_OUT}
{OBJECTIVE_CARRYOVER_NO_BONUS}
{BOSS_SCENARIO_NOTE}
)}
#
# Ensure Verne won't go away or try to attack the player
# causing the 'sighted' even to not be ever triggered.
#
[modify_side]
side=5
controller=null
[/modify_side]
[/event]
[event]
name=start
[message]
speaker=Anlindë
message= _ "I feel some kind of strong presence in this place. We should determine its nature before we allow our people to follow."
[/message]
[message]
speaker=Galas
message= _ "Wait, I hear steps..."
[/message]
[move_unit_fake]
type=Demon Grunt
gender=female
side=3
x=24,30
y=3 ,5
[/move_unit_fake]
{NAMED_UNIT 3 (Demon Grunt) 30 5 Kyra ( _ "Kyra") ()} {NO_UPKEEP_NO_OVERLAY} {GENDER female} {FACING ne}
[move_unit_fake]
type=Demon
side=3
gender=female
x=24,31
y=3 ,6
[/move_unit_fake]
{NAMED_UNIT 3 (Demon) 31 6 Zilla ( _ "Zilla") ()} {NO_UPKEEP_NO_OVERLAY} {GENDER female} {FACING ne}
[move_unit_fake]
type=Demon Grunt
side=3
gender=male
x=24,30
y=3 ,6
[/move_unit_fake]
{NAMED_UNIT 3 (Demon Grunt) 31 6 Kairus ( _ "Kairus") ()} {NO_UPKEEP_NO_OVERLAY} {GENDER male} {FACING ne}
[message]
speaker=Kyra
message= _ "Surprise, forest dwellers. Didn’t expect us here, uh?"
[/message]
[message]
speaker=Kairus
message= _ "Kill them! It’s the Emperor’s command!"
[/message]
[message]
speaker=Galas
# po: 'Them' being the Lady of Light and the Master of Darkness.
message= _ "Damn it, it’s just as I feared! These vile creatures are intent on getting to them before us!"
[/message]
[/event]
[event]
name=DEBUG1
first_time_only=no
[while]
[have_unit]
side=1
x=29-42
y= 1-8
[/have_unit]
[do]
[teleport]
[filter]
side=1
x=29-42
y= 1-8
[/filter]
x,y=21,31
[/teleport]
[/do]
[/while]
[redraw]
side=1
[/redraw]
[scroll_to]
x,y=21,31
[/scroll_to]
[/event]
{FIRE_EVENT_ON_STUMBLE_UPON "found verne" (id=Verne)}
[event]
name=found verne
#
# Make his side active.
#
[modify_side]
side=5
controller=ai
{GOLD 60 70 80}
income=0
[/modify_side]
{FAKE_RECRUIT 5 (Chaos Invader) 11 3}
{FAKE_RECRUIT 5 (Chaos Invoker) 11 4}
{FAKE_RECRUIT 5 (Chaos Invader) 9 3}
{FAKE_RECRUIT 5 (Chaos Invader) 9 4}
[message]
speaker=Verne
message= _ "You, elves! If you still place any value on your lives you shall stop and leave now!"
[/message]
[/event]
##################### Touch-gem that opens the boss antechamber #####################
{PLACE_IMAGE (items/ball-blue.png) 3 22}
{ITEM_TOUCHPLATE 3 22}
[event]
name=prestart
{VARIABLE door_1 no}
[/event]
[event]
name=victory
{CLEAR_VARIABLE door_1}
[/event]
[event]
name=moveto
first_time_only=no
[filter]
side=1
x,y=3,22
[/filter]
[if]
{VARIABLE_BOOLEAN_EQUALS door_1 no}
[then]
{VARIABLE door_1 yes}
[remove_item]
x,y=$x1,$y1
[/remove_item]
{PLACE_IMAGE items/ball-green.png $x1 $y1}
[redraw][/redraw]
{QUAKE (rumble.ogg)}
[terrain]
x=9-10,9-10,9-10
y=12, 14, 16
terrain=Urb
[/terrain]
[remove_shroud]
side=1
x= 8-11
y=11-17
[/remove_shroud]
[redraw]
side=1
[/redraw]
[scroll_to]
x,y=9,15
[/scroll_to]
{HIGHLIGHT_GOAL (
x=9,9,9
y=12,14,16
)}
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "Touchgem activated. A wall moves."
[/message]
[scroll_to]
x,y=$x1,$y1
[/scroll_to]
[/then]
[else]
[allow_undo][/allow_undo]
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "Touchgem already activated."
[/message]
[/else]
[/if]
[/event]
##################### Secret eastern passage #####################
{OBJ_VOID_ARMOR 31 24 armor_void}
##################### Touch-plate at 10,19 which opens the room with the final touch-plate and a bonus #####################
# Touchplate 10 19
{ITEM_TOUCHPLATE 10 19}
[event]
name=moveto
[filter]
side=1
x,y=10,19
[/filter]
[remove_item]
x,y=$x1,$y1
[/remove_item]
[terrain]
x,y=14,14-15
terrain=Ur
[/terrain]
{PLACE_IMAGE (scenery/rubble.png) 14 14-15}
[message]
speaker=narrator
image=wesnoth-icon.png
message=_"Touchplate triggered. A wall moves."
[/message]
{REVEAL_AREA 13 14 15 16}
[/event]
##################### Final touch-plate and a bonus; tp opens the final boss chamber #####################
# Bonus - a strength potion (WML from /data/core/macros/items.cfg, modified)
{PICK_UP (items/potion-red.png) 17 15 (
[not]
status=not_living
[/not]
[not]
race=bats
[/not]
)
( _ "This small flask contains some potion of strength, said to be able to turn mere weaklings into formidable fighters! Let us choose who shall drink it.")
( _ "This potion can only be used by living beings other than beasts. Let another take it.")
(
[sound]
name=potion.ogg
[/sound]
[object]
id=e1l7_strength_potion
name= _ "Potion of Strength"
image=icons/potion-red-4.png
duration=scenario
description= _ "The drinker’s strength is increased for the remainder of the scenario, adding 2 damage points to their melee attacks, and adding 8 points to their total HP."
[filter]
x,y=$x1,$y1
[/filter]
[effect]
apply_to=attack
range=melee
increase_damage=2
[/effect]
[effect]
apply_to=hitpoints
increase_total=8
heal_full=yes
[/effect]
[/object]
)}
# Touchplate 16 14
{ITEM_TOUCHPLATE 16 14}
[event]
name=moveto
[filter]
side=1
x,y=16,14
[/filter]
[remove_item]
x,y=$x1,$y1
[/remove_item]
{QUAKE (cave-in.ogg)}
[terrain]
x=19,21,23
y=19,19,19
terrain=Urb
[/terrain]
{PLACE_IMAGE (scenery/rubble.png) 19,21,23 19,19,19}
[redraw]
side=1
[/redraw]
[message]
speaker=narrator
image=wesnoth-icon.png
message=_"Touchplate triggered. A wall moves."
[/message]
{REVEAL_AREA 18 18 24 20}
[/event]
##################### Boss events #####################
[event]
name=moveto
[filter]
side=1
x=18-26
y=32-38
[/filter]
[store_starting_location]
side=2
[/store_starting_location]
[store_direction]
from_x,from_y=$location.x,$location.y
to_x,to_y=$x1,$y1
[/store_direction]
[sound]
name="dwarf-laugh.wav"
[/sound]
{QUAKE (cave-in.ogg)}
{QUAKE (rumble.ogg)}
# Boss appears
[remove_shroud]
x,y=$location.x,$location.y
radius=6
side=1
[/remove_shroud]
[unit]
canrecruit=yes
side=2
type=Goliath
id=Goliath
name= _ "Goliath"
x,y=$location.x,$location.y
facing=$direction
level=4
{IS_BOSS}
[modifications]
{TRAIT_MECHANICAL}
{BOSS_BOOST 110% 0 1 5 0}
[object]
[effect]
apply_to=attack
range=melee
[set_specials]
mode=append
{WEAPON_SPECIAL_SLOW}
[/set_specials]
[/effect]
[/object]
[/modifications]
[/unit]
{CLEAR_VARIABLE location,direction}
# A few sidekicks
[repeat]
times={DIFF 2 3 4}
[do]
[unit]
type=Automaton
side=2
placement=leader
generate_name=yes
upkeep=free
[modifications]
{TRAIT_MECHANICAL}
[/modifications]
[/unit]
[/do]
[/repeat]
{BOSS_AMBIENTANCE}
[redraw]
side=1
[/redraw]
[scroll_to_unit]
id=Goliath
[/scroll_to_unit]
[delay]
time=1000
[/delay]
[message]
speaker=Goliath
message= _ "Puny elves and undead! Have you come to challenge me?"
[/message]
[message]
speaker=Galas
message= _ "Eh... Those fists seem very strong! (<i>looks aside</i>) What <i>is</i> this thing, Anlindë?"
[/message]
[message]
speaker=Anlindë
message= _ "Some kind of dwarvish warrior — at least, judging by the runes engraved on its armor. Stay back!"
[/message]
[message]
speaker=Goliath
message= _ "The Master says you must all die! For the Chaos Empire!"
[/message]
[message]
speaker=Mal Keshar
message= _ "Argh, just what we need — a massive metal foe. It will surely crush us if we don’t act fast!"
[/message]
{OBJECTIVES (
{OBJECTIVE_VICTORY ( _ "Destroy the Goliath")}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Anlindë")}
{OBJECTIVE_DEFEAT ( _ "Death of Mal Keshar")}
{TURNS_RUN_OUT}
{OBJECTIVE_CARRYOVER_NO_BONUS}
{BOSS_SCENARIO_NOTE}
)}
[/event]
[event]
name=die
first_time_only=no
[filter]
side=1
[/filter]
[filter_second]
id=Goliath
[/filter_second]
[sound]
name=dwarf-laugh.wav
[/sound]
[/event]
[event]
name=die
[filter]
id=Goliath
[/filter]
[kill]
type=Automaton,Iron Golem,Goliath
[not]
id=Goliath
[/not]
animate=yes
[/kill]
[kill]
side=3
[/kill]
[fade_out_music][/fade_out_music]
[message]
speaker=Galas
message= _ "At last, it’s over."
[/message]
[delay]
time=250
[/delay]
{ENDLEVEL_VICTORY no}
[/event]
[event]
name=victory
{REPLACE_SCENARIO_MUSIC "underground.ogg"}
[remove_terrain_overlays]
x,y=11,36-37
[/remove_terrain_overlays]
[message]
speaker=Anlindë
message= _ "That was a close call. But who knows how many other metallic giants might have been brought to this place by the enemy? Let us leave this chamber and continue exploring, but be on your keenest guard."
[/message]
[remove_shroud]
side=1
x,y,radius=12,36,2
[or]
x,y,radius=15,35,4
[/or]
[/remove_shroud]
[redraw]
side=1
[/redraw]
[scroll_to]
x,y=12,36
[/scroll_to]
[delay]
time=750
[/delay]
[message]
speaker=Galas
scroll=no
message= _ "Onwards we go, then..."
[/message]
[scroll_to_unit]
id=Galas
[/scroll_to_unit]
[/event]
[/scenario]
#undef G_SUPPORT_AUTOMATON
#undef G_SUPPORT_DEMON
#undef G_SUPPORT_GOLEM
#undef G_BOSS_AUTOMATON
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
[scenario]
id=08x_Royal_Meeting
name= _ "Royal Meeting"
{MAP 08x_Royal_Meeting.map}
turns=-1
next_scenario=09_The_Library
victory_when_enemies_defeated=no
{FULLSCREEN_CUTSCENE_UI}
{SCENARIO_MUSIC "the_deep_path.ogg"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}
{EXTRA_SCENARIO_MUSIC "nunc_dimittis.ogg"}
{STORYTXT_ROYAL_MEETING}
{UNDERGROUND}
# wmllint: validate-off
[side]
side=1
controller=human
team_name=heroes
user_team_name= _ "team_name^Elves"
{NO_ECONOMY}
# wmllint: recognize Galas
{CHARACTER_STATS_GALAS}
facing=ne
[/side]
#define RM_DWARF _TYPE _X _Y
[unit]
random_traits=yes
generate_name=yes
type={_TYPE}
x={_X}
y={_Y}
upkeep=loyal
[/unit]
#enddef
[side]
side=2
team_name=heroes
user_team_name= _ "team_name^Dwarves"
{DWARVISH_FLAG}
{NO_ECONOMY}
canrecruit=yes
# wmllint: recognize King Asthorgar
{CHARACTER_STATS_ASTHORGAR_BASE}
facing=se
{RM_DWARF (Dwarvish Dragonguard) 7 10} {FACING se}
{RM_DWARF (Dwarvish Dragonguard) 7 15} {FACING ne}
{RM_DWARF (Dwarvish Dragonguard) 7 20} {FACING ne}
{RM_DWARF (Dwarvish Dragonguard) 21 10} {FACING sw}
{RM_DWARF (Dwarvish Dragonguard) 21 15} {FACING nw}
{RM_DWARF (Dwarvish Dragonguard) 21 20} {FACING nw}
{RM_DWARF (Dwarvish Sentinel) 11 7} {FACING se}
{RM_DWARF (Dwarvish Sentinel) 17 7} {FACING sw}
{RM_DWARF (Dwarvish Guardsman) 11 9} {FACING se}
{RM_DWARF (Dwarvish Guardsman) 17 9} {FACING sw}
{RM_DWARF (Dwarvish Guardsman) 11 12} {FACING se}
{RM_DWARF (Dwarvish Guardsman) 17 12} {FACING sw}
{RM_DWARF (Dwarvish Guardsman) 11 14} {FACING se}
{RM_DWARF (Dwarvish Guardsman) 17 14} {FACING sw}
{RM_DWARF (Dwarvish Guardsman) 11 17} {FACING se}
{RM_DWARF (Dwarvish Guardsman) 17 17} {FACING sw}
{RM_DWARF (Dwarvish Guardsman) 11 19} {FACING se}
{RM_DWARF (Dwarvish Guardsman) 17 19} {FACING sw}
[/side]
# wmllint: validate-on
{CAVE_NOISE_SOUND_SOURCE}
[event]
name=prestart
#
# Recall heroes
#
# wmllint: recognize Anlindë
{RECALL_ANLINDE_AT 13 12}
# wmllint: recognize Mal Keshar
{RECALL_MAL_KESHAR_AT 15 12}
{FACE_DIRECTION (id=Galas,Anlindë) ne}
{FACE_DIRECTION (id=Mal Keshar) nw}
[unit]
# wmllint: recognize Unarye
{CHARACTER_STATS_UNARYE}
side=1
x,y=14,13
facing=ne
[/unit]
[unit]
# wmllint: recognize Inodien
{CHARACTER_STATS_INODIEN}
side=1
x,y=13,14
facing=ne
[/unit]
[unit]
type=Elvish Archer
id=Unidë
name= _ "Unidë"
gender=female
side=1
x,y=15,14
facing=nw
{IS_HERO}
[/unit]
# wmllint: recognize Althurin
[if]
{VARIABLE_NUMERICAL_EQUALS althurin_store.length 0}
[then]
#
# Someone used debug mode to skip scenarios,
# so create Althurin here.
#
[unit]
canrecruit=yes
{CHARACTER_STATS_ALTHURIN_BASE}
side=2
to_variable=althurin_store
[/unit]
[/then]
[/if]
[set_variables]
mode=merge
name=althurin_store
[literal]
side=1
canrecruit=no
{IS_HERO}
facing=sw
[/literal]
[/set_variables]
[unstore_unit]
variable=althurin_store
x,y=15,8
find_vacant=yes
[/unstore_unit]
{CLEAR_VARIABLE althurin_store}
{LOCK_VIEW}
[/event]
[event]
name=start
{MOVE_UNIT (id=King Asthorgar) 14 8}
[message]
speaker=King Asthorgar
message= _ "Welcome, friends. It’s been a long time since yer kinsmen last visited us... But tell me, what’re yer names? What brings ye here to the depths o’ the kingdom o’ Herthgar? And most importantly... <b>why is that accursed lich in this chamber?!</b>"
[/message]
[message]
speaker=Galas
message= _ "We can explain, Your Highness! I am Galas, leader of the elves from the Valley of Elynia. This is Anlindë and..."
[/message]
[message]
speaker=Anlindë
message= _ "The lich is Mal Keshar, our guide and... quite an important ally of ours. We would not be standing here in one piece without his help."
[/message]
[message]
speaker=King Asthorgar
message= _ "I ha’ heard enough o’ this old vile creature ye brought into my domain! Dinna’ ye realize how dangerous it is to deactivate our defenses just to let yer pet in? I would nae tolerate this folly if ye weren’t from the Quenoth kin!"
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Galas
message= _ "I beg your pardon, Your Highness, but what are you talking about?"
[/message]
[message]
speaker=Anlindë
message= _ "King, your fellow dwarves spoke of elves from the desert when they first met us. Am I to assume that they identified themselves as the ‘Quenoth’ people? Did they truly come from the desert to visit you?"
[/message]
[delay]
time=750
[/delay]
[message]
speaker=King Asthorgar
message= _ "Ye ask too many questions..."
[/message]
{MOVE_UNIT (id=King Asthorgar) 14 7}
{FACE_DIRECTION (id=King Asthorgar) n}
[redraw][/redraw]
[delay]
time=1000
[/delay]
[message]
speaker=King Asthorgar
message= _ "Aye, they were the Quenoth elves o’ the desert. It was a few centuries ago that they helped our brethren in the south and opened the route for the restoration of our kingdom. Ye nae heard o’ them before? That’s unexpected. So, from whence d’ye come? I hadn’t stopped to wonder why ye seem so different from what our historians describe..."
[/message]
[delay]
time=750
[/delay]
{FACE_DIRECTION (id=King Asthorgar) s}
[redraw][/redraw]
[delay]
time=500
[/delay]
[message]
speaker=King Asthorgar
message= _ "I reckon ye’re not from the desert then?"
[/message]
[message]
speaker=Galas
message= _ "That’s correct. We actually come from a secluded valley far from here, in which our ancestors found a favorable environment to settle. We were invaded by an army of the same force that I see has already arrived at your doors, the Chaos Empire. But I had never heard before of any large population of our kind living in the desert. What is this that you did not tell me before, Anlindë?"
[/message]
[message]
speaker=Anlindë
message= _ "There was a... civil war, some time after the Fall, Galas. You have to understand that such a world-changing event had similar consequences for every other civilization on the Great Continent and beyond. After the matter was settled and the flames of conflict subsided, our ancestors parted ways; two groups, different directions. We are the direct descendants of the group led by Lord Telchior of Thelien. No-one ever heard from the other group again, until now."
[/message]
[delay]
time=500
[/delay]
[message]
speaker=Galas
message= _ "That would explain why many of the foes we have fought thus far are aware of our existence... Your Highness, what was the fate of the Quenoth elves?"
[/message]
[message]
speaker=King Asthorgar
message= _ "It’s said they were in search of a new home in the Far North, led by a young boy much like ye, by the name of Kalehssar. Our kin sent a soldier along them who eventually returned to tell quite the unusual tale. To put things into perspective, ye ha’ to realize that much o’ the green in the land was still desert back then. I ken it ha’ been a few centuries, but aye, things ha’ changed fast since then. Some believe an otherworldly force works to fix this fractured world bit by bit..."
[/message]
# wmllint: local spellings Zokan Zothan
[message]
speaker=King Asthorgar
message= _ "Och, that nae the tale I was going to tell! Anyway, they didnae continue north. They were attacked by humans led by a wretched abomination posing as their goddess, Eloh! But the humans were nae match for young Kalehssar and his conviction, indeed. Then they were contacted by merfolk! Who guided them to Zokan... Zothan... some island in the ocean. There, they slew the impersonator Yechnagoth, the Eater of Souls! And this feat dispelled a curse that kept the minds o’ the peoples over the sands tied to the monster’s will!"
[/message]
[delay]
time=750
[/delay]
{FACE_DIRECTION (id=King Asthorgar) n}
[redraw][/redraw]
[message]
speaker=King Asthorgar
message= _ "But ’tis just a story from a lunatic who barely made it back home. The poor thing provided them with a vivid account of the journey, though. Ye may ask Althurin later for all the details I omitted for the sake o’ brevity, if ye’re so inclined. (<i>laughs</i>)"
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Mal Keshar
message= _ "Sounds quite impressive for a mere band of elves."
[/message]
{MOVE_UNIT (id=King Asthorgar) 14 8}
{FACE_DIRECTION (id=King Asthorgar) s}
[redraw][/redraw]
[message]
speaker=King Asthorgar
message= _ "Ah, but it wasn’t just a band o’ them! They brought all o’ their people for the journey! Anyway..."
[/message]
[message]
speaker=Anlindë
message= _ "What do you know about the Chaos Empire?"
[/message]
[message]
speaker=Althurin
message= _ "Murderers and thieves aided by the so-called “mother of all demons” from beyond this world. That’s what they are."
[/message]
[message]
speaker=King Asthorgar
message= _ "Aye... About two hundred years ago, they forced the southern clans in Gnalvarden to abandon their caves and move here. But far too many were slaughtered or captured before their king acceded to evacuate. The Chaos fiends even got their claws on some mighty war contraptions our brethren designed. And the poor engineers... we never heard o’ them again."
[/message]
[message]
speaker=King Asthorgar
message= _ "We ha’ been told a powerful warlord is bringing an army to strike against Herthgar, as if there were anything in these caves that could be useful to them. Heh. The point is, I heard yer people are looking for a new home, but we cannae provide ye with one here and now. However, the Far North has remained relatively peaceful for a couple o’ centuries, and I’m sure the humans would welcome ye in their country. I just cannae guarantee that it will last for long..."
[/message]
[delay]
time=250
[/delay]
{FACE_DIRECTION (id=King Asthorgar) n}
[redraw][/redraw]
[delay]
time=500
[/delay]
[message]
speaker=King Asthorgar
message= _ "Och, if ye can forgive me, there are so many things to do before we do battle with the demons... If there’s anything left to discuss, it must wait till dinner."
[/message]
[message]
speaker=Galas
message= _ "It is no problem, Your Highness. We are grateful for your counsel."
[/message]
{MOVE_UNIT (id=King Asthorgar) 14 4}
[kill]
id=King Asthorgar
[/kill]
[scroll_to_unit]
id=Galas
[/scroll_to_unit]
[delay]
time=750
[/delay]
[message]
speaker=Galas
message= _ "What do we do now?"
[/message]
[message]
speaker=Anlindë
message= _ "I don’t think the dwarf king is going to be of help to us. He seems largely ignorant of less mundane affairs... We’ll need to search for the Lady of Light and her consort on our own. But... his advice is sound, actually. If there are humans in the Far North, there might be a chance for our people to survive the forthcoming invasion if we send them to those lands."
[/message]
[message]
speaker=Galas
message= _ "I shall lead an expedition to the Far North, then."
[/message]
[message]
speaker=Anlindë
message= _ "Galas, as the regent lord appointed by Lord Lédinor, you should be beside us when we find her. It will be an important first meeting after all this time since the fall of our ancestors..."
[/message]
[message]
speaker=Galas
message= _ "Well, in that case... Inodien? Would you lead our main host and civilians to the humans?"
[/message]
[message]
speaker=Inodien
message= _ "M— my lord, are you suggesting that I..."
[/message]
[message]
speaker=Galas
message= _ "If it weren’t for Lady Unarye and you, we would have lost many more men and women to the sands. Your leadership in my absence was essential to our survival."
[/message]
[message]
speaker=Inodien
message= _ "Yes, my lord. I—"
[/message]
[message]
speaker=Althurin
message= _ "If I am allowed to interrupt, lord Galas... I may ha’ heard of this “Lady of Light” before."
[/message]
[message]
speaker=Mal Keshar
message= _ "Oh! Now the dwarf decides to be useful! Why didn’t you say so before?"
[/message]
[message]
speaker=Althurin
message= _ "Ye... never said exactly what ye were lookin’ for in these caves."
[/message]
[message]
speaker=Anlindë
message= _ "What do you know about her?"
[/message]
[message]
speaker=Althurin
message= _ "We ha’ some lore about this elvish heroine... from a hundred years or so after the first cataclysm... ’Tis quite confusin’, really, but it’s not the point. My late master once told me a fascinatin’ story of what he found while explorin’ the deepest caves in these mountains. He was but a lad back then, though quite a well-versed one in the art of runecraftin’. He was searchin’ for rare metals that can only be found near the warmer caves where lava occasionally spurts from below and strange ferocious monsters lurk behind every corner."
[/message]
[message]
speaker=Althurin
message= _ "It was around those parts that with his runic artifacts he detected a strong power like he’d never seen before, hidin’ beneath. He said that he could see a light in the darkness of the abyss, and he felt there was somethin’ alive there... Alas, he didn’t have the resources or time to proceed further down. Even till his death he wondered what mighta’ been there."
[/message]
[message]
speaker=Anlindë
message= _ "... That could be the lead we needed. Did your master by any chance leave indications as to how to reach those caves?"
[/message]
[message]
speaker=Althurin
message= _ "Aye, he did. I could guide ye, as well. It’s not exactly advisable to explore the uncharted depths of the heart of Irdya if ye’re not a dwarf."
[/message]
[message]
speaker=Galas
message= _ "If that is a thing you can do... I mean, without the king taking offense to this plan..."
[/message]
# wmllint: local spelling pfft
[message]
speaker=Mal Keshar
message= _ "Pfft, we wouldn’t need to rely on you if I were allowed to turn the elves into undead. Why would you want to risk your life on our mission, anyway?"
[/message]
[message]
speaker=Althurin
message= _ "As I said before, our loremasters have recorded the history of this sorceress. From what I figure she’s probably the most powerful one ever seen by any dwarf, orc, or even elf. ’Tis said she was cursed to live for the rest of eternity as punishment for the arts she delved into. My master took an interest in those stories after his discovery in the deep... And I want to find out the truth."
[/message]
[delay]
time=500
[/delay]
[message]
speaker=Althurin
message= _ "And in any case, ye all saved our lives, and in particular mine — I am indebted for ye saving me from the followers of Uria. Sending ye on a suicidal mission now would not be good form, would it?"
[/message]
[message]
speaker=Anlindë
message= _ "Hm, fair enough, Althurin. We’ll gladly accept your help."
[/message]
[delay]
time=750
[/delay]
[hide_unit][/hide_unit]
{FADE_TO_BLACK}
[fade_out_music][/fade_out_music]
# Kill these three before they end up in side 1's recall list.
[kill]
id=Unarye,Inodien,Unidë
[/kill]
{ENDLEVEL_QUIET} {NO_REPLAY_SAVE}
[/event]
[/scenario]
#undef RM_DWARF
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
[scenario]
id=08_Errand_of_Hope
name= _ "An Errand of Hope"
{MAP 08_Errand_of_Hope.map}
{TURNS 36 34 32}
next_scenario=08x_Royal_Meeting
victory_when_enemies_defeated=no
{DEATHS_ACT_1}
{SCENARIO_MUSIC "underground.ogg"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}
{STORYTXT_ERRAND_OF_HOPE}
{UNDERGROUND}
# wmllint: validate-off
[side]
side=1
controller=human
team_name=heroes
user_team_name= _ "team_name^Elves"
shroud=yes
{GOLD 140 130 120}
{INCOME 13 11 8}
# wmllint: recognize Galas
{CHARACTER_STATS_GALAS}
[/side]
# wmllint: validate-on
# Althurin
[side]
side=2
team_name=heroes
user_team_name= _ "team_name^Dwarves"
{DWARVISH_FLAG}
hidden=yes
no_leader=yes
recruit=Dwarvish Pathfinder,Dwarvish Scout,Dwarvish Runesmith,Dwarvish Fighter,Dwarvish Thunderer
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT caution 0.60}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.10}
{AI_SIMPLE_ALWAYS_ASPECT grouping defensive}
[/ai]
[/side]
# Other dwarves
[side]
side=3
team_name=heroes
user_team_name= _ "team_name^Dwarves"
{DWARVISH_FLAG}
hidden=yes
no_leader=yes
recruit=Dwarvish Pathfinder,Dwarvish Scout,Dwarvish Runesmith,Dwarvish Fighter,Dwarvish Thunderer
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 0.33}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.30}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
{AI_SIMPLE_ALWAYS_ASPECT grouping defensive}
[/ai]
[/side]
# Hazor
[side]
side=4
team_name=chaos
user_team_name= _ "team_name^Chaos Empire"
{CHAOS_FLAG}
hidden=yes
no_leader=yes
recruit=Demon,Demon Zephyr,Chaos Hound,Chaos Invader,Chaos Invoker
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 0.80}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern "scout,scout,fighter,mixed fighter,archer,archer,mixed fighter,fighter,scout"}
[/ai]
[/side]
# Zoltar
[side]
side=5
team_name=chaos
user_team_name= _ "team_name^Chaos Empire"
{CHAOS_FLAG}
hidden=yes
no_leader=yes
recruit=Demon,Chaos Hound,Chaos Invader,Chaos Invoker,Chaos Headhunter
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT grouping no }
{AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern "scout,scout,fighter,mixed fighter,archer,archer,mixed fighter,fighter,scout"}
[/ai]
[/side]
# Kwurg
[side]
side=6
team_name=trolls,cave
user_team_name= _ "team_name^Trolls"
{RAGGED_FLAG}
{GOLD 90 130 190}
{INCOME 2 3 4}
#ifndef HARD
recruit=Troll Whelp,Troll
#else
recruit=Troll Rocklobber,Troll
#endif
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.05}
#ifndef HARD
{AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern "fighter"}
#else
{AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern "fighter,mixed fighter,fighter,fighter,mixed fighter,fighter"}
#endif
[/ai]
canrecruit=yes
type=Troll Shaman
id=Kwurg
name= _ "Kwurg"
[modifications]
{TRAIT_RESILIENT}
{TRAIT_STRONG}
[/modifications]
[/side]
#define EOH_ANT _X _Y
[unit]
type=Giant Ant
x={_X}
y={_Y}
upkeep=loyal
ai_special=guardian
[/unit]
#enddef
# Cave creatures
[side]
side=7
team_name=cave
user_team_name= _ "team_name^Cave Creatures"
hidden=yes
no_leader=yes
{NO_ECONOMY}
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 0.50}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
{AI_SIMPLE_ALWAYS_ASPECT grouping no }
[/ai]
{EOH_ANT 33 33} {FACING se}
{EOH_ANT 32 33} {FACING se}
{EOH_ANT 32 32} {FACING se}
{EOH_ANT 42 23} {FACING sw}
{EOH_ANT 41 24} {FACING sw}
{EOH_ANT 41 23} {FACING sw}
{EOH_ANT 41 26} {FACING sw}
{EOH_ANT 43 16} {FACING nw}
{EOH_ANT 36 17} {FACING sw}
{EOH_ANT 35 19} {FACING ne}
[/side]
{STARTING_VILLAGES 1 4}
{STARTING_VILLAGES 6 4}
# Decorations
{PLACE_IMAGE (items/coffin-closed.png) 11 29}
{PLACE_IMAGE (scenery/rock-cairn.png) 33 17}
{PLACE_IMAGE (scenery/rock-cairn.png) 27 18}
{PLACE_IMAGE (scenery/rock-cairn.png) 15 15}
{PLACE_IMAGE (scenery/rock-cairn.png) 10 18}
{PLACE_IMAGE (scenery/rock-cairn.png) 13 25}
{PLACE_IMAGE (scenery/rock-cairn.png) 1 17}
{PLACE_IMAGE (items/bones.png) 19 20}
{PLACE_IMAGE (items/bones.png) 18 25}
{PLACE_IMAGE (items/bones.png) 16 18}
{PLACE_IMAGE (items/bones.png) 42 23}
{PLACE_IMAGE (items/bones.png) 39 20}
{PLACE_IMAGE (items/bones.png) 47 27}
{PLACE_IMAGE (items/bones.png) 54 16}
{PLACE_IMAGE (items/bones.png) 41 12}
{PLACE_IMAGE (items/bones.png) 32 35}
{PLACE_IMAGE (items/bones.png) 32 38}
{PLACE_IMAGE (items/bones.png) 46 31}
{PLACE_IMAGE (items/bonestack.png) 40 10}
{PLACE_IMAGE (items/bonestack.png) 41 14}
{PLACE_IMAGE (items/bonestack.png) 47 6}
{PLACE_IMAGE (items/bonestack.png) 53 3}
{PLACE_IMAGE (items/bonestack.png) 53 7}
{PLACE_IMAGE (items/burial.png) 35 12}
{PLACE_IMAGE (items/burial.png) 37 15}
{PLACE_IMAGE (items/burial.png) 42 20}
{PLACE_IMAGE (items/burial.png) 38 30}
{PLACE_IMAGE (items/burial.png) 44 35}
{PLACE_IMAGE (items/burial.png) 35 33}
{CAVE_NOISE_SOUND_SOURCE}
{CAVE_WATER_SOUND_SOURCE 32 31}
{CAVE_WATER_SOUND_SOURCE 39 20}
{CAVE_WATER_SOUND_SOURCE 12 7}
[event]
name=prestart
{PLAYER_RECRUITMENT_SETUP_FOR_SCENARIO 8}
#
# Recall heroes
#
# wmllint: recognize Anlindë
{RECALL_ANLINDE_AT 54 37}
# wmllint: recognize Mal Keshar
{RECALL_MAL_KESHAR_AT 53 39}
{ELVISH_SUPPORTER (supporter)}
{FACE_DIRECTION side=1 nw}
{OBJECTIVES (
{OBJECTIVE_VICTORY ( _ "Explore the caves and defeat any opposition you might find")}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Anlindë")}
{OBJECTIVE_DEFEAT ( _ "Death of Mal Keshar")}
{TURNS_RUN_OUT}
{OBJECTIVE_CARRYOVER}
)}
[/event]
[event]
name=start
[message]
role=supporter
message= _ "These caves are too dark for us to see, even with our torches. As if walking with the undead was not disquieting enough..."
[/message]
[message]
speaker=Mal Keshar
message= _ "Your archers are renowned for being as accurate and deadly at night as they are under the light of the suns, and yet you fear the dark depths beneath the surface!"
[/message]
[message]
role=supporter
message= _ "It is not the dark itself we fear, lich, but rather the things that dwell in it."
[/message]
[message]
speaker=Galas
message= _ "I wonder if we’ll ever come across the people who built those structures. Our enemies roam these caves too in search of the two heroes... Whoever would be more apt for aiding us in our mission than the dwarves?"
[/message]
[message]
speaker=Mal Keshar
message= _ "Eh, if they had to abandon their posts there is probably not much they can do for us. See, for all we know they have either all been slaughtered or converted to the Chaos Empire and their ridiculous cult. Not that they would be of much help anyway. They would rather tend to their own matters than deal with outsiders, especially elves. Not too different from your people in that regard."
[/message]
[message]
speaker=Anlindë
message= _ "It is true that historically they have refused to assist those whom they deem of very little utility for their ends, but given the ongoing Chaos infestation, we may be able to take advantage of that."
[/message]
[message]
speaker=Mal Keshar
message= _ "He, he, surely they would admit elves and undead into their domains, yes..."
[/message]
[/event]
[event]
name=moveto
[filter]
side=1
[filter_location]
[filter_adjacent_location]
terrain=*^Pr/
[or]
terrain=*^Pr\
[/or]
[/filter_adjacent_location]
[/filter_location]
[/filter]
[message]
x,y=$x1,$y1
{UNIT_SPEAKS_FOR_UNDEAD_MINION id=Anlindë}
message= _ "There seems to be some sort of spell cast on these gates — we cannot even touch them!"
[/message]
[/event]
[event]
name=attack
#
# Using filters like this works only because units from a given
# side cannot attack other units from the same side, so a
# situation where the primary and secondary units have the same
# side number will never arise.
#
[filter]
side=6
[or]
side=1
[/or]
[/filter]
[filter_second]
side=6
[or]
side=1
[/or]
[/filter_second]
[message]
speaker=unit
message= _ "Elves! Undead! Begone dark treacherous ones, or we kill you!"
[/message]
[/event]
# Poisonous bow
{POISONOUS_BOW 44 29}
[event]
name=last breath
[filter]
id=Kwurg
[/filter]
[message]
speaker=Kwurg
message= _ "Ugh. It hurts a lot..."
[/message]
[/event]
[event]
name=die
[filter]
id=Kwurg
[/filter]
[message]
speaker=Galas
message= _ "If only trolls weren’t so quick to assume ill intentions on our part... I understand that they are protecting their territory and would never be willing to negotiate with those who consort with the undead, but..."
[/message]
[message]
speaker=Anlindë
message= _ "I have to agree with the sentiment. These creatures have lived for longer than our own species, as though they were created to guard the very earth from intruders who may threaten the balance of nature. Slaying them feels utterly wrong in that sense."
[/message]
[remove_terrain_overlays]
# Open the passage leading to the battlefield
x=29,30,31
y=32,31,31
[/remove_terrain_overlays]
[redraw]
clear_shroud=yes
[/redraw]
[/event]
[event]
name=moveto
[filter]
side=1
x= 8-27
y=16-25
[/filter]
[fire_event]
name=enter battlefield
[primary_unit]
x,y=$x1,$y1
[/primary_unit]
[/fire_event]
[/event]
#
# The battle proper begins.
#
[event]
name=enter battlefield
[remove_terrain_overlays]
# Open small water channel gate
x,y=30,22
[or]
# Open the other passage NW from the initial troll's keep
x=38,39
y=27,28
[/or]
[/remove_terrain_overlays]
#
# Initialize sides and their leaders.
#
#
# Althurin
#
[store_starting_location]
side=2
[/store_starting_location]
# wmllint: recognize Althurin
[hidden_unit]
canrecruit=yes
{CHARACTER_STATS_ALTHURIN_BASE}
side=2
x,y=$location.x,$location.y
facing=sw
[/hidden_unit]
[capture_village]
side=2
x,y,radius=$location.x,$location.y,9
[/capture_village]
[modify_side]
side=2
hidden=no
{GOLD 130 110 90}
[/modify_side]
#
# Aetilaes
#
[store_starting_location]
side=3
[/store_starting_location]
# wmllint: recognize Aetilaes
[hidden_unit]
canrecruit=yes
type=Dwarvish Pathfinder
id=Aetilaes
name= _ "Aetilaes"
side=3
x,y=$location.x,$location.y
facing=se
[modifications]
{TRAIT_QUICK}
{TRAIT_HEALTHY}
[/modifications]
[/hidden_unit]
[capture_village]
side=3
x,y,radius=$location.x,$location.y,6
[/capture_village]
[modify_side]
side=3
hidden=no
{GOLD 130 110 90}
[/modify_side]
#
# Western enemy troops
#
[store_starting_location]
side=4
[/store_starting_location]
# wmllint: recognize Hazor
[hidden_unit]
canrecruit=yes
type=Chaos Razerman
id=Hazor
name= _ "Hazor"
side=4
x,y=$location.x,$location.y
facing=ne
[modifications]
{TRAIT_STRONG}
{TRAIT_FEARLESS}
[/modifications]
[/hidden_unit]
[capture_village]
side=4
x= 1-11
y=16-25
[/capture_village]
[modify_side]
side=4
hidden=no
{GOLD 140 160 180}
[/modify_side]
#
# Eastern enemy troops
#
[store_starting_location]
side=5
[/store_starting_location]
# wmllint: recognize Zoltar
[hidden_unit]
canrecruit=yes
type=Chaos Lorekeeper
id=Zoltar
name= _ "Zoltar"
side=5
x,y=$location.x,$location.y
facing=sw
[modifications]
{TRAIT_RESILIENT}
{TRAIT_SLOW}
[/modifications]
[/hidden_unit]
[capture_village]
side=5
x=39-58
y= 5-24
[/capture_village]
[modify_side]
side=5
hidden=no
{GOLD 140 160 180}
[/modify_side]
{CLEAR_VARIABLE location}
#define EOH_UNIT _SIDE _TYPE _X _Y
[hidden_unit]
side={_SIDE}
type={_TYPE}
generate_name=yes
random_gender=yes
random_traits=yes
x={_X}
y={_Y}
upkeep=loyal
[/hidden_unit]
#enddef
#define EOH_FACING _FACING
[+hidden_unit]
facing={_FACING}
[/hidden_unit]
#enddef
#
# Create regular units
#
{EOH_UNIT 4 (Iron Golem) 11 19} {EOH_FACING ne}
{EOH_UNIT 4 (Chaos Marauder) 9 21} {EOH_FACING ne}
{EOH_UNIT 4 (Chaos Invoker) 13 17} {EOH_FACING ne}
{EOH_UNIT 4 (Blood Imp) 11 25} {EOH_FACING ne}
{EOH_UNIT 4 (Demonic Hound) 12 22} {EOH_FACING ne}
{EOH_UNIT 4 (Chaos Invader) 14 22} {EOH_FACING ne}
{EOH_UNIT 4 (Iron Golem) 17 19} {EOH_FACING ne}
{EOH_UNIT 4 (Dark Knight) 4 22} {EOH_FACING ne}
{EOH_UNIT 4 (Demon Grunt) 18 26} {EOH_FACING ne}
{EOH_UNIT 4 (Chaos Magus) 16 15} {EOH_FACING ne}
{EOH_UNIT 4 (Dark Knight) 16 20} {EOH_FACING ne}
{EOH_UNIT 5 (Chaos Crossbowman) 37 10} {EOH_FACING sw}
{EOH_UNIT 5 (Demon Zephyr) 42 12} {EOH_FACING sw}
{EOH_UNIT 5 (Chaos Magus) 40 14} {EOH_FACING sw}
{EOH_UNIT 5 (Dark Knight) 38 8} {EOH_FACING sw}
{EOH_UNIT 5 (Troll Warrior) 31 12} {EOH_FACING sw}
{EOH_UNIT 5 (Chaos Marauder) 39 11} {EOH_FACING sw}
{EOH_UNIT 5 (Troll Rocklobber) 43 10} {EOH_FACING sw}
{EOH_UNIT 5 (Troll Rocklobber) 46 13} {EOH_FACING sw}
{EOH_UNIT 5 (Chaos Longbowman) 35 11} {EOH_FACING sw}
{EOH_UNIT 5 (Chaos Longbowman) 35 18} {EOH_FACING sw}
{EOH_UNIT 5 (Demon Warrior) 37 14} {EOH_FACING sw}
[+hidden_unit]
gender=female
[/hidden_unit]
{EOH_UNIT 5 (Demon Zephyr) 45 8} {EOH_FACING sw}
[+hidden_unit]
gender=female
[/hidden_unit]
{EOH_UNIT 5 (Demon Zephyr) 38 11} {EOH_FACING sw}
{EOH_UNIT 5 (Demon Grunt) 35 13} {EOH_FACING sw}
# Create fighters and other units for allies
{EOH_UNIT 3 (Dwarvish Runesmith) 25 20} {EOH_FACING sw}
{EOH_UNIT 2 (Dwarvish Stalwart) 28 18} {EOH_FACING sw}
{EOH_UNIT 2 (Dwarvish Fighter) 23 18} {EOH_FACING sw}
{EOH_UNIT 3 (Dwarvish Pathfinder) 27 17} {EOH_FACING sw}
{EOH_UNIT 3 (Dwarvish Steelclad) 27 22} {EOH_FACING sw}
{EOH_UNIT 3 (Dwarvish Thunderguard) 28 15}
{EOH_UNIT 2 (Dwarvish Thunderguard) 32 18}
{EOH_UNIT 2 (Dwarvish Thunderer) 22 14} {EOH_FACING sw}
{EOH_UNIT 3 (Dwarvish Ulfserker) 27 15}
{EOH_UNIT 3 (Dwarvish Pathfinder) 30 18}
{EOH_UNIT 2 (Dwarvish Scout) 29 16}
{EOH_UNIT 2 (Dwarvish Ulfserker) 19 16} {EOH_FACING sw}
{EOH_UNIT 3 (Dwarvish Guardsman) 32 14}
[message]
x,y=$x1,$y1
race=elf
[or]
id=Anlindë
[/or]
message= _ "What is that ahead?"
[/message]
[unhide_unit][/unhide_unit]
#
# Remove shroud on the battlefield
#
{CLEAR_CAVE_SHROUD (
x,y=17,19
radius=9
[or]
x,y=5,19
radius=7
[/or]
)}
[redraw]
clear_shroud=yes
[/redraw]
[delay]
time=750
[/delay]
{REPLACE_SCENARIO_MUSIC "casualties_of_war.ogg"}
{APPEND_MUSIC "battle.ogg"}
{APPEND_MUSIC "legends_of_the_north.ogg"}
{APPEND_MUSIC "northerners.ogg"}
[message]
x,y=$x1,$y1
race=elf
[or]
id=Anlindë
[/or]
message= _ "Bright gods!"
[/message]
[scroll_to]
x,y=12,23
[/scroll_to]
[delay]
time=500
[/delay]
[scroll_to]
x,y=23,16
[/scroll_to]
[delay]
time=500
[/delay]
[message]
speaker=Hazor
message= _ "Look, over there! The heathens from the valley still live!"
[/message]
[message]
speaker=Mal Keshar
message= _ "These accursed humans brought a whole battalion into the caves. How bothersome."
[/message]
[message]
speaker=Althurin
message= _ "(<i>confused</i>) ... Elves? And with undead marching amongst their ranks? ’Tis a strange sight... We thought that yer race was still an enemy of necromancy and their practitioners! Though, ye helped our kin three centuries ago... Would ye help us now?"
[/message]
[message]
speaker=Galas
message= _ "Centuries? Well... sure, we have helped each other in times of need throughout history. Why would we not help you?"
[/message]
[message]
speaker=Anlindë
message={ASIDE ( _ "Three centuries... interesting...")}
[/message]
[message]
speaker=Galas
message= _ "Anlindë?"
[/message]
[message]
speaker=Anlindë
message= _ "Sssh."
[/message]
[message]
speaker=Althurin
message= _ "Excellent! As ye can see, there are these foul men from the lands of Chaos, tryin’ to take over our tunnels. They’re everywhere! It’d be a boon if ye can help us repel ’em from here. Yes... Our brethren ha’ been eager to hear of the mighty desert heroes again!"
[/message]
[message]
speaker=Anlindë
message= _ "Rest assured we shall do our best."
[/message]
[message]
speaker=Galas
message={ASIDE ( _ "What is going on? Elves from the desert? Anlindë, might they be...")}
[/message]
[message]
speaker=Anlindë
message={ASIDE ( _ "I believe that is a discussion for another time, when we have finished our new job here.")}
[/message]
[message]
speaker=Galas
message={ASIDE ( _ "Fair enough.")}
[/message]
[scroll_to]
x,y=$x1,$y1
[/scroll_to]
{OBJECTIVES (
{HEADER_NEW_OBJECTIVES}
{OBJECTIVE_VICTORY ( _ "Defeat all enemy leaders")}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Anlindë")}
{OBJECTIVE_DEFEAT ( _ "Death of Mal Keshar")}
{TURNS_RUN_OUT}
{OBJECTIVE_CARRYOVER}
)}
#
# Allow enemies-defeated victory after this point.
#
[event]
name=enemies defeated
{ENDLEVEL_VICTORY yes}
[/event]
[/event]
[event]
name=last breath
[filter]
id=Althurin
[/filter]
[message]
side=3
message= _ "Althurin, sir! You are seriously injured!"
[/message]
[message]
speaker=Althurin
message= _ "Argh... I need... I need’a report this news to the king. I hafta make it there. Please stand fast, friend elves. I shall be back with ye soon."
[/message]
[store_unit]
[filter]
id=Althurin
[/filter]
variable=althurin_store
kill=yes
[/store_unit]
[move_unit_fake]
type=$althurin_store.type
side=$althurin_store.side
x=$althurin_store.x|,15
y=$althurin_store.y|,14
[/move_unit_fake]
[/event]
[event]
name=victory
#
# NOTE:
# We'll need althurin_store in the cutscene scenario following this one.
#
[if]
[have_unit]
id=Althurin
[/have_unit]
[then]
[store_unit]
[filter]
id=Althurin
[/filter]
variable=althurin_store
kill=no
[/store_unit]
{VARIABLE althurin_store.hitpoints $althurin_store.max_hitpoints}
{CLEAR_VARIABLE althurin_store.status}
[/then]
[else]
[if]
{VARIABLE_NUMERICAL_EQUALS althurin_store.length 0}
[then]
#
# Someone used debug mode to skip the battle event,
# so create Althurin here.
#
[unit]
canrecruit=yes
{CHARACTER_STATS_ALTHURIN_BASE}
side=2
x,y=11,1
to_variable=althurin_store
[/unit]
[/then]
[/if]
{CLEAR_CAVE_SHROUD (
x,y,radius=11,6,6
)}
[redraw]
clear_shroud=yes
[/redraw]
[move_unit_fake]
type=$althurin_store.type
side=$althurin_store.side
x=11,10,11
y= 1, 3, 6
[/move_unit_fake]
{VARIABLE althurin_store.hitpoints $althurin_store.max_hitpoints}
{CLEAR_VARIABLE althurin_store.status}
[unstore_unit]
variable=althurin_store
x,y=11,6
find_vacant=yes
[/unstore_unit]
[/else]
[/if]
[message]
speaker=Althurin
message= _ "Dwarf-friends, ye made it. Now, follow me to the Throne Room, King Asthorgar awaits. He’ll be pleased to hear and see news of ye and yer kind again."
[/message]
[/event]
[event]
name=moveto
[filter]
side=1
x,y=11,29
[/filter]
[redraw][/redraw]
[allow_undo][/allow_undo]
[message]
speaker=unit
{UNIT_SPEAKS_FOR_UNDEAD_MINION (id=Mal Keshar)}
message= _ "This coffin is empty."
[/message]
[/event]
[/scenario]
#undef EOH_ANT
#undef EOH_UNIT
#undef EOH_FACING
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
[scenario]
id=09_The_Library
name= _ "The Library"
{MAP 09_The_Library.map}
{TURNS 50 49 48}
next_scenario=10_The_Source_of_Light
victory_when_enemies_defeated=no
# Was Pitch Black Hole until shortly after 0.1.34's release
{SCENARIO_MUSIC "underground.ogg"}
{UNDERGROUND}
{STORYTXT_THE_LIBRARY}
{DEATHS_ACT_2_1}
{DEATHS_DWARVES}
# wmllint: validate-off
[side]
side=1
controller=human
team_name=heroes
user_team_name= _ "team_name^Elves"
shroud=yes
{GOLD 180 170 160}
{INCOME 4 3 3}
# wmllint: recognize Galas
{CHARACTER_STATS_GALAS}
[/side]
# wmllint: validate-on
#define TL_CAVE_DWELLER _TYPE _X _Y
[unit]
type={_TYPE}
x={_X}
y={_Y}
upkeep=loyal
ai_special=guardian
[/unit]
#enddef
# NW
[side]
side=2
team_name=evil
user_team_name= _ "team_name^Undead"
{RAGGED_FLAG}
{GOLD 130 140 150}
recruit=Skeleton,Skeleton Archer,Vampire Bat,Blood Bat
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern "fighter,archer,archer,scout,archer,scout,fighter"}
[/ai]
canrecruit=yes
type=Banebow
id=Kargorath
name= _ "Kargorath"
[modifications]
{TRAIT_UNDEAD}
[/modifications]
{TL_CAVE_DWELLER (Deathblade) 11 20}
{TL_CAVE_DWELLER (Deathblade) 16 22}
[/side]
# Central
[side]
side=3
team_name=evil
user_team_name= _ "team_name^Chaos Empire"
{CHAOS_FLAG}
{GOLD 160 170 180}
recruit=Chaos Invader,Chaos Headhunter
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern "fighter,fighter,fighter,scout,fighter,scout"}
[/ai]
canrecruit=yes
type=Lich
id=Mal Em-Nonaluz
name= _ "Mal Em-Nonaluz"
gender=female
profile=portraits/undead/brown-lich.png
[modifications]
{TRAIT_UNDEAD}
{TRAIT_RESILIENT}
{TEAM_COLOR_OVERRIDE () brown}
[/modifications]
{TL_CAVE_DWELLER Revenant 35 16}
{TL_CAVE_DWELLER Revenant 31 16}
{TL_CAVE_DWELLER Deathblade 32 9}
{TL_CAVE_DWELLER Deathblade 31 11}
{TL_CAVE_DWELLER (Bone Shooter) 33 13}
{TL_CAVE_DWELLER {DIFF Skeleton Skeleton Revenant} 23 5}
{TL_CAVE_DWELLER (Skeleton Archer) 25 6}
[/side]
{RECRUIT_UNIT_VARIATIONS 3 "Walking Corpse,Soulless" troll,troll,bat,troll,bat,troll,dwarf,troll,goblin,troll}
# West
[side]
side=4
team_name=evil
user_team_name= _ "team_name^Undead"
{RAGGED_FLAG}
{GOLD 150 160 170}
recruit=Skeleton,Skeleton Rider,Skeleton Archer
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern "fighter,scout,scout,fighter,archer"}
[/ai]
canrecruit=yes
type=Draug
id=Oroktharn
name= _ "Oroktharn"
[modifications]
{TRAIT_UNDEAD}
[/modifications]
{TL_CAVE_DWELLER (Bone Shooter) 14 34}
{TL_CAVE_DWELLER (Bone Shooter) 17 31}
[/side]
[side]
side=5
team_name=evil
user_team_name= _ "team_name^Cave Creatures"
{RAGGED_FLAG}
no_leader=yes
hidden=yes
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
[/ai]
{TL_CAVE_DWELLER (Fire Guardian) 13 41} {FACING se}
{TL_CAVE_DWELLER (Fire Guardian) 13 44} {FACING ne}
{TL_CAVE_DWELLER (Fire Guardian) 50 28} {FACING sw}
{TL_CAVE_DWELLER (Fire Guardian) 52 30} {FACING nw}
{TL_CAVE_DWELLER (Giant Ant) 43 46}
{TL_CAVE_DWELLER (Giant Ant) 43 48}
{TL_CAVE_DWELLER (Giant Ant) 41 47}
{TL_CAVE_DWELLER (Brain Drainer) 20 47}
{TL_CAVE_DWELLER (Brain Drainer) 20 45}
{TL_CAVE_DWELLER (Giant Leech) 22 46}
{TL_CAVE_DWELLER (Leech) 26 33}
{TL_CAVE_DWELLER (Leech) 19 28}
{TL_CAVE_DWELLER (Leech) 39 18}
{TL_CAVE_DWELLER (Leech) 52 37}
{TL_CAVE_DWELLER (Leech) 42 42}
{TL_CAVE_DWELLER (Leech) 13 36}
{TL_CAVE_DWELLER (Leech) 6 26}
{TL_CAVE_DWELLER (Leech) 21 18}
{TL_CAVE_DWELLER (Leech) 51 24}
{TL_CAVE_DWELLER (Leech) 46 22}
{TL_CAVE_DWELLER (Leech) 29 43}
{TL_CAVE_DWELLER (Leech) 18 37}
{TL_CAVE_DWELLER (Giant Leech) 22 31}
{TL_CAVE_DWELLER (Giant Leech) 38 28}
{TL_CAVE_DWELLER (Giant Leech) 53 23}
{TL_CAVE_DWELLER (Giant Leech) 8 24}
#ifndef EASY
{TL_CAVE_DWELLER {DIFF () (Blood Bat) (Dread Bat)} 26 41}
{TL_CAVE_DWELLER {DIFF () (Blood Bat) (Dread Bat)} 42 25}
{TL_CAVE_DWELLER (Dread Bat) 25 26}
#endif
{TL_CAVE_DWELLER (Tentacle of the Deep) 32 22}
{TL_CAVE_DWELLER (Tentacle of the Deep) 34 21}
{TL_CAVE_DWELLER (Tentacle of the Deep) 34 23}
{TL_CAVE_DWELLER (Tentacle of the Deep) 45 19}
[/side]
#define TL_PALETTE_OVERRIDE
[+unit]
[modifications]
[object]
[effect]
apply_to="image_mod"
add="PAL(shaxthal_drone_base>shaxthal_drone_surface)"
[/effect]
[/object]
[/modifications]
[/unit]
#enddef
[side]
side=6
team_name=evil
user_team_name= _ "team_name^Unknown"
{RAGGED_FLAG}
no_leader=yes
hidden=yes
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 100.00} # Encourage them to get hurt.
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
[/ai]
{TL_CAVE_DWELLER (Shaxthal Worm) 54 43} {VARIATION a} {TL_PALETTE_OVERRIDE}
{TL_CAVE_DWELLER (Shaxthal Worm) 57 40} {VARIATION a} {TL_PALETTE_OVERRIDE}
{TL_CAVE_DWELLER (Shaxthal Worm) 56 44} {VARIATION a} {TL_PALETTE_OVERRIDE}
[/side]
[event]
name=block sw exit
[terrain]
terrain=Xu
x= 9-10
y=41-43
[/terrain]
[terrain]
terrain=Uh
x=11,12
y=42,41
[/terrain]
[terrain]
terrain=Uu
x,y=12,42
[/terrain]
[/event]
[event]
name=block s exit
[terrain]
terrain=Xu
x=23-26
y=49-50
[/terrain]
[/event]
[event]
name=block se exit
[terrain]
terrain=Xu
x=45-46
y=46-49
[/terrain]
[/event]
#define TL_BLOCK_EXIT _DIRECTION
[fire_event]
name="block {_DIRECTION} exit"
[/fire_event]
#enddef
#define TL_ENEMIES_NOT_DEFEATED
[have_unit]
canrecruit=yes
[not]
side=1
[/not]
[/have_unit]
#enddef
#define TL_ENEMIES_DEFEATED
[not]
{TL_ENEMIES_NOT_DEFEATED}
[/not]
#enddef
{PLACE_IMAGE items/burial.png 36 30}
{PLACE_IMAGE items/bonestack.png 39 30}
{PLACE_IMAGE items/bonestack.png 40 38}
{PLACE_IMAGE items/bonestack.png 31 37}
{PLACE_IMAGE items/bonestack.png 39 42}
{PLACE_IMAGE items/burial.png 48 31}
{PLACE_IMAGE items/bonestack.png 48 34}
{PLACE_IMAGE items/burial.png 23 33}
{PLACE_IMAGE items/bonestack.png 25 29}
{PLACE_IMAGE items/bonestack.png 15 20}
{PLACE_IMAGE items/bonestack.png 18 32}
# Igor's home
{PLACE_IMAGE scenery/signpost.png 19 5}
{PLACE_IMAGE items/burial.png 24 4}
{PLACE_IMAGE items/burial.png 26 7}
{PLACE_IMAGE scenery/underground_temple.png 18 5}
{CAVE_NOISE_SOUND_SOURCE}
{CAVE_WATER_SOUND_SOURCE 34 17}
{CAVE_WATER_SOUND_SOURCE 23 27}
{CAVE_WATER_SOUND_SOURCE 24 32}
{CAVE_WATER_SOUND_SOURCE 15 22}
{CAVE_WATER_SOUND_SOURCE 24 48}
{STARTING_VILLAGES_ALL 3 }
{STARTING_VILLAGES 2 4}
{STARTING_VILLAGES 4 4}
[event]
name=prestart
{ITEM_CRYSTAL_GLYPH_GATE ( 5,25,47) (42,51,48)}
# Exit markers.
[item]
image=items/gohere.png
# NOTE: This is the same SLF used for the victory trigger.
x,y=48-52,54
[or]
# s
x,y=25-29,54
[/or]
[or]
# sw
x,y=1,45-47
[/or]
[/item]
{VARIABLE_RANDOM library_key_holder 2,3,4}
{VARIABLE_RANDOM library_exit sw,s,se}
{VARIABLE have_library_exit_key no}
[switch]
variable=library_exit
[case]
value=sw
{TL_BLOCK_EXIT s }
{TL_BLOCK_EXIT se}
[/case]
[case]
value=s
{TL_BLOCK_EXIT sw}
{TL_BLOCK_EXIT se}
[/case]
[case]
value=se
{TL_BLOCK_EXIT sw}
{TL_BLOCK_EXIT s }
[/case]
[/switch]
[event]
name=die
delayed_variable_substitution=no
[filter]
canrecruit=yes
side=$library_key_holder
[/filter]
[if]
[have_unit]
x,y=$|x1,$|y1 # Delay variable substitution.
[not]
race=bats
[/not]
[not]
race=undead
[not]
type=Lich,Ancient Lich,Ghost,Wraith,Spectre,Shadow,Nightgaunt
[/not]
[/not]
[/have_unit]
[then]
[message]
speaker=second_unit
message= _ "Wait, I think I found something here..."
[/message]
[/then]
[else]
# wmllint: recognize Mal Keshar
[message]
speaker=Mal Keshar
scroll=no
message= _ "Hm, my minions found something..."
[/message]
[/else]
[/if]
[transient_message]
image="icons/crystal-shard.png"
message= _ "You pick up a peculiar-looking crystal shard."
[/transient_message]
{VARIABLE have_library_exit_key yes}
[/event]
#ifndef HARD
[object]
silent=yes
duration=forever
[filter]
id=Galas
[/filter]
[effect]
apply_to=movement_costs
[movement_costs]
cave=-1
[/movement_costs]
[/effect]
[/object]
#endif
{PLAYER_RECRUITMENT_SETUP_FOR_SCENARIO 9}
#
# Recall heroes
#
# wmllint: recognize Anlindë
{RECALL_ANLINDE_AT 45 5}
# wmllint: recognize Mal Keshar
{RECALL_MAL_KESHAR_AT 47 9}
# wmllint: recognize Althurin
{RECALL_ALTHURIN_AT 45 4}
{FACE_DIRECTION (id=Galas) se}
{FACE_DIRECTION (id=Mal Keshar) sw}
{FACE_DIRECTION (id=Anlindë) nw}
{FACE_DIRECTION (id=Althurin) sw}
[remove_shroud]
side=1
x,y=46,11
radius=3
[/remove_shroud]
[remove_shroud]
side=1
x,y=50,3
radius=7
[filter_radius]
terrain=!,X*,*^X*
[/filter_radius]
[/remove_shroud]
[capture_village]
side=1
x=41-53
y= 3-6
[/capture_village]
# Uncapture these two villages in the Shaxthal cave.
[capture_village]
x=58,61
y=47,45
[/capture_village]
{OBJECTIVES (
{OBJECTIVE_VICTORY ( _ "Explore and find the exit with Galas, Anlindë, or Mal Keshar")}
{OBJECTIVE_BONUS ( _ "Optional: Defeat all enemy leaders")}
{OBJECTIVE_SHOW_IF ({TL_ENEMIES_NOT_DEFEATED})}
{OBJECTIVE_BONUS_COMPLETED ( _ "Optional: Defeat all enemy leaders")}
{OBJECTIVE_SHOW_IF ({TL_ENEMIES_DEFEATED})}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Anlindë")}
{OBJECTIVE_DEFEAT ( _ "Death of Mal Keshar")}
{OBJECTIVE_DEFEAT ( _ "Death of Althurin")}
{TURNS_RUN_OUT}
{OBJECTIVE_CARRYOVER}
)}
[/event]
[event]
name=start
{INCIDENTAL_MUSIC "into_the_shadows.ogg"}
[message]
speaker=Galas
message= _ "It’s hard to believe we’ve made it this far, in spite of all the obstacles in our way."
[/message]
[message]
speaker=Mal Keshar
message= _ "Hah. You would never have survived the trials of the desert and the confrontations with those demons without me around, ready to save your useless posteriors."
[/message]
[message]
speaker=Galas
# po: He intends to ask Mal Keshar about his true intentions.
message= _ "Sure, that is why we are grateful for your help. But before we proceed further, I must ask..."
[/message]
{MOVE_UNIT id=Anlindë 46 6}
{FACE_DIRECTION id=Anlindë se}
[redraw]
side=1
[/redraw]
[delay]
time=500
[/delay]
[message]
speaker=Anlindë
message= _ "These passages appear to have been used relatively recently. We should be on the watch for enemies."
[/message]
[message]
speaker=Galas
message= _ "Right. Let us proceed cautiously, then."
[/message]
{MOVE_UNIT id=Galas 46 8}
[message]
speaker=Mal Keshar
message= _ "What did you want to ask me, Galas?"
[/message]
[message]
speaker=Galas
message= _ "... Nothing important. Let’s go."
[/message]
{MOVE_UNIT id=Galas 50 3}
{FACE_DIRECTION id=Galas sw}
{MOVE_UNIT id=Anlindë 46 4}
{FACE_DIRECTION id=Anlindë sw}
{MOVE_UNIT (id=Mal Keshar) 45 6}
{FACE_DIRECTION (id=Mal Keshar) nw}
[scroll_to_unit]
id=Galas
[/scroll_to_unit]
#ifndef HARD
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "As Galas has become accustomed to moving on rough cave terrains, his movement cost on them has decreased by one!"
[/message]
#endif
[/event]
{ALTHURIN_1ST_TIME_HELP}
[event]
name=moveto
[filter]
side=1
x=0-64
y=16-54
[/filter]
{CLEAR_CAVE_SHROUD x,y,radius=33,18,4}
[message]
speaker=Galas
message= _ "What is this? The ruins of an ancient city, here?"
[/message]
[message]
speaker=Althurin
message= _ "Hm, the runes on the floor and walls aren’t dwarvish. This is quite interestin’."
[/message]
[/event]
[event]
name=moveto
[filter]
side=1
x,y=19,5
[/filter]
[allow_undo][/allow_undo]
[message]
speaker=narrator
image="scenery/signpost.png"
message= _ "GO AWAY"
[/message]
[/event]
[event]
id=igors_hideout_found_by_undead
name=moveto
first_time_only=no
[filter]
side=1
x,y=18,5
race=undead,bats
[/filter]
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "You have found an interesting building, crude in design. There appears to be someone hiding inside.
You may want to get a living unit that is not a bat to take a look inside."
[/message]
[/event]
[event]
id=igors_hideout_found_by_living
name=moveto
first_time_only=no
[filter]
side=1
x,y=18,5
[not]
race=undead,bats
[/not]
[/filter]
[message]
speaker=unit
message= _ "It is a very unusual location for a home, but it appears that someone indeed lives here. The decorations in this cave seem recent and rushed, and I think I heard noise coming from inside the rustic building.
Should I leave, or take a look inside?"
[option]
label= _ "Leave, it may be dangerous."
[command]
[allow_undo][/allow_undo]
[/command]
[/option]
[option]
label= _ "Surely whatever is hiding inside can’t be more trouble than the undead roaming about..."
[command]
[fire_event]
name=meet igor
[primary_unit]
x,y=$x1,$y1
[/primary_unit]
[/fire_event]
[/command]
[/option]
[/message]
[/event]
[event]
name=meet igor
[unit]
# wmllint: recognize Igor
{CHARACTER_STATS_IGOR}
x,y=17,5
side=1
moves=5
resting=no
facing=se
[/unit]
[delay]
time=500
[/delay]
[message]
speaker=Igor
message= _ "No! Please don’t kill meeee!" # wmllint: no spellcheck
[/message]
[message]
speaker=unit
message= _ "Huh? A goblin? How did you get here?"
[/message]
[message]
speaker=Galas
message= _ "You have nothing to fear, goblin. We are not here to kill you."
[/message]
[message]
speaker=Mal Keshar
message= _ "What, are you serious? He is a <i>goblin</i>, a miniature orc!"
[/message]
[message]
speaker=Igor
message= _ "I used to live in the northlands, in a small town populated by goblins, goblins like me! But then, those foul humans came and ransacked it all! They killed everyone, those ‘Chaos’ people... I escaped, and tried to find a safe place to live, deep in these caves..."
[/message]
[message]
speaker=Igor
message= _ "And then those horrors came here too! They woke up all those dangerous beasts from underground, and then they tried to turn me into their slave! Oh... so horrible..."
[/message]
[message]
speaker=Galas
message= _ "Seeing as how peril lurks behind every corner around here, would you perhaps prefer to join us? We could provide you with protection from those demons and the undead, if you agree to help us as well."
[/message]
[delay]
time=500
[/delay]
[message]
speaker=Igor
message= _ "Really?! Oh... Yes! Yes, I would be very thankful if you let me join you, yes! Hang on, let me pack my things..."
[/message]
[message]
speaker=Mal Keshar
message= _ "This is a very bad idea, Galas! Galas! Are you even listening to me?"
[/message]
[message]
speaker=Anlindë
message= _ "It’s just a little goblin and his ferocious mount. What harm could possibly come of letting them fight alongside us? I would be far more concerned if we didn’t already allow a necromancer in our ranks..."
[/message]
[message]
speaker=Mal Keshar
message= _ "Hmph. <small>Such careless words coming from an elf, <small>elves these days...</small></small>"
[/message]
[scroll_to_unit]
id=Igor
[/scroll_to_unit]
[remove_event]
id=igors_hideout_found_by_undead
[/remove_event]
[remove_event]
id=igors_hideout_found_by_living
[/remove_event]
[/event]
[event]
name=turn 5
[message]
speaker=Mal Em-Nonaluz
message= _ "The elves are here? Well, well, where the hell are our dear warlord’s troops? I suppose I will have to make do with what little I have, as usual."
[/message]
#
# Only allow her to recruit undead from now on.
#
[set_recruit]
side=3
recruit=Ghost,Walking Corpse,Soulless
[/set_recruit]
[unit]
id=Aralaija
name= _ "Aralaija"
side=3
type=Demon Warrior
gender=female
x,y=34,37
upkeep=free
[modifications]
{TRAIT_RESILIENT}
{TRAIT_DEXTROUS}
[/modifications]
[/unit]
[unit]
id=Ferunghiel
name= _ "Ferunghiel"
side=3
type=Demon Warrior
x,y=38,37
upkeep=free
[modifications]
{TRAIT_STRONG}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[message]
speaker=Galas
message= _ "This is bad news. It appears the Chaos Empire’s forces somehow managed to get a head start. We need to stop them and secure these caves before they can advance any further!"
[/message]
[/event]
[event]
name=last breath
[filter]
id=Mal Em-Nonaluz
[/filter]
[message]
speaker=Mal Em-Nonaluz
message= _ "You may take me down and win this battle, elf... but know this... The Warlord... the Warlord is coming... Flee while you can, and you may yet be able to enjoy your lives a few days more!"
[/message]
[/event]
[event]
name=die
[filter]
id=Mal Em-Nonaluz
[/filter]
[message]
speaker=Galas
message= _ "These fiends seem so confident in the might of this warlord of theirs. It’s rather troubling."
[/message]
[message]
speaker=Althurin
message= _ "Necromancers... there surely is no end to their arrogance, not even as they’re dyin’ — again. Ye shouldn’t give their words too much credit, lord Galas."
[/message]
[/event]
[event]
name=enemies defeated
[show_objectives][/show_objectives]
[/event]
#
# Secret touchplate.
#
[event]
name=moveto
[filter]
side=1
x,y=53,37
[/filter]
[terrain]
x,y=54,37
terrain=Ur
[/terrain]
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "Touchplate triggered. A wall moves."
[/message]
[item]
x,y=54,37
image=scenery/rubble.png
redraw=no
[/item]
[redraw]
side=1
[/redraw]
[/event]
#
# Prophecy of the Union.
#
#define TL_PROPHECY_FRAGMENT _X _Y _MSG
[literal]
x={_X}
y={_Y}
message={_MSG}
[/literal]
#enddef
[event]
name=prestart
[set_variables]
name=union_prophecy_fragments
mode=replace
{TL_PROPHECY_FRAGMENT 10 17
( _ "Long ago, during a forgotten age, the beings of Light and Darkness waged an endless war, ceasing only when Yarae the Arcane Lord appeared and took his place as arbiter.
With his great power, he created Ten Guardians to bring balance to the factions. Upon each guardian was then bestowed control over the different creatures and aspects of their power, and other great demons were created as needed to aid each in their task.")}
{TL_PROPHECY_FRAGMENT 13 33
( _ "Yarae had unrivaled control over the forces of Light and Darkness. Wisdom and moderation were instrumental in this role, and he brought peace and prosperity for all... until an unknown force turned him against his peers, the gods of Light and Darkness.")}
{TL_PROPHECY_FRAGMENT 36 39
( _ "As he fell victim to that corruption, so did the original Ten Guardians. Yarae led them and their subjects against the gods of Light and Darkness, and wreaked chaos and destruction upon all that existed. In the end, the gods joined their forces in a single entity capable of fighting this new evil: the Avatar of the Union of Light and Darkness was born.")}
{TL_PROPHECY_FRAGMENT 49 33
( _ "Wielding the power of the Union and aided by the only three guardians who chose to stand against their creator, they managed to destroy their fallen brethren one by one. Finally, they put an end to his revolt and trapped him in the Void between worlds.")}
{TL_PROPHECY_FRAGMENT 46 28
( _ "Of the remaining Ten, Uria and <i>(garbled)</i> were tasked with guarding the creatures that had been influenced and corrupted by Yarae’s touch, while <i>(garbled)</i> attended to undoing the great damage wreaked by him and his guardians across the lands. The power of the Union was lastly used to isolate the fallen creatures in a reality set apart from our own: Inferno.")}
{TL_PROPHECY_FRAGMENT 54 20
( _ "The Union faded, leaving behind the Body of the Union and the twin orbs that held its essence. Fearing that the successors of the Ten could fall prey to the same corruption or that Yarae might escape his imprisonment, these relics were hidden away on Ethea, Irdya, and Norsula. Should the need ever arise again, two beings shall assume the mantle to protect our reality from the threat: one blessed with the power of the Orb of Light, the other with the power of the Orb of Darkness; and once both join their spirits, they shall become the new Avatars of the Union. And thus, the cycle will repeat until the Tree withers and eternity comes to an end.")}
[/set_variables]
#
# Generate glyph event handlers, and place the map items.
#
[foreach]
array=union_prophecy_fragments
[do]
{ITEM_CRYSTAL_GLYPH_MESSAGE $this_item.x $this_item.y}
[event]
delayed_variable_substitution=no
name=moveto
[filter]
side=1
x,y=$this_item.x,$this_item.y
[/filter]
[allow_undo][/allow_undo]
# Delay .message substitution until the event handler runs.
{MSG_GLYPH $|union_prophecy_fragments[$i].message}
[/event]
[/do]
[/foreach]
[/event]
# Secret message glyph at 58,44 that contains the non-fragmented prophecy of the Union
{ITEM_CRYSTAL_GLYPH_MESSAGE 58 44}
[event]
name=moveto
[filter]
x,y=58,44
side=1
[/filter]
[allow_undo][/allow_undo]
[foreach]
array=union_prophecy_fragments
[do]
{MSG_GLYPH $this_item.message}
[/do]
[/foreach]
[/event]
[event]
name=victory
{CLEAR_VARIABLE union_prophecy_fragments}
[/event]
#
# Other message glyphs.
#
#define TL_GLYPH _X _Y _MSG
{ITEM_CRYSTAL_GLYPH_MESSAGE {_X} {_Y} }
[event]
name=moveto
[filter]
x={_X}
y={_Y}
side=1
[/filter]
[allow_undo][/allow_undo]
{MSG_GLYPH ({_MSG})}
[/event]
#enddef
{TL_GLYPH 34 36 ( _ "These message-encoding crystal glyphs were created by us, the Argazar civilization, so that our knowledge and technology could be preserved even past the end of our existence. It is our final hope that all of this information will not be used for malign purposes.")}
{TL_GLYPH 34 38 ( _ "Mal Si’ah was here.")}
{TL_GLYPH 38 38 ( _ "There are permanent gateways to Inferno hidden in many different worlds, protected by the chosen Gatekeepers of Iluvia.")}
{FIRE_EVENT_ON_STUMBLE_UPON found_biped_leech (type=Giant Leech,Brain Drainer)}
[event]
name=found_biped_leech
[message]
speaker=second_unit
message= _ "Skreeech!!" # wmllint: no spellcheck
[/message]
[/event]
{FIRE_EVENT_ON_STUMBLE_UPON found_demon race=demon}
[event]
name=found_demon
[message]
speaker=second_unit
message= _ "There they are! Get them!"
[/message]
[/event]
[event]
name=moveto
[filter]
side=1
[filter_location]
terrain=*^Xp
[/filter_location]
[/filter]
[redraw][/redraw]
[allow_undo][/allow_undo]
[message]
x,y=$x1,$y1
{UNIT_SPEAKS_FOR_UNDEAD_MINION (id=Mal Keshar)}
message= _ "I wonder where these holes in the ground lead to."
[/message]
[/event]
#
# Exit barrier glyphs.
#
[event]
name=moveto
first_time_only=no
[filter]
side=1
x= 5,25,47
y=42,51,48
[/filter]
[filter_condition]
{VARIABLE_BOOLEAN_EQUALS have_library_exit_key no}
[/filter_condition]
[message]
speaker=narrator
image="items/crystal-glyph-gate.png"
message= _ "Access denied — key glyph required."
[/message]
[/event]
[event]
name=moveto
[filter]
side=1
x= 5,25,47
y=42,51,48
[/filter]
[filter_condition]
{VARIABLE_BOOLEAN_EQUALS have_library_exit_key yes}
[/filter_condition]
[message]
speaker=narrator
image="items/crystal-glyph-gate.png"
message= _ "Access granted."
[/message]
[remove_terrain_overlays]
x,y=$x1,$y1
radius=1
[and]
terrain=*^Ii,*^Xo
[/and]
[/remove_terrain_overlays]
[remove_item]
x,y=$x1,$y1
[/remove_item]
[redraw]
side=1
[/redraw]
[/event]
#
# Victory trigger event.
#
[event]
name=moveto
[filter]
id=Galas,Mal Keshar,Anlindë
[and]
# se
x,y=48-52,54
[or]
# s
x,y=25-29,54
[/or]
[or]
# sw
x,y=1,45-47
[/or]
[/and]
[/filter]
[if]
[have_unit]
x,y=$x1,$y1
id=Galas
[/have_unit]
[then]
[message]
speaker=unit
message= _ "This path goes even deeper underground. I hesitate to continue."
[/message]
[message]
speaker=Anlindë
message= _ "There is no reason to hesitate, Galas. Wherever the Lady of Light is, we will be safe."
[/message]
[message]
speaker=Galas
message= _ "I hope so..."
[/message]
[/then]
[else]
[message]
speaker=unit
message= _ "This path goes even deeper underground."
[/message]
[message]
speaker=Mal Keshar
message= _ "We must continue. I feel we are <i>very</i> close to our destination now."
[/message]
[/else]
[/if]
[if]
[have_unit]
canrecruit=yes
[not]
side=1
[/not]
[/have_unit]
[then]
{ENDLEVEL_VICTORY no}
[/then]
[else]
{ENDLEVEL_VICTORY yes}
[/else]
[/if]
[/event]
[event]
name=victory
{CLEAR_VARIABLE have_library_exit_key,library_key_holder,library_exit}
[/event]
[/scenario]
#undef TL_PALETTE_OVERRIDE
#undef TL_ENEMIES_DEFEATED
#undef TL_ENEMIES_NOT_DEFEATED
#undef TL_BLOCK_EXIT
#undef TL_CAVE_DWELLER
#undef TL_GLYPH
#undef TL_PROPHECY_FRAGMENT
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
[scenario]
id=10x_Elynia
name= _ "Elynia"
{MAP 10x_Elynia.map}
turns=-1
next_scenario=10y_The_Fall
victory_when_enemies_defeated=no
{NO_RECALLS}
{SCENARIO_MUSIC "underground.ogg"}
{DEEP_UNDERGROUND}
{STORYTXT_ELYNIA}
# Nobody can die in this scenario.
# wmllint: validate-off
[side]
side=1
controller=human
team_name=heroes
user_team_name= _ "team_name^Elves"
shroud=yes
gold=0
{NO_INCOME}
# wmllint: recognize Galas
{CHARACTER_STATS_GALAS}
[/side]
# wmllint: validate-on
[side]
side=2
controller=null
team_name=enemies
color=red
no_leader=yes
hidden=yes
{NO_ECONOMY}
[/side]
{CAVE_NOISE_SOUND_SOURCE}
[+sound_source]
id=cave_ambience # wmllint: ignore
[/sound_source]
{CAVE_WATER_SOUND_SOURCE 31 32}
[+sound_source]
id=cave_water_drip # wmllint: ignore
[/sound_source]
#define LOL_SET_OBJECTIVES _ADDITIONAL_OBJECTIVES
{OBJECTIVES (
victory_string= _ "Current Objectives:"
{_ADDITIONAL_OBJECTIVES}
{OBJECTIVE_VICTORY ( _ "Find the Lady of Light and the Master of Darkness")}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Anlindë")}
{OBJECTIVE_DEFEAT ( _ "Death of Mal Keshar")}
{OBJECTIVE_DEFEAT ( _ "Death of Althurin")}
{OBJECTIVE_CARRYOVER}
)}
#enddef
{PLACE_IMAGE items/barrel.png 23 29}
{PLACE_IMAGE items/stone-tablet.png 26 28}
{PLACE_IMAGE items/chest-plain-open.png 31 29}
{PLACE_IMAGE "items/bones.png~FL()" 33 31}
[event]
name=prestart
[store_starting_location]
side=2
variable=elynia_loc
[/store_starting_location]
[set_variables]
# We'll need this in the next scenario.
name=e1s10x_state.time_area
mode=replace
[value]
id=tree_chamber # wmllint: ignore
{ILLUMINATED_UNDERGROUND}
x,y=$elynia_loc.x,$elynia_loc.y
radius={INFINITY}
[filter_radius]
# Extend across passable terrains (or terrains with impassable
# overlays, those don't really matter and look better with the
# same lighting as the surrounding terrains).
terrain=!,X*
[or]
# Also extend to impassable terrains adjacent to passable
# (the shroud radius 1 issue), otherwise cave walls appear
# with different lighting settings than the surrounding
# non-wall terrains.
[filter_adjacent_location]
terrain=!,X*
[/filter_adjacent_location]
[/or]
# Don't extend past y = 25.
[and]
x=0-999
y=0-25
[/and]
[/filter_radius]
[/value]
[/set_variables]
[insert_tag]
name=time_area
variable=e1s10x_state.time_area
[/insert_tag]
[store_side]
side=1
variable=side1_params
[/store_side]
[modify_side]
side=1
gold=0
[/modify_side]
{REMOVE_RECRUIT_LIST 1}
#
# Recall heroes
#
# wmllint: recognize Anlindë
{RECALL_ANLINDE_AT 34 35}
# wmllint: recognize Mal Keshar
{RECALL_MAL_KESHAR_AT 33 36}
# wmllint: recognize Althurin
{RECALL_ALTHURIN_AT 35 35}
# wmllint: recognize Unarye
{RECALL_UNARYE_AT 35 37}
{FACE_DIRECTION side=1 nw}
{LOL_SET_OBJECTIVES ()}
[/event]
[event]
name=start
{LOCK_VIEW}
[message]
speaker=Galas
message= _ "Well, here we are. I guess I was wrong to expect our heroes to be sleeping right by the entrance."
[/message]
[message]
speaker=Althurin
message= _ "Whoah, this place is much larger on the inside!"
[/message]
{IF_HAVE_IGOR (
[fire_event]
name=igor enters
[/fire_event]
)}
[message]
speaker=Unarye
message= _ "This is... I can’t believe I— <b>we</b> are about to meet one of our ancestors and her human companion, in life! I wonder what they look like?"
[/message]
[message]
speaker=Galas
message= _ "I imagine they look like every other elf or human sorcerer, just... much more powerful, and maybe even terrifying?"
[/message]
{UNLOCK_VIEW}
[/event]
[event]
name=igor enters
[message]
speaker=Unarye
sound=human-female-hit-1.ogg
message= _ "OW!"
[/message]
{FACE_DIRECTION id=Unarye se}
[delay]
time=250
[/delay]
{FACE_DIRECTION (id=Mal Keshar) se}
[message]
speaker=Mal Keshar
message= _ "Huh?"
[/message]
{FACE_DIRECTION id=Galas se}
[delay]
time=500
[/delay]
[message]
speaker=Unarye
message= _ "Someone bumped into me!"
[/message]
[message]
speaker=Galas
message= _ "Who is there?!"
[/message]
{FACE_DIRECTION side=1 se}
[delay]
time=750
[/delay]
[recall]
id=Igor
x,y=35,38
show=yes
[/recall]
[message]
speaker=Igor
message= _ "Sorry! I saw you coming into this temple and I thought... well, the other elves scare me, and you saved me from the undead back there, so..."
[/message]
[message]
speaker=Mal Keshar
message= _ "Begone, goblin! This is no place for such a lowly creature like you!"
[/message]
[message]
speaker=Anlindë
message= _ "Oh, he can come with us. I am sure the Lady of Light will not mind the intrusion of a goblin and his pet wolf considering the... circumstances. <i>(glares at Mal Keshar)</i>"
[/message]
{FACE_DIRECTION id=Anlindë nw}
[delay]
time=250
[/delay]
[message]
speaker=Igor
message= _ "Oh, many thanks, my lady! I had never been treated so well by non-goblins! Many thanks!"
[/message]
{FACE_DIRECTION (id=Mal Keshar) nw}
[delay]
time=750
[/delay]
[message]
speaker=Mal Keshar
message= _ "<i>(grumble, grumble)</i>"
[/message]
{FACE_DIRECTION side=1 nw}
[/event]
[event]
name=DEBUG1
[teleport]
[filter]
id=Galas
[/filter]
x,y=25,29
[/teleport]
[teleport]
[filter]
id=Anlindë
[/filter]
x,y=25,28
[/teleport]
[fire_event]
name=chamber entry cutscene
[/fire_event]
[/event]
[event]
name=DEBUG2
{CLEAR_CAVE_SHROUD area=tree_chamber}
[fire_event]
name=set up courtyard units
[/fire_event]
[fire_event]
name=elynia cutscene 1
[/fire_event]
[/event]
[event]
name=moveto
[filter]
side=1
[/filter]
[filter_condition]
[have_location]
terrain=*^Pr\,*^Pr/
[filter_vision]
side=1
[/filter_vision]
[/have_location]
[/filter_condition]
[allow_undo][/allow_undo]
[remove_shroud]
side=1
x,y,radius=25,27,1
[or]
x,y,radius=27,28,1
[/or]
[/remove_shroud]
[redraw]
side=1
[/redraw]
[scroll_to]
x,y=26,27
[/scroll_to]
{HIGHLIGHT_GOAL terrain=*^Pr\,*^Pr/}
[message]
speaker=Galas
message= _ "We should be wary of any traps or enchantments set up to protect our heroes from hostile outsiders. Anlindë, could you inspect that gate?"
[/message]
[message]
speaker=Anlindë
message= _ "Sure."
[/message]
{LOL_SET_OBJECTIVES ({OBJECTIVE_VICTORY ( _ "Move Anlindë next to the gate")})}
[scroll_to_unit]
x,y=$x1,$y1
[/scroll_to_unit]
[/event]
[event]
name=moveto
[filter]
side=1
x,y=33,31
[/filter]
[allow_undo][/allow_undo]
[message]
speaker=unit
message= _ "These bones appear to have belonged to a dwarf."
[/message]
[/event]
[event]
name=moveto
[filter]
side=1
x,y=31,29
[/filter]
[allow_undo][/allow_undo]
[message]
speaker=unit
message= _ "The chest is empty."
[/message]
[/event]
[event]
name=moveto
[filter]
side=1
x,y=23,29
[/filter]
[allow_undo][/allow_undo]
[message]
speaker=unit
message= _ "Nothing but bugs and dust in this barrel."
[/message]
[/event]
[event]
name=moveto
[filter]
id=Anlindë
[filter_location]
[filter_adjacent_location]
terrain=*^Pr\,*^Pr/
[/filter_adjacent_location]
[/filter_location]
[/filter]
[fire_event]
name=chamber entry cutscene
[/fire_event]
[/event]
#
# Functional event used for forest spirits attacking Galas et al.
#
# spirit_locs must be set beforehand.
#
[event]
name=chamber spirits closing in
first_time_only=no
[foreach]
array=spirit_locs
[do]
[store_direction]
from_x,from_y=$this_item.x,$this_item.y
[to]
[filter]
id=Galas
[/filter]
[/to]
[/store_direction]
[store_locations]
[filter_adjacent_location]
x,y=$this_item.x,$this_item.y
adjacent=-$direction
[/filter_adjacent_location]
variable=location
[/store_locations]
[move_unit]
x,y=$this_item.x,$this_item.y
to_x,to_y=$location.x,$location.y
[/move_unit]
[/do]
[/foreach]
{CLEAR_VARIABLE location}
[/event]
#define LOL_SPIRITS_CLOSING_IN
[fire_event]
name=chamber spirits closing in
[/fire_event]
#enddef
#
# Functional event used during the first cutscene segment and in some debug
# mode skips.
#
[event]
name=set up courtyard units
[teleport]
[filter]
id=Galas
[/filter]
x,y=28,19
[/teleport]
[teleport]
[filter]
id=Anlindë
[/filter]
x,y=28,18
[/teleport]
[teleport]
[filter]
id=Mal Keshar
[/filter]
x,y=28,20
[/teleport]
[teleport]
[filter]
id=Unarye
[/filter]
x,y=29,19
[/teleport]
[teleport]
[filter]
id=Althurin
[/filter]
x,y=27,19
[/teleport]
{IF_HAVE_IGOR (
[teleport]
[filter]
id=Igor
[/filter]
x,y=28,21
[/teleport]
)}
{FACE_LOCATION side=1 x,y=$elynia_loc.x,$elynia_loc.y}
[scroll_to_unit]
id=Galas
[/scroll_to_unit]
[/event]
[event]
name=chamber entry cutscene
{LOCK_VIEW}
[fade_out_music]
duration=500
[/fade_out_music]
[message]
speaker=Anlindë
message= _ "There is a stone tablet nearby."
[/message]
[message]
speaker=Anlindë
message="<i>"+_"“Here in this chamber lies the slayer of the Demon Lord, Protector of the Elves of Irdya, wielder of the Power of the Union: Elynia, the Lady of Light. Only those born of Faerie and the sacred earth of Irdya shall be allowed within her resting place. May her eternal sleep end once the wounds inflicted upon Irdya have healed.”"+"</i>"
[/message]
[message]
speaker=Anlindë
message= _ "There doesn’t seem to be anything else special about this gate. <small><i>(aside)</i> Why does it only mention her...</small>"
[/message]
[message]
speaker=Galas
message= _ "I believe we fit the description, but I am unsure about the healing part. Still, we have faced all kinds of trials and braved numerous dangers to get here — there is no turning back now. Onwards!"
[/message]
[remove_terrain_overlays]
terrain=*^Pr\,*^Pr/
[/remove_terrain_overlays]
[sound]
name=gate-fall.ogg
[/sound]
[redraw]
side=1
[/redraw]
{MOVE_UNIT id=Anlindë 28 24}
{MOVE_UNIT id=Galas 28 25}
{CLEAR_CAVE_SHROUD area=tree_chamber}
[scroll_to]
x,y=28,20
[/scroll_to]
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "The group entered a massive chamber at the center of the underground temple. The place was abundantly illuminated through openings in the tall ceiling, rendering their torches and magic pointless. The whole chamber appeared to have been built not by an ancient civilization, but by the earth itself. Standing out amidst the chamber was a lush courtyard enclosed by five trees in a geometric arrangement, with a sixth tree in the middle of all.
An eerie gust of wind from the deep abyss below extinguished the fires as though intent on protecting the secret sanctuary from harm."
[/message]
[fire_event]
name=set up courtyard units
[/fire_event]
#
# Remove sound sources.
#
[fade_out_sound_effects]
duration=750
[/fade_out_sound_effects]
{REMOVE_SOUND_SOURCE cave_ambience,cave_water_drip}
[reset_sound_effects][/reset_sound_effects]
[message]
speaker=Mal Keshar
message= _ "Hello there! Anybody at home?"
[/message]
{REPLACE_SCENARIO_MUSIC heroes_rite.ogg}
[message]
speaker=Galas
message= _ "... There is no-one here. But... how? Did we arrive too late?"
[/message]
[store_locations]
terrain=*^Fet
[not]
x,y=$elynia_loc.x,$elynia_loc.y
[/not]
variable=spirit_locs
[/store_locations]
[foreach]
array=spirit_locs
[do]
[store_direction]
from_x,from_y=$this_item.x,$this_item.y
[to]
[filter]
id=Galas
[/filter]
[/to]
[/store_direction]
[terrain]
terrain=^Fetd
layer=overlay
x,y=$this_item.x,$this_item.y
[/terrain]
[sound]
name=wail.wav,wail-sml.wav
[/sound]
[redraw][/redraw]
[delay]
time=100
[/delay]
[remove_terrain_overlays]
x,y=$this_item.x,$this_item.y
[/remove_terrain_overlays]
[redraw][/redraw]
[unit]
animate=yes
side=2
type=Faerie Spirit
facing=$direction
x,y=$this_item.x,$this_item.y
generate_name=no
random_traits=no
[modifications]
[object]
[effect]
apply_to="image_mod"
add="PAL(faerie_spirit_hair_leaves_green>faerie_spirit_hair_leaves_decay)~PAL(faerie_spirit_skin_green>faerie_spirit_skin_decay)"
[/effect]
[/object]
[/modifications]
[/unit]
[/do]
[/foreach]
[role]
role=spirit1
type=Faerie Spirit
[/role]
[role]
role=spirit2
type=Faerie Spirit
[not]
role=spirit1
[/not]
[/role]
[role]
role=spirit3
type=Faerie Spirit
[not]
role=spirit1
[/not]
[not]
role=spirit2
[/not]
[/role]
[message]
role=spirit3
message="<i>"+_"Kill the intruders."+"</i>"
[/message]
{LOL_SPIRITS_CLOSING_IN}
[message]
speaker=Anlindë
message= _ "We are the Forest Elves of the Valley of Elynia! You must let us pass!"
[/message]
[message]
role=spirit1
message="<i>"+_"Protect the Lady of Light."+"</i>"
[/message]
#
# At this point two of the spirits will be adjacent to player units,
# those cannot be moved any closer.
#
[store_locations]
[filter]
type=Faerie Spirit
[not]
[filter_adjacent]
side=1
[/filter_adjacent]
[/not]
[/filter]
variable=spirit_locs
[/store_locations]
{LOL_SPIRITS_CLOSING_IN}
{IF_HAVE_IGOR (
[message]
speaker=Igor
message= _ "Aieee! They’re gonna kill us!" # wmllint: no spellcheck
[/message]
)}
[message]
speaker=Mal Keshar
message= _ "Enough of this nonsense!"
[/message]
{THUNDER (
[teleport]
[filter]
id=Mal Keshar
[/filter]
x,y=$elynia_loc.x,"$($elynia_loc.y + 1)"
[/teleport]
{FACE_DIRECTION (id=Mal Keshar) nw}
{FACE_UNIT (type=Faerie Spirit) (id=Mal Keshar)}
)}
[delay]
time=250
[/delay]
[message]
speaker=Anlindë
message= _ "Malin Keshar! What do you think you are doing?!"
[/message]
[message]
speaker=Mal Keshar
message= _ "Something I should have done long ago! Unto me, whip of the Dark Gods!"
[/message]
{CLEAR_VARIABLE spirit_locs}
[fire_event]
name=elynia cutscene 1
[/fire_event]
[/event]
[event]
name=elynia cutscene 1
[hide_unit][/hide_unit]
{REPLACE_SCENARIO_MUSIC silence.ogg}
[sound]
name=magic-dark-big.ogg
[/sound]
{WHITE_SCREEN}
[scroll_to]
x,y=$elynia_loc.x,$elynia_loc.y
{WARP}
[/scroll_to]
[delay]
time=250
[/delay]
[sound]
name=lightning.ogg
[/sound]
[delay]
time=250
[/delay]
[sound]
name={SOUND_LIST:ELF_FEMALE_HIT}
[/sound]
[kill]
type=Faerie Spirit
[/kill]
[terrain]
x,y=$elynia_loc.x,$elynia_loc.y
terrain=^Fetd
layer=overlay
[/terrain]
[redraw][/redraw]
[delay]
time=250
[/delay]
{RESET_SCREEN}
[unhide_unit][/unhide_unit]
[delay]
time=750
[/delay]
{FACE_DIRECTION (id=Mal Keshar) se}
[delay]
time=250
[/delay]
[terrain]
x,y=$elynia_loc.x,$elynia_loc.y
terrain=^Efm
layer=overlay
[/terrain]
[redraw][/redraw]
{MOVE_UNIT (id=Mal Keshar) 27 18}
{FACE_DIRECTION (id=Mal Keshar) ne}
[message]
speaker=Mal Keshar
message= _ "No need to thank me. Behold!"
[/message]
[delay]
time=750
[/delay]
#
# FIXME: images
#
{MOVE_UNIT (id=Galas) $elynia_loc.x "$($elynia_loc.y + 1)"}
{REPLACE_SCENARIO_MUSIC traveling_minstrels.ogg}
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "On the ground where the white tree at the center of the chamber stood moments before, now lay a beautiful elven lady."
[/message]
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "In a previous age when Irdya was green and wide, anyone who glanced at her radiant pale skin and glistening faerie wings would have been able to discern her identity without a second thought. Even as she slept, her strong bond with the essence of Light illuminated her surroundings and protected her from harm.
The legends told of the lavender-haired heroine of the elves and lauded her everlasting grace and splendor, but Galas never imagined the truth could possibly surpass the historical accounts; neither did he imagine how it would render him completely dumbstruck, unable to greet her as it was required of him as lord of the Elves."
[/message]
[message]
speaker=Galas
# po: "beautiful"
message= _ "She is..."
[/message]
[message]
speaker=Anlindë
message= _ "Come forth, Light of the First Gods! Awaken your blessed emissary from her millennial sleep!"
[/message]
{FLASH_WHITE (
[sound]
name=magic-holy-2.ogg
[/sound]
)}
[delay]
time=250
[/delay]
[unit]
# wmllint: recognize Elynia
{CHARACTER_STATS_ELYNIA}
animate=yes
x,y=$elynia_loc.x,$elynia_loc.y
facing=se
side=2
[/unit]
[delay]
time=2000
[/delay]
[message]
speaker=Elynia
message= _ "... Who has... awakened me?"
[/message]
[message]
speaker=Anlindë
message= _ "<i>(points at Galas)</i>"
[/message]
[message]
speaker=Unarye
message= _ "<i>(points at Galas)</i>"
[/message]
[message]
speaker=Galas
message= _ "..."
[/message]
[message]
speaker=Elynia
message= _ "... Elves? Huh... I must be dreaming..."
[/message]
[message]
speaker=Mal Keshar
message= _ "Actually, no, not at all."
[/message]
{FACE_UNIT id=Elynia (id=Mal Keshar)}
[message]
speaker=Elynia
message= _ "Necromancer! Your kind is not welcome here! Say your last words!"
[/message]
[message]
speaker=Galas
message= _ "No, he doesn’t mean any harm, Lady Elynia! He is our ally!"
[/message]
{FACE_UNIT id=Elynia id=Galas}
[delay]
time=750
[/delay]
[message]
speaker=Elynia
message= _ "<i>Ally</i>, you say? Who are you, strangers, and why have you come to interrupt my sleep?"
[/message]
[message]
speaker=Galas
message= _ "Right, right, I forgot to introduce ourselves. I am Lord Galas of the Elves of the Valley of Elynia, my lady, and these are Anlindë, my loyal advisor and leader of the Elven Council at Telchior’s Hold; Lady Unarye, High Sorceress of our people; Althurin, High Runemaster of the Dwarvish Kingdom of Herthgar; and this is—"
[/message]
[message]
speaker=Mal Keshar
message= _ "Mal Keshar, the Harbinger of Dread — a title I just made up so I don’t seem out of place among those big names."
[/message]
[fade_out_music]
duration=500
[/fade_out_music]
[message]
speaker=Elynia
message= _ "<i>(appalled)</i> I—"
[/message]
{IF_HAVE_IGOR (
{MOVE_UNIT id=Igor 28 19}
[message]
speaker=Igor
message= _ "And I’m Igor! But I fear I don’t have any titles or feats to brag about..."
[/message]
)}
[message]
speaker=Elynia
message= _ "I mean, I appreciate that you would name a valley after me, but... Lord Galas, do you even realize that you are standing beside two criminals condemned by elvenkind? How could this depravity come to be?! Is this truly Telchior’s legacy?! How am I supposed to trust the elves of this time now?"
[/message]
[delay]
time=750
[/delay]
{REPLACE_SCENARIO_MUSIC into_the_shadows.ogg}
[message]
speaker=Elynia
message= _ "Because... I presume it has been long since the Fall, hasn’t it? And you are a descendant of Lord Telchior of Thelien, aren’t you, Lord Galas?"
[/message]
# wmllint: local spelling uhh
[message]
speaker=Galas
message= _ "Uhh... perhaps? I beg your pardon, my lady, but the only person here whom I am aware has committed past crimes against elvenkind is Mal Keshar, and I have specifically allowed him amongst us so he could guide us to the Heart Mountains, and to you."
[/message]
[delay]
time=750
[/delay]
[fire_event]
name=elynia cutscene 2
[/fire_event]
[/event]
[event]
name=elynia cutscene 2
[message]
speaker=Elynia
message= _ "So you were raised unaware of the most crucial chapter of your people’s history... That... actually makes sense. Why are you all here today?"
[/message]
[message]
speaker=Anlindë
message= _ "Because the demons have returned, my lady; this time in greater numbers, and backed by an empire established by the humans of the southern deserts during the last few centuries. They decimated our defenses, razed our lands, and slaughtered countless innocent civilians before we finally left our home to request help from you and the Master of Darkness... who... seems to be absent for some reason?"
[/message]
[delay]
time=750
[/delay]
{MOVE_UNIT id=Elynia $elynia_loc.x "$($elynia_loc.y - 1)"}
{FACE_DIRECTION id=Elynia nw}
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "The Lady of Light seemed suddenly distraught at Anlindë’s words. She breathed deeply and turned around, trying to avert the inquisitive glances, and remained silent for a moment..."
[/message]
[delay]
time=750
[/delay]
{FACE_DIRECTION id=Elynia se}
[delay]
time=100
[/delay]
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "And then, she turned around once again.
“Argan, the Master of Darkness, is dead.”"
[/message]
[delay]
time=1000
[/delay]
[message]
speaker=Anlindë
message= _ "I... I never imagined—"
[/message]
[message]
speaker=Elynia
message= _ "It pains me to have to admit this truth to you... After our victory against the Demon Lord Zhangor in Wesmere, many elves — your ancestors, lord Galas — were convinced that we were like gods, immortal and invincible, the exclusive wielders of the only power that could rival the demon’s own. But it was only by sheer fortune that we survived that battle; and our lives, even though they truly exceed the norm of our kind in span, are as fragile as those of everyone else. We learned this the only possible way: by one of us dying."
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Elynia
message= _ "As to how it happened... <i>(sighs)</i> I suppose I might as well tell you of the world-changing events that led up to it. Our stories are more closely intertwined than you might suspect, lord Galas, and because our people have apparently forgotten the tragedies that befell us all at the end of times, I shall try my best to provide you with my own abridged account. You have to know the truth that Anlindë has kept from you for so long."
[/message]
[message]
speaker=Elynia
message= _ "But I must warn you: if the lorekeepers of elvenkind chose to not pass this knowledge on to you and your forefathers, it would be highly unwise of us to do otherwise now that our civilization is once again on the brink of extinction, and susceptible to the influence of demons hailing from Inferno."
[/message]
[modify_unit]
[filter]
id=Elynia
[/filter]
side=1
[/modify_unit]
[hide_unit][/hide_unit]
{FADE_TO_BLACK}
[store_shroud]
side=1
variable=e1s10x_state.shroud_mask
[/store_shroud]
[place_shroud]
side=1
[/place_shroud]
[fade_out_music][/fade_out_music]
[message]
speaker=Elynia
message= _ "Which is why all of you standing before me now are forever bound to keep this a secret. Sit down, and listen well..."
[/message]
[delay]
time=750
[/delay]
{UNLOCK_VIEW}
{ENDLEVEL_QUIET} {NO_REPLAY_SAVE}
[/event]
[event]
name=victory
#
# All state needs to be transferred to the next scenario, which only
# exists for the sake of working around the lack of scenario-mandated
# save points.
#
# But before, we must pass some additional state to it (code
# duplication across scenarios sucks!).
#
[store_time_of_day]
variable=e1s10x_state.schedule
[/store_time_of_day]
[store_unit]
[filter]
side=1
x,y=1-999,1-99
[/filter]
variable=e1s10x_state.units
kill=yes
[/store_unit]
[save_map]
variable=e1s10x_state.map
[/save_map]
# shroud map handled by the last cutscene segment.
[store_items]
variable=e1s10x_state.items
[/store_items]
[/event]
[/scenario]
#undef LOL_SET_OBJECTIVES
#undef LOL_SPIRITS_CLOSING_IN
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
[scenario]
id=10y_The_Fall
name= _ "The Fall"
{NO_MAP_DATA}
turns=-1
next_scenario=11_Strike_on_Herthgar
victory_when_enemies_defeated=no
#
# This is somewhat of a tiny stub scenario using configuration carried
# over from E1S10x using WML variables. The intention is to allow players
# to replay the cutscene skipping to the historical part if they want. All
# unit and map configuration is done dynamically. I suppose it might also
# be of interest to aspiring advanced WML coders.
#
# The variables required from E1S10x are:
#
# e1s10x_state
# Actual game, units, and gamemap state data.
# elynia_loc
# Used to avoid hardcoding Elynia's intended initial location
# everywhere.
# side1_params
# Partial side 1 gameplay state from E1S10x prestart including its
# recruit list and gold reserve, both of which are cleared for the
# duration of both E1S10x and E1S10y.
#
{NO_RECALLS}
{FULLSCREEN_CUTSCENE_UI}
{SCENARIO_MUSIC "snowfall.ogg"}
{EXTRA_SCENARIO_MUSIC "revelation.ogg"}
{EXTRA_SCENARIO_MUSIC "nunc_dimittis.ogg"}
{STORYTXT_THE_FALL}
# Nobody can die in this scenario.
# wmllint: validate-off
[side]
side=1
controller=human
team_name=heroes
user_team_name= _ "team_name^Elves"
shroud=yes
gold=0
{NO_INCOME}
# wmllint: recognize Galas
{CHARACTER_STATS_GALAS}
[/side]
# wmllint: validate-on
[event]
name=prestart
{DIE_ON (
[not]
{VARIABLE_ARRAY_NOT_EMPTY e1s10x_state}
{VARIABLE_ARRAY_NOT_EMPTY elynia_loc}
{VARIABLE_ARRAY_NOT_EMPTY side1_params}
[/not]
)
("E1S10x state store missing, did you use debug mode to skip scenarios?")}
# Kill automatic leader placed by the engine at 1,1 because we killed
# the real one in the last scenario.
[kill]
id=Galas
[/kill]
[load_map]
variable=e1s10x_state.map
[/load_map]
[replace_schedule]
[insert_tag]
variable=e1s10x_state.schedule
name=time
[/insert_tag]
[/replace_schedule]
[insert_tag]
name=time_area
variable=e1s10x_state.time_area
[/insert_tag]
[foreach]
array=e1s10x_state.items
variable=item
[do]
[insert_tag]
variable=item
name=item
[/insert_tag]
[/do]
[/foreach]
[foreach]
array=e1s10x_state.units
variable=unit
[do]
[insert_tag]
variable=unit
name=unit
[/insert_tag]
[/do]
[/foreach]
# wmllint: recognize Elynia
# wmllint: recognize Mal Keshar
# wmllint: recognize Anlindë
# wmllint: recognize Althurin
# wmllint: recognize Unarye
# wmllint: recognize Igor
{BLACK_SCREEN}
[hide_unit][/hide_unit]
[/event]
[event]
name=start
# FIXME: doesn't work on prestart
[place_shroud]
side=1
[/place_shroud]
{LOCK_VIEW}
[scroll_to_unit]
id=Galas
{WARP}
[/scroll_to_unit]
[fire_event]
name=elynia cutscene 3
[/fire_event]
[/event]
[event]
name=elynia cutscene 3
[delay]
time=750
[/delay]
[message]
speaker=Elynia
message= _ "Once upon a time, the Great Continent was dominated by many human kingdoms united under a single banner, the banner of the Empire of Wesnoth; but elves and dwarves were here first, and inhabited the vast green forests and tall mountains ranges. Although they had come to see the humans of Wesnoth as valuable friends, many remembered that the humans first arrived to the continent with legions of orcs in pursuit. But by the Golden Age, we had all managed to set our differences aside and prosper together."
[/message]
[message]
speaker=Elynia
message= _ "South of the Heart Mountains lay one of the greatest and oldest domains of our kind, Wesmere. For long it served as the capital of our civilization, with its elven council — the Ka’lian — holding greater authority than our own kings and lords. The members of the Ka’lian valued knowledge over all other things, and they sought to plunder all the secrets of Irdya for the greater good. In time, this would bring about our downfall."
[/message]
[message]
speaker=Elynia
message= _ "But the first step towards ending our peaceful lives was taken not by elvenkind, but by the Empire of Wesnoth. At the time, the human Emperor saw his popularity among his subjects dwindle. He saw fit to take advantage of an otherwise unremarkable incursion of undead in orcish territory, led by a powerful necromancer said to have been destroyed countless times before. You must still remember this, Mal Keshar."
[/message]
# wmllint: local spelling pfft
[message]
speaker=Mal Keshar
message= _ "I have lived for, uh, I don’t know, thousands of years, and you suddenly expect me to remember one specific instance of me terrorizing those despicable creatures!? Pfft."
[/message]
[message]
speaker=Elynia
message= _ "It served as the perfect excuse for the Emperor of Wesnoth to take the fate of Irdya into his own hands. He ordered his magi to gather masters and students from all academies throughout the land; together, they lifted a mountain into the skies to shine forth and force all soldiers of darkness to retreat underground until the end of times. That is Naia, the second sun."
[/message]
[message]
speaker=Elynia
message= _ "Centuries later, things... happened in Wesmere. There is no-one still alive who remembers exactly how it all began, and in the end, Argan and I had to rely on hearsay to put together the pieces of the puzzle."
[/message]
[message]
speaker=Elynia
message= _ "As part of their experiments seeking to unveil the nature of our reality, the most skilled sorcerers in Wesmere discovered a way to open portals to another world; and from one of those portals emerged a young elf seer who warned them of disasters to come; disasters that he claimed would destroy all elvish civilization, and with it, the knowledge hoarded by the good people of Wesmere. He promised them protection and <i>more</i> knowledge in exchange for being worshiped as a god. That was Zhangor, and that was the pact he proposed to elvish civilization."
[/message]
[message]
speaker=Elynia
message= _ "Knowledge begets power, and power begets ambition; the offer was only too enticing for the lords of Wesmere. Those who disagreed with the Ka’lian’s decision to accept the Demon Lord as their god would be the first to meet him... as offerings. As part of his requirements, these blood sacrifices were to remain a secret concealed from the rest of the world; and because of this, for a long time, we remained unaware of the corruption that took root in Wesmere."
[/message]
# wmllint: local spellings Dantair Gaia
[message]
speaker=Elynia
message= _ "Zhangor’s claims would prove true after but a few years following this. A nobleman by the name of Dantair became Emperor of Wesnoth six years later, since the previous holder of the title had left no heirs to take the throne. The mysterious circumstances of his decease led people to suspect Dantair of regicide. With Wesnoth’s civil unity at stake, two years later Dantair saw no option but to quell his detractors with a decree for the immediate creation of Gaia, the third sun."
[/message]
[message]
speaker=Elynia
message= _ "But his confidence in this plan was too great. As Wesnoth had only seen threats of mundane origins for two centuries and the old masters had long since passed away, the human magi were no longer the impressive force that once created Naia. Dantair went ahead with his plan and took measures to ensure nobody could possibly interfere. Thus, to my heart’s pain, I came to witness the mayhem..."
[/message]
[message]
speaker=Elynia
message= _ "The magi realized only too late that they were unable to tether Gaia up in the skies. Their failure resulted in the Fall of the third sun, and the end of an era that later came to be known as the Golden Age."
[/message]
[message]
speaker=Elynia
message= _ "The earth-shattering force of the impact caused cataclysms and eruptions all over Irdya, destroying forests, cities, rivers, even mountains. The Great Continent was entirely reshaped, and the fruits of civilization were destroyed all at once. Perhaps for the best, Dantair did not live to see the full extent of the damage he caused — he and his magi were murdered by the panicked people of Wesnoth, and thus their sad story came to a swift end amidst the destruction."
[/message]
[message]
speaker=Galas
message= _ "So it’s true, after all."
[/message]
[message]
speaker=Elynia
message= _ "The humans were far from the only ones to suffer the calamities that resulted from their prideful actions. Elves, dwarves, humans, and orcs... they all fought among themselves for the scarce resources left after everything green perished. Naia and Sela also contributed by drying up every source of water on the surface. And while we at Lintanir Forest had to cope with this for some time until the situation proved unsustainable, Wesmere stood intact through everything, protected by Zhangor’s arcane magic. The unholy sacrifices continued, and soon he saw that he would be left with nothing to rule if the Wesmere population waned further; his thirst for blood became increasingly difficult to quench."
[/message]
[message]
speaker=Elynia
message= _ "Luckily for him, many outsiders sought shelter in Wesmere after the Fall. He came up with a simple but effective solution to his dilemma: all foreigners, be it elves or members of any other race, were declared heretics unworthy of his gift of life. The pain and agony of the unfortunate souls captured by the elves continued to feed him and cause his power to grow stronger and stronger; and when his prey stopped coming to Wesmere, he sent hunters beyond their borders to obtain more sacrifices for him."
[/message]
[message]
speaker=Elynia
message= _ "Finally, Lintanir became inhospitable and we were forced to ask refuge of the Ka’lian. Argan and I led my people out of the ruins of the northern forests, and after a long journey across the ravaged land, we arrived at the eastern frontier of Wesmere. Then, we were ambushed."
[/message]
[message]
speaker=Elynia
message= _ "Many of our people were already weak due to the long march from Lintanir, unable to fend off the forces sent after us by Zhangor’s cultists. Those who didn’t die during the confrontation were captured and sacrificed to the demon, as my husband later found out. ... He risked his life to infiltrate the capital and obtain intelligence on our enemy."
[/message]
[message]
speaker=Elynia
message= _ "Thus we found ourselves faced with a difficult choice: either we could stop our brethren, the elves of the forest where I grew up, and release them from this unprecedented evil at all costs; or instead, we could avoid the onslaught and abandon their lands, thus perpetuating the Demon Lord’s cruel rule through inaction."
[/message]
[message]
speaker=Elynia
message= _ "Had we chosen the latter, elvenkind would likely have flourished once again... as the slaves of the Demon Lord, bound by that fateful pact for the rest of eternity. You certainly wouldn’t be here now."
[/message]
[message]
speaker=Elynia
message= _ "Destiny works in mysterious ways, and it was only by chance that we made contact with the elves led by Lord Quetor’el of Aethenwood before they could be lured into a trap by Wesmere. Even though their military proficiency paled in comparison to that of Lintanir or Wesmere, their larger numbers proved essential to make our plan work. Our combined forces laid siege to Wesmere for nearly a year before Zhangor realized that the devotion and fear of his followers would never suffice to turn the tide in his favor."
[/message]
[message]
speaker=Elynia
message= _ "He then revealed his true form to the world, and proceeded to slaughter all from the skies — even his own subjects. The great power he unleashed upon Irdya did not only kill almost every living creature within range, but it also tore the forest ground asunder, while his fire and lightning took care of the rest. His power had allowed Wesmere to survive the events of the Fall, and then turned it all into a dead wasteland."
[/message]
[message]
speaker=Elynia
message= _ "With little chance of prevailing, Argan and I called upon the Union of Light and Darkness, risking our own destruction by overexertion, and challenging a foe without precedent in Irdya’s recorded history. Of course, we did defeat Zhangor in the end, but our power was not enough to counteract his impressive regeneration ability and allow us to kill him; which is why we could only tear his hideous body apart, seal every piece, and send them all back to Inferno."
[/message]
[message]
speaker=Elynia
message= _ "Victory was ours, but the cost was much greater than we anticipated, and less than five hundred elves of Wesmere survived Zhangor’s display of power, many of them priests and warriors. They surrendered and begged for forgiveness, and we did spare the civilians’ lives."
[/message]
[message]
speaker=Elynia
message= _ "But the surviving priests, warriors, and Ka’lian members met a different fate, for we could not risk the possibility of them sparking another civil war or bringing Zhangor or other demons back to Irdya. No... we had no choice but to execute them, and then burn their bodies to ashes in case Zhangor’s magic could still be at work."
[/message]
[set_shroud]
side=1
shroud_data=$e1s10x_state.shroud_mask
[/set_shroud]
{FADE_IN}
[unhide_unit][/unhide_unit]
[delay]
time=750
[/delay]
[message]
speaker=Elynia
message= _ "In hindsight, it’s ironic that we despised the humans so much after their hubris caused the end of all civilizations. Our kin in Wesmere represented the entirety of our race to the rest of the world, and their transgressions were far worse in that they were fully aware of the implications of what they were doing. And in both cases, it was ultimately the flaws of just a few select individuals that doomed the rest. Perhaps, if Zhangor and the Ka’lian had not conspired to destroy the integrity of elvenkind from within, we would have been able to rebuild what we lost, given sufficient time."
[/message]
[message]
speaker=Elynia
message= _ "Although we elves rarely suffer from lapses of judgment like this, whenever it happens, the results are catastrophic for everyone involved. The recurrence of events like this throughout our history is unsettling, and it’s why I fear something like this may happen again if the creatures of Inferno get involved. We had to forbid telling the more shameful details of this story to anyone, elf or otherwise, at least for a few generations. But I expected our lorekeepers to at least have the sense to educate our future leaders about our past mistakes!"
[/message]
[message]
speaker=Galas
message= _ "To be fair, my lady, I have only recently been given this title by our previous lord Lédinor, who... stayed behind in the Valley, in an attempt to give us an opportunity to flee. We all owe our lives to his noble sacrifice."
[/message]
[message]
speaker=Unarye
message= _ "My lady, how does this relate to Anlindë or the death of the Master of Darkness?"
[/message]
[message]
speaker=Elynia
message= _ "I... I will get to the last part soon. As for <i>her</i>... Telchior was responsible for sparing her life. She was amongst the cultists serving Zhangor in Wesmere, one of the few who survived the final battle."
[/message]
[message]
speaker=Anlindë
message= _ "I am fully aware of the crimes I committed while under Zhangor’s command, my lady. But had I not obeyed the orders given to me, my family and I would have paid the price in blood. Not that any of that helped in the end... I can only hope their deaths turned out to be less painful than how they would have been on the altar."
[/message]
[message]
speaker=Althurin
message= _ "Why did the elves part ways?"
[/message]
[message]
speaker=Elynia
message= _ "Would that you were a little more patient... After we had finished dealing with the survivors, Anlindë tried to convince us to head back northeast instead of retreating to the south. Telchior and his people accepted her counsel, albeit reluctantly, while Quetor’el returned south. Argan and I would have followed Quetor’el’s group, but the lengthy war and the final battle had weakened us, both physically and mentally. We chose a third option, which was to descend into the depths of the Heart Mountains. Along the way we were joined by a few elves, and later dwarves."
[/message]
[message]
speaker=Elynia
message= _ "Bear in mind that the dwarvish settlements underground weren’t exempt of the disasters of the Fall, and strong and frequent earthquakes persisted through all those years. But still, we wanted to learn more about the catalyst of elvenkind’s destruction. We remembered that some time before the catastrophe, the dwarves had unearthed the ruins of a civilization suspected to predate ours by eons. Seeing as how the elves no longer needed us, we decided to try and find those ruins."
[/message]
[message]
speaker=Elynia
message= _ "Instead of finding them, we became lost in the depths, and eventually... one of those earthquakes caused the floor beneath our feet to collapse, leaving nothing below but a deep chasm. I held on to a ledge in time and survived, but Argan... he fell into the darkness. I could not... find him afterwards..."
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Elynia
message= _ "He always managed to escape the worst situations, but never something like that... I still hoped... I hoped he might have survived somehow, but... after some time — I don’t know how much — I realized that I was waiting for the impossible."
[/message]
[message]
speaker=Elynia
message= _ "The few of our followers who were still with me at the time convinced me that the situation was hopeless, and with Irdya ruined and perishing, I thought that my only option was to sleep. Perhaps, at some point later, if the world ever recovered..."
[/message]
[message]
speaker=Unarye
message= _ "The world <i>is</i> coming back to life, my lady, slowly but surely. Although for a good part of our journey we saw only dunes and dry plains, we also found green hills and valleys before proceeding underground. We have seen but a tiny fraction of our world in its present state, but the country of the northern humans is rumored to be thriving with life, and to support the Chaos Empire’s armies there must also be lands like that to the south."
[/message]
[message]
speaker=Elynia
message= _ "Who is leading this empire against us, though?"
[/message]
[message]
speaker=Anlindë
message= _ "All their demons and humans appear to serve an emperor of some sort, but they also worship two names that were once subjects of myth: Uria and Yechnagoth. It is important to keep in mind that the dwarves learned that a creature also called Yechnagoth attempted to eradicate a people of the desert, elves who I presume are descended from Quetor’el’s band."
[/message]
[message]
speaker=Althurin
message= _ "She had the power to corrupt the souls of all surface-dwellers but those elves, and if the story is true, she also knew the name of this Demon Lord Zhangor. Though her dark influence ebbed away once she was slain by Kalehssar, the humans in the south remained under the control of a powerful group of cultists. We believe ’tis these people who later gave rise to the empire."
[/message]
[message]
speaker=Elynia
message= _ "Yechnagoth, the Eater of Souls... and Uria, the Mother of Demons. This is deeply troubling. Simple humans clearly cannot control the forces of Inferno alone, so it might be... that Uria is more real than we thought. I need to ponder this later. For now, let us go."
[/message]
[message]
speaker=Galas
message= _ "So you will help us?"
[/message]
[message]
speaker=Elynia
message= _ "It’s my mission as the Protector of the Elves of Irdya. It would be dishonorable of me to shirk my sworn duty — for longer than I already did, anyway. I shall help you, even... even without Argan by my side."
[/message]
[message]
speaker=Galas
message= _ "Thank you, my lady."
[/message]
[message]
speaker=Elynia
message= _ "Although everyone refers to me as the ‘Lady of Light’, it’s not really a title or rank, Lord Galas. You may call me Elynia if you wish. Now, guide me to the other elves. And... I want to see the surface again."
[/message]
[message]
speaker=Igor
message= _ "Yes! The surface! It’s been so long since I last saw it."
[/message]
[message]
speaker=Mal Keshar
message= _ "Pah, finally. After such a long talk I’d be surprised if there were still any life left out there."
[/message]
[hide_unit][/hide_unit]
{FADE_TO_BLACK}
{UNLOCK_VIEW}
{ENDLEVEL_QUIET} {NO_REPLAY_SAVE}
[/event]
[event]
name=victory
[modify_side]
side=1
gold=$side1_params.gold
recruit=$side1_params.recruit
[/modify_side]
[kill]
id=Unarye
[/kill]
{CLEAR_VARIABLE side1_params,elynia_loc,e1s10x_state}
[/event]
[/scenario]
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
[scenario]
id=10_The_Source_of_Light
name= _ "The Source of Light"
{MAP 10_The_Source_of_Light.map}
{TURNS 60 59 58}
next_scenario=10x_Elynia
victory_when_enemies_defeated=no
#
# TODO: the berserker potion is too hard to reach with elves
#
{SCENARIO_MUSIC "nunc_dimittis.ogg"}
{DEEP_UNDERGROUND}
[time_area]
x=41-69,43-69,37-40,44-52,46-50,48,58-61,60,41-42
y=38-44,45-61,56-59, 37, 36,35, 37,36,56-61
{UNDERGROUND_VOLCANO_DEFAULT}
[/time_area]
{STORYTXT_THE_SOURCE_OF_LIGHT}
{DEATHS_ACT_2_1}
{DEATHS_DWARVES}
# wmllint: validate-off
[side]
side=1
controller=human
team_name=heroes
user_team_name= _ "team_name^Elves"
shroud=yes
{GOLD 200 180 170}
{INCOME 5 4 3}
# wmllint: recognize Galas
{CHARACTER_STATS_GALAS}
[/side]
# wmllint: validate-on
# Chaos incursion remnants
[side]
side=2
team_name=gaia
user_team_name= _ "team_name^Chaos Empire"
{CHAOS_FLAG}
{ai/aliases/stable_singleplayer.cfg}
[ai]
#{AI_SIMPLE_ALWAYS_ASPECT leader_ignores_keep yes}
{AI_SIMPLE_ALWAYS_ASPECT leader_aggression 1.0}
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.0}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.0}
[/ai]
canrecruit=yes
type=Demon Warrior
id=Mena
name= _ "Mena"
gender=female
ai_special=guardian
experience=112
[modifications]
{TRAIT_DEXTROUS}
{TRAIT_STRONG}
[/modifications]
{SIDE_GENERIC_GUARD ({DIFF (Iron Golem) Goliath Goliath}) 33 22}
[+unit]
experience=96
[/unit]
{SIDE_GENERIC_GUARD Automaton 35 23}
{SIDE_GENERIC_GUARD Automaton 35 20}
{SIDE_GENERIC_GUARD (Demon Grunt) 32 21}
{SIDE_GENERIC_GUARD (Demon Grunt) 38 20}
{SIDE_GENERIC_GUARD (Demon Zephyr) 33 24}
{SIDE_GENERIC_GUARD (Demon Zephyr) 38 23}
{SIDE_GENERIC_GUARD (Chaos Marauder) 34 23}
{SIDE_GENERIC_GUARD (Chaos Magus) 36 23}
[/side]
#ifdef HARD
#define TSOL_DZOMBIE
Soulless
#enddef
#else
#define TSOL_DZOMBIE
Walking Corpse
#enddef
#endif
# Undead in NE tunnels and central chamber
[side]
side=3
team_name=gaia
user_team_name= _ "team_name^Cave Creatures"
{RAGGED_FLAG}
no_leader=yes
hidden=yes
recruit=Walking Corpse,Soulless,Vampire Bat,Ghost,Mudcrawler
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.40}
{AI_SIMPLE_ALWAYS_ASPECT grouping defensive}
{AI_SIMPLE_ALWAYS_ASPECT aggression 0.80}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
[/ai]
# Roaming fossils in the central chamber
{SIDE_GENERIC_GUARD Soulless 28 31} {VARIATION wose}
{SIDE_GENERIC_GUARD Soulless 30 25} {VARIATION wose}
{SIDE_GENERIC_GUARD Soulless 35 25} {VARIATION wose}
{SIDE_GENERIC_GUARD Soulless 41 26} {VARIATION wose}
{SIDE_GENERIC_GUARD Soulless 41 32} {VARIATION wose}
{SIDE_GENERIC_GUARD Soulless 36 34} {VARIATION wose}
{SIDE_GENERIC_GUARD {TSOL_DZOMBIE} 55 27} {VARIATION bat} {FACING se}
{SIDE_GENERIC_GUARD {TSOL_DZOMBIE} 59 31} {VARIATION bat} {FACING se}
{SIDE_GENERIC_GUARD {TSOL_DZOMBIE} 54 33} {VARIATION bat} {FACING nw}
{SIDE_GENERIC_GUARD Soulless 56 28} {VARIATION troll}
{SIDE_GENERIC_GUARD Soulless 66 33} {VARIATION bat}
{SIDE_GENERIC_GUARD (Vampire Bat) 50 16}
{SIDE_GENERIC_GUARD (Vampire Bat) 51 17}
{SIDE_GENERIC_GUARD (Vampire Bat) 52 16}
{SIDE_GENERIC_GUARD (Blood Bat) 67 18}
{SIDE_GENERIC_GUARD (Revenant) 61 18} {FACING se}
{SIDE_GENERIC_GUARD (Revenant) 64 20} {FACING nw}
{SIDE_GENERIC_GUARD {DIFF Ghoul Ghoul Necrophage} 55 21} {FACING nw}
{SIDE_GENERIC_GUARD (Vampire Bat) 22 59}
{SIDE_GENERIC_GUARD (Vampire Bat) 30 57}
{SIDE_GENERIC_GUARD (Vampire Bat) 6 59}
[/side]
{RECRUIT_UNIT_VARIATIONS 3 "Walking Corpse,Soulless" saurian}
# Fire spirits in SE tunnels
[side]
side=4
team_name=gaia
user_team_name= _ "team_name^Cave Creatures"
{RAGGED_FLAG}
no_leader=yes
hidden=yes
recruit=Fire Wisp,Fire Guardian
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
{AI_SIMPLE_ALWAYS_ASPECT grouping defensive}
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
[/ai]
{SIDE_GENERIC_GUARD (Fire Guardian) 45 39}
{SIDE_GENERIC_GUARD (Fire Guardian) 48 36}
{SIDE_GENERIC_GUARD (Fire Guardian) 60 43}
{SIDE_GENERIC_GUARD (Fire Guardian) 62 48}
{SIDE_GENERIC_GUARD (Fire Guardian) 53 55}
{SIDE_GENERIC_GUARD (Fire Guardian) 47 51}
{SIDE_GENERIC_GUARD (Fire Wisp) 52 47}
{SIDE_GENERIC_GUARD (Fire Wisp) 46 43}
{SIDE_GENERIC_GUARD (Fire Wisp) 57 41}
{SIDE_GENERIC_GUARD (Fire Wisp) 58 39}
{SIDE_GENERIC_GUARD (Fire Wisp) 65 57}
{SIDE_GENERIC_GUARD (Fire Wisp) 68 52}
[/side]
# Ghosts in SW tunnels
[side]
side=5
team_name=gaia
user_team_name= _ "team_name^Cave Creatures"
{RAGGED_FLAG}
no_leader=yes
hidden=yes
recruit=Ghost,Animated Rock,Mudcrawler,Walking Corpse,Giant Leech
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
{AI_SIMPLE_ALWAYS_ASPECT grouping defensive}
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
[/ai]
{SIDE_GENERIC_GUARD Wraith 11 49}
{SIDE_GENERIC_GUARD Wraith 17 49}
#ifndef EASY
{SIDE_GENERIC_GUARD Wraith 16 52}
#endif
{SIDE_GENERIC_GUARD (Rock Golem) 9 45}
{SIDE_GENERIC_GUARD (Rock Golem) 17 43}
{SIDE_GENERIC_GUARD (Rock Golem) 13 39}
{SIDE_GENERIC_GUARD (Rock Golem) 25 38}
{SIDE_GENERIC_GUARD (Rock Golem) 32 45}
{SIDE_GENERIC_GUARD (Rock Golem) 41 47}
[/side]
{RECRUIT_UNIT_VARIATIONS 5 "Walking Corpse" troll,saurian,drake}
# Water spirits in NW tunnels
[side]
side=6
team_name=gaia
user_team_name= _ "team_name^Cave Creatures"
{RAGGED_FLAG}
no_leader=yes
hidden=yes
recruit=Water Tidal,Water Spirit,Walking Corpse,Mudcrawler,Water Serpent
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
{AI_SIMPLE_ALWAYS_ASPECT grouping defensive}
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
[/ai]
{SIDE_GENERIC_GUARD (Water Spirit) 17 31}
{SIDE_GENERIC_GUARD (Water Spirit) 16 26}
{SIDE_GENERIC_GUARD (Water Spirit) 13 30}
{SIDE_GENERIC_GUARD (Water Spirit) 18 28}
{SIDE_GENERIC_GUARD (Water Spirit) 21 22}
{SIDE_GENERIC_GUARD (Water Serpent) 10 27}
{SIDE_GENERIC_GUARD (Water Serpent) 8 31}
{SIDE_GENERIC_GUARD (Water Serpent) 3 30}
{SIDE_GENERIC_GUARD {TSOL_DZOMBIE} 19 25} {VARIATION swimmer}
{SIDE_GENERIC_GUARD {TSOL_DZOMBIE} 19 21} {VARIATION swimmer}
{SIDE_GENERIC_GUARD {TSOL_DZOMBIE} 20 31} {VARIATION swimmer}
{SIDE_GENERIC_GUARD {TSOL_DZOMBIE} 22 20} {VARIATION swimmer}
{SIDE_GENERIC_GUARD (Giant Mudcrawler) 15 21}
{SIDE_GENERIC_GUARD (Giant Mudcrawler) 9 24}
{SIDE_GENERIC_GUARD (Giant Mudcrawler) 13 25}
[/side]
{RECRUIT_UNIT_VARIATIONS 6 "Walking Corpse" swimmer,swimmer,bat}
# Miscellaneous creatures
[side]
side=7
team_name=gaia
user_team_name= _ "team_name^Cave Creatures"
{RAGGED_FLAG}
no_leader=yes
hidden=yes
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
{AI_SIMPLE_ALWAYS_ASPECT grouping no}
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
[/ai]
{SIDE_GENERIC_GUARD (Giant Spider) 24 6} {FACING se}
#ifndef EASY
{SIDE_GENERIC_GUARD (Giant Spider) 16 12} {FACING sw}
#endif
{SIDE_GENERIC_GUARD (Giant Ant) 10 21}
{SIDE_GENERIC_GUARD (Giant Ant) 11 22}
{SIDE_GENERIC_GUARD (Giant Ant) 10 22}
{SIDE_GENERIC_GUARD (Giant Ant) 15 20}
{SIDE_GENERIC_GUARD (Giant Ant) 27 20}
{SIDE_GENERIC_GUARD (Giant Ant) 28 23}
{SIDE_GENERIC_GUARD (Giant Ant) 21 33}
{SIDE_GENERIC_GUARD (Giant Ant) 20 34}
{SIDE_GENERIC_GUARD (Fungoid) 24 13}
{SIDE_GENERIC_GUARD (Fungoid) 37 6}
{SIDE_GENERIC_GUARD (Fungoid) 35 8}
{SIDE_GENERIC_GUARD (Fungoid) 42 9}
{SIDE_GENERIC_GUARD (Fungoid) 52 34}
{SIDE_GENERIC_GUARD (Fungoid) 57 34}
{SIDE_GENERIC_GUARD (Fungoid) 33 41}
{SIDE_GENERIC_GUARD (Fungoid) 28 46}
{SIDE_GENERIC_GUARD (Fungoid) 24 44}
{SIDE_GENERIC_GUARD (Fungoid) 11 48}
{SIDE_GENERIC_GUARD (Fungoid) 16 47}
{SIDE_GENERIC_GUARD (Fungoid) 14 38}
{SIDE_GENERIC_GUARD (Fungoid) 43 25}
{SIDE_GENERIC_GUARD (Fungoid) 43 31}
{SIDE_GENERIC_GUARD (Fungoid) 38 35}
{SIDE_GENERIC_GUARD (Fungoid) 26 33}
{SIDE_GENERIC_GUARD (Fungoid) 26 31}
{SIDE_GENERIC_GUARD (Fungoid) 22 25}
{SIDE_GENERIC_GUARD (Eyestalk) 21 41}
{SIDE_GENERIC_GUARD (Eyestalk) 13 36}
{SIDE_GENERIC_GUARD (Eyestalk) 18 13}
{SIDE_GENERIC_GUARD (Leech) 13 6}
{SIDE_GENERIC_GUARD (Leech) 37 12}
{SIDE_GENERIC_GUARD (Leech) 52 31}
{SIDE_GENERIC_GUARD (Leech) 32 43}
{SIDE_GENERIC_GUARD (Leech) 12 58}
{SIDE_GENERIC_GUARD (Leech) 2 26}
{SIDE_GENERIC_GUARD (Leech) 1 25}
{SIDE_GENERIC_GUARD (Giant Leech) 12 3}
{SIDE_GENERIC_GUARD (Giant Leech) 7 14}
[/side]
{CAVE_NOISE_SOUND_SOURCE}
{CAVE_WATER_SOUND_SOURCE 29 29}
{CAVE_WATER_SOUND_SOURCE 11 30}
{CAVE_WATER_SOUND_SOURCE 24 19}
{CAVE_WATER_SOUND_SOURCE 11 16}
{CAVE_WATER_SOUND_SOURCE 32 12}
#
# FIXME: Yes, the names are hardcoded because sound sources haven't
# received enough love from the developers and there isn't a lot
# that can be done with them in Lua/WML.
#
#define TSOL_DISABLE_WATER_SOUND_SOURCES
{REMOVE_SOUND_SOURCE __ss_cave_water_29_29}
{REMOVE_SOUND_SOURCE __ss_cave_water_11_30}
{REMOVE_SOUND_SOURCE __ss_cave_water_24_19}
{REMOVE_SOUND_SOURCE __ss_cave_water_11_16}
{REMOVE_SOUND_SOURCE __ss_cave_water_32_12}
#enddef
{STARTING_VILLAGES 1 6}
{STARTING_VILLAGES 2 8}
#define TSOL_INITIAL_OBJECTIVES
[fire_event]
name=initial objectives
[/fire_event]
#enddef
#define TSOL_DECLARE_SEAL_GLYPH _GX _GY _PX _PY
[literal]
x={_GX}
y={_GY}
pillar_x={_PX}
pillar_y={_PY}
[/literal]
#enddef
[event]
name=prestart
{VARIABLE active_seal_glyphs 6}
{VARIABLE found_central_chamber no}
{VARIABLE glyph_scrying_progress -1}
[set_variables]
name=seal_glyphs
mode=replace
{TSOL_DECLARE_SEAL_GLYPH 51 16 40 26}
{TSOL_DECLARE_SEAL_GLYPH 56 51 40 31}
{TSOL_DECLARE_SEAL_GLYPH 28 43 35 34}
{TSOL_DECLARE_SEAL_GLYPH 14 49 30 31}
{TSOL_DECLARE_SEAL_GLYPH 6 29 30 26}
{TSOL_DECLARE_SEAL_GLYPH 23 5 35 24}
[/set_variables]
[foreach]
array=seal_glyphs
[do]
{PLACE_IMAGE "scenery/rune$($i + 1).png" $this_item.x $this_item.y}
[event]
name=moveto
delayed_variable_substitution=no
[filter]
side=1
x,y=$this_item.x,$this_item.y
[/filter]
[fire_event]
name=trigger glyph activated
[primary_unit]
x,y=$|x1,$|y1 # Delay substitution.
[/primary_unit]
[/fire_event]
[/event]
[/do]
[/foreach]
{PLAYER_RECRUITMENT_SETUP_FOR_SCENARIO 10}
#
# Recall heroes
#
# wmllint: recognize Anlindë
{RECALL_ANLINDE_AT 52 5}
# wmllint: recognize Mal Keshar
{RECALL_MAL_KESHAR_AT 54 6}
# wmllint: recognize Althurin
{RECALL_ALTHURIN_AT 52 6}
# wmllint: recognize Igor
{RECALL_IGOR}
[role]
side=1
role=scout
type=Elvish Marksman,Elvish Ranger,Elvish Outrider,Elvish Rider,Elvish Captain,Elvish Hero,Elvish Fighter,Elvish Scout,Elvish Archer,Civilian
[not]
id=Galas
[/not]
[/role]
[role]
side=1
role=magic user
type=Elvish Shyde,Elvish Sylph,Elvish Enchantress,Elvish Druid,Elvish Sorceress,Elvish Shaman
[/role]
[recall]
x,y=53,7
role=magic user
[/recall]
[recall]
role=scout
[/recall]
{MAKE_TIMED_LOYAL (role=magic user)}
{MAKE_TIMED_LOYAL (role=scout)}
{TSOL_INITIAL_OBJECTIVES}
[/event]
#
# Objectives used before and after killing Mena before the glyph
# search begins.
#
[event]
name=initial objectives
first_time_only=no
{OBJECTIVES (
victory_string= _ "Current Objectives:"
{OBJECTIVE_VICTORY ( _ "Explore the caves")}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Anlindë")}
{OBJECTIVE_DEFEAT ( _ "Death of Mal Keshar")}
{OBJECTIVE_DEFEAT ( _ "Death of Althurin")}
{TURNS_RUN_OUT}
{OBJECTIVE_CARRYOVER_NO_BONUS}
)}
[/event]
[event]
name=update objectives
first_time_only=no
[filter_condition]
[have_unit]
id=Mena
[/have_unit]
[/filter_condition]
{OBJECTIVES (
victory_string= _ "Current Objectives:"
{OBJECTIVE_VICTORY ( _ "Defeat the enemy leader")}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Anlindë")}
{OBJECTIVE_DEFEAT ( _ "Death of Mal Keshar")}
{OBJECTIVE_DEFEAT ( _ "Death of Althurin")}
{TURNS_RUN_OUT}
{OBJECTIVE_CARRYOVER_NO_BONUS}
)}
[/event]
[event]
name=update objectives
first_time_only=no
[filter_condition]
[not]
[have_unit]
id=Mena
[/have_unit]
[/not]
[/filter_condition]
[if]
{VARIABLE_NUMERICAL_GREATER_THAN active_seal_glyphs 1}
[then]
{VARIABLE glyph_count_text ( _ "($active_seal_glyphs runes remaining)")}
[/then]
[else]
{VARIABLE glyph_count_text ( _ "($active_seal_glyphs rune remaining)")}
[/else]
[/if]
# We need to be able to update this every time so the current value of
# $active_seal_glyphs is processed.
{OBJECTIVES (
victory_string= _ "Current Objectives:"
{OBJECTIVE_VICTORY
(_"Find and activate all six trigger runes"+" <small>"+"$glyph_count_text"+"</small>")}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Anlindë")}
{OBJECTIVE_DEFEAT ( _ "Death of Mal Keshar")}
{OBJECTIVE_DEFEAT ( _ "Death of Althurin")}
{TURNS_RUN_OUT}
{OBJECTIVE_CARRYOVER_NO_BONUS}
{OBJECTIVE_NOTE ( _ "Allow Mal Keshar to rest for three consecutive turns and he will reveal the location of the trigger runes")}
# Don't display the note before the event where Mal Keshar suggests
# doing this, or after he has already located the glyphs.
{OBJECTIVE_NOTE_SHOW_IF ({VARIABLE_NUMERICAL_NOT_EQUALS glyph_scrying_progress -1})}
)}
[show_objectives][/show_objectives]
{CLEAR_VARIABLE glyph_count_text}
[/event]
#define TSOL_UPDATE_OBJECTIVES
[fire_event]
name=update objectives
[/fire_event]
#enddef
[event]
name=start
[message]
speaker=Galas
message= _ "I’m fairly certain we have been to this intersection countless times before. How much deeper could the last home of our heroes be?"
[/message]
[message]
role=scout
message= _ "I wouldn’t know for sure, sir, but at this rate I think we may soon reach the very bottom of the earth and find that there’s nothing below but a blazing hell—"
[/message]
[message]
speaker=Mal Keshar
sound=rumble.ogg
message= _ "<b>SILENCE!</b>"
[/message]
[delay]
time=750
[/delay]
[message]
role=magic user
message= _ "It is... an enormous power. It fills the entire place!"
[/message]
[message]
speaker=Mal Keshar
message= _ "Yes, indeed, I recognize this presence. We must be finally there."
[/message]
[message]
speaker=Galas
message= _ "You magic-skilled people can perceive things which are beyond me."
[/message]
[message]
speaker=Althurin
message= _ "Indeed, lad. Magic skill lets ye ken things whose existence is normally ignored by common folk. Every rock in these caves, even the air... everything is imbued with an ancient magic not known to any living dwarf in this age. ’Tis a dangerous place to senselessly wander without nature’s permission."
[/message]
{QUAKE cave-in.ogg}
[message]
speaker=Galas
message= _ "Fair enough. I hope we find them soon, before we run out of food and torches..."
[/message]
[message]
speaker=Anlindë
message= _ "And before the Chaos army reaches Herthgar, I would add. While the might of the dwarves and their many inventions may normally provide an insurmountable obstacle to invaders from the surface, I have this disquieting feeling that the enemy that approaches is much unlike the other commanders we have faced thus far."
[/message]
{QUAKE rumble.ogg}
[message]
role=scout
message= _ "My lady, sirs, less chatter and more exploring, before the walls cave in on us!"
[/message]
[/event]
#
# Random earthquake effect when units move.
#
[event]
name=moveto
first_time_only=no
[lua]
code= <<
local rumble_seed = unsynced_random(1, 100)
if rumble_seed % 11 == 0 then -- 9.09% chance
wesnoth.wml_actions.sound({ name = "cave-in.ogg,cave-in.ogg,rumble.ogg" })
end
if rumble_seed % 13 == 0 then -- 7.69% chance
wesnoth.wml_actions.quake({ sound = "cave-in.ogg" })
end
if rumble_seed % 29 == 0 then -- 3.44% chance
wesnoth.wml_actions.quake({ sound = "rumble.ogg" })
end
>>
[/lua]
[allow_undo][/allow_undo]
[/event]
[event]
name=moveto
[filter]
side=1
x=1-44
y=1-999
[/filter]
{FACE_UNIT id=Mena id=Galas}
{FACE_UNIT id=Galas id=Mena}
{CLEAR_CAVE_SHROUD (
[filter]
id=Mena
[/filter]
radius=6
)}
[redraw]
side=1
[/redraw]
[message]
speaker=Mena
# po: "She is dead"
message= _ "The elves! How could they get past the commander? This can only mean she is... Damn it all!"
[/message]
[message]
speaker=Galas
message= _ "You too will perish at our hands if you insist on hindering us, demon."
[/message]
[message]
speaker=Mena
message= _ "So be it! I would rather die than surrender to you, Irdyan scum!"
[/message]
[modify_side]
side=2
recruit=Demon,Chaos Invoker,Automaton,Demon Zephyr
{GOLD 120 135 150}
[/modify_side]
{MOBILIZE_GUARDIANS side=2}
[scroll_to_unit]
x,y=$x1,$y1
[/scroll_to_unit]
{TSOL_UPDATE_OBJECTIVES}
[/event]
[event]
name=attack
[filter]
type=Goliath,Iron Golem
[/filter]
[filter_second]
side=1
[and]
race=elf
[or]
race=undead
[not]
type=Walking Corpse,Soulless
[/not]
[/or]
[/and]
[/filter_second]
[message]
# May match low level undead, this is intentional.
speaker=second_unit
message= _ "Surely I could use some help here!"
[/message]
[message]
speaker=unit
message= _ "Die, vermin!"
[/message]
[/event]
[event]
name=last breath
[filter]
id=Mena
[/filter]
[message]
speaker=unit
message= _ "Oh, Uria... I have... failed... All our efforts... fruitless..."
[/message]
[/event]
[event]
name=die
[filter]
id=Mena
[/filter]
[if]
{VARIABLE_BOOLEAN_EQUALS found_central_chamber yes}
[then]
[fire_event]
name=enter central chamber
[/fire_event]
[scroll_to]
x,y=$x1,$y1
[/scroll_to]
[/then]
[else]
{TSOL_INITIAL_OBJECTIVES}
[/else]
[/if]
[/event]
[event]
name=moveto
[filter]
side=1
[filter_location]
x,y=35,29
radius=8
[/filter_location]
[/filter]
{VARIABLE found_central_chamber yes}
[if]
[not]
[have_unit]
id=Mena
[/have_unit]
[/not]
[then]
[fire_event]
name=enter central chamber
[/fire_event]
[scroll_to]
x,y=$x1,$y1
[/scroll_to]
[/then]
[else]
[allow_undo][/allow_undo]
[/else]
[/if]
[/event]
#define TSOL_SET_UP_GUARD_SIDE _SIDE _UNIT_WML _SIDE_WML
[store_starting_location]
side={_SIDE}
[/store_starting_location]
[unit]
side={_SIDE}
x,y=$location.x,$location.y
{_UNIT_WML}
[/unit]
[capture_village]
side={_SIDE}
x,y=$location.x,$location.y
radius=5
[/capture_village]
[modify_side]
side={_SIDE}
{_SIDE_WML}
[/modify_side]
{CLEAR_VARIABLE location}
#enddef
[event]
name=reveal central chamber
first_time_only=no
[remove_shroud]
side=1
x,y=35,29
radius=8
[/remove_shroud]
[redraw]
side=1
[/redraw]
[/event]
[event]
name=enter central chamber
{LOCK_VIEW}
{REPLACE_SCENARIO_MUSIC silence.ogg}
{QUAKE rumble.ogg}
[fire_event]
name=activate glyph chamber guards
[/fire_event]
[fire_event]
name=reveal central chamber
[/fire_event]
[scroll_to]
x,y=35,29
[/scroll_to]
[delay]
time=1000
[/delay]
[message]
speaker=Galas
message= _ "That structure at the center of the chamber..."
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Galas
message= _ "Anlindë?"
[/message]
[message]
speaker=Anlindë
message= _ "We found it, Galas! This is the final resting place of the Lady of Light and the Master of Darkness! That strong magic comes from within the structure. We need to find a way to enter."
[/message]
[scroll_to]
x,y=35,33
[/scroll_to]
{HIGHLIGHT_GOAL x,y=35,33}
{REPLACE_SCENARIO_MUSIC snowfall.ogg}
{APPEND_MUSIC wanderer.ogg}
{APPEND_MUSIC nunc_dimittis.ogg}
{APPEND_MUSIC into_the_shadows.ogg}
[message]
speaker=Mal Keshar
message= _ "Hm, it’s evident they did not want anybody waking them from their slumber. The entrance seems to be completely blocked, and the six pillars around the structure appear to be part of some kind of magic seal."
[/message]
[message]
speaker=Althurin
message= _ "They carved glyphs in them! Ancient dwarvish runes! This musta’ been the work of our kin from ages past. I ha’ heard of this kind of seal before... There may be trigger runes around the area, mayhap designed to be activated by specific people."
[/message]
[message]
speaker=Anlindë
message= _ "Yes. Hm, I imagine that the Lady of Light would mandate the glyphs to react only to the presence of elvenkind and their allies, so... that may explain why the demons were unable to do anything here. That said, if our arrival had been delayed long enough, they might have eventually figured out a way to violate the seal’s magic."
[/message]
[message]
speaker=Galas
message= _ "All we have to do, then, is to search for the triggers in these caves?"
[/message]
[message]
speaker=Althurin
message= _ "Aye, aye... Well, there’s no guarantee that they may ha’ carved them in accessible locations close to this chamber, but ’tis a good starting point as any."
[/message]
[message]
speaker=Galas
message= _ "Sure, let’s do it!"
[/message]
[message]
speaker=Mal Keshar
message= _ "Careful, elf — the earth itself does not seem pleased with our intrusion into its eternal domain. As far as it is concerned, we are unwelcome parasites not unlike the demons we just vanquished."
[/message]
{UNLOCK_VIEW}
{TSOL_UPDATE_OBJECTIVES}
#
# Allow Mal Keshar to help with locating the runes.
#
[event]
delayed_variable_substitution=no
name="turn $($turn_number + 2)"
[fire_event]
name=begin glyph scrying
[/fire_event]
[/event]
[/event]
[event]
name=activate glyph chamber guards
{TSOL_SET_UP_GUARD_SIDE 3 (
canrecruit=yes
type=Chocobone
) {GOLD 50 75 100} }
{TSOL_SET_UP_GUARD_SIDE 4 (
canrecruit=yes
type=Fire Guardian
) {GOLD 50 75 100} }
{TSOL_SET_UP_GUARD_SIDE 5 (
canrecruit=yes
type=Rock Golem
# This special golem cannot move around, but has great defense ratios
[modifications]
[object]
silent=yes
[effect]
apply_to=movement
set=1
[/effect]
[effect]
apply_to=movement_costs
replace=true
[movement_costs]
deep_water={UNREACHABLE}
shallow_water={UNREACHABLE}
reef={UNREACHABLE}
swamp_water={UNREACHABLE}
flat={UNREACHABLE}
sand={UNREACHABLE}
forest={UNREACHABLE}
hills={UNREACHABLE}
mountains={UNREACHABLE}
village={UNREACHABLE}
castle={UNREACHABLE}
cave={UNREACHABLE}
frozen={UNREACHABLE}
unwalkable={UNREACHABLE}
impassable={UNREACHABLE}
fungus={UNREACHABLE}
[/movement_costs]
[/effect]
[effect]
apply_to=defense
replace=true
[defense]
cave=30
impassable=20
hills=30
mountains=20
fungus=30
[/defense]
[/effect]
[/object]
[/modifications]
) {GOLD 50 75 100} }
{TSOL_SET_UP_GUARD_SIDE 6 (
canrecruit=yes
type=Cuttle Fish
) {GOLD 50 75 90} }
[/event]
[event]
name=begin glyph scrying
[message]
speaker=Mal Keshar
message= _ "Perhaps if I was allowed to concentrate for a while, I would be able to pinpoint the precise location of the glyphs using magic."
[/message]
[message]
speaker=Galas
message= _ "Really? That would be a great help!"
[/message]
[message]
speaker=Mal Keshar
message= _ "I am not completely sure it’s possible, but I can try."
[/message]
{VARIABLE glyph_scrying_progress 0}
{TSOL_UPDATE_OBJECTIVES}
[event]
delayed_variable_substitution=no
id=glyph_scrying_progress_incrementor_eh
name=new turn
first_time_only=no
[filter_condition]
#
# This event is generated on a new turn event, and we don't
# want it to run on the same turn it is generated.
#
{VARIABLE_NUMERICAL_GREATER_THAN turn_number "$turn_number"}
[/filter_condition]
[store_unit]
[filter]
id=Mal Keshar
[/filter]
kill=no
variable=malin_store
[/store_unit]
[if]
{VARIABLE_BOOLEAN_EQUALS malin_store.resting yes}
[then]
{VARIABLE_INC glyph_scrying_progress}
[floating_text]
[filter]
id=Mal Keshar
[/filter]
text= _ "Concentrating"
[/floating_text]
[/then]
[else]
{VARIABLE glyph_scrying_progress 0}
[/else]
[/if]
{CLEAR_VARIABLE malin_store}
[/event]
[event]
id=glyph_scrying_finish_eh
name=new turn
first_time_only=no
[filter_condition]
{VARIABLE_NUMERICAL_GREATER_THAN glyph_scrying_progress 3}
[/filter_condition]
[fire_event]
name=glyph scrying complete
[/fire_event]
[/event]
[/event]
[event]
name=glyph scrying complete
[remove_event]
id=glyph_scrying_progress_incrementor_eh
[/remove_event]
[remove_event]
id=glyph_scrying_finish_eh
[/remove_event]
# Flag for the objectives screen.
{VARIABLE glyph_scrying_progress -1}
[message]
speaker=Mal Keshar
message= _ "Yes, I found them!"
[/message]
[foreach]
array=seal_glyphs
[do]
[remove_shroud]
side=1
x,y=$this_item.x,$this_item.y
radius=3
[/remove_shroud]
[redraw]
side=1
[/redraw]
[scroll_to]
x,y=$this_item.x,$this_item.y
[/scroll_to]
{HIGHLIGHT_GOAL x,y=$this_item.x,$this_item.y}
[/do]
[/foreach]
[message]
speaker=Anlindë
message= _ "Thanks, Mal Keshar. This will certainly make our mission much easier. Now we only need to clear the path leading to each glyph."
[/message]
{TSOL_UPDATE_OBJECTIVES}
[/event]
#
# Unique glyph handler, expects a primary unit.
#
# The glyph locations and the proxy moveto EH that fires this event are
# defined by the prestart EH.
#
[event]
name=trigger glyph activated
first_time_only=no
[store_items]
x,y=$x1,$y1
[/store_items]
{BUG_ON {VARIABLE_NUMERICAL_GREATER_THAN items.length 1} ()}
[remove_item]
x,y=$x1,$y1
[/remove_item]
[lua]
code=<<
local var = "items[0].image"
local v = tostring(wml.variables[var])
v = v:gsub("scenery/rune(%d)%.png", "scenery/rune%1-glow.png")
wml.variables[var] = v
>>
[/lua]
[terrain]
x,y=$x1,$y1
layer=overlay
terrain=^Ii
[/terrain]
[insert_tag]
name=item
variable=items[0]
[/insert_tag]
{CLEAR_VARIABLE items}
{VARIABLE_DEC active_seal_glyphs}
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "Rune activated."
[/message]
[if]
{VARIABLE_NUMERICAL_GREATER_THAN active_seal_glyphs 0}
[then]
#
# Display the updated remaining glyphs counter.
#
{TSOL_UPDATE_OBJECTIVES}
[/then]
[else]
#
# End the scenario.
#
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "All glyphs have been activated. The earth shakes!"
[/message]
{ENDLEVEL_VICTORY no}
[/else]
[/if]
[/event]
#
# The glyph at 51,16 has a secondary event
#
[event]
name=moveto
[filter]
side=1
x,y=51,16
[/filter]
[terrain]
x= 50, 51
y=11-12,13-15
terrain=Rb
[/terrain]
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "A wall moves."
[/message]
[redraw]
side=1
[/redraw]
[/event]
[event]
name=moveto
[filter]
side=1
[filter_location]
[filter_adjacent_location]
terrain=*^Pr/,*^Pr\
[/filter_adjacent_location]
[/filter_location]
[/filter]
[if]
[have_unit]
x,y=$x1,$y1
[not]
race=bats,undead
[not]
type=Lich,Ancient Lich,Ghost,Wraith,Spectre,Shadow,Nightgaunt
[/not]
[/not]
[/have_unit]
[then]
[message]
speaker=unit
message= _ "Hmm... This gate seems magical in nature. It glows blue in a pulsating and mesmerizing fashion, and my hands are unable to reach the metal bars, as though they were enveloped by an invisible shield."
[/message]
[/then]
[else]
[message]
speaker=Mal Keshar
scroll=no
message= _ "Hmm... My minions inform me that the gate seems magical in nature. Their hands are unable to reach the metal bars, as if they were protected by some kind of shield."
[/message]
[/else]
[/if]
[message]
speaker=Galas
scroll=no
message= _ "There must be a way to open the gate, somewhere."
[/message]
[/event]
#define TSOL_AREA_DESCRIPTION_UNIT
x,y=$x1,$y1
{UNIT_SPEAKS_FOR_UNDEAD_MINION_STRICT (id=Galas)}
#enddef
#
# Water zone narration.
#
[event]
name=moveto
[filter]
x= 1-25
y=18-34
side=1
[/filter]
{CLEAR_CAVE_SHROUD (
x=16-30
y=33-19
radius=1
terrain=W*
)}
[redraw][/redraw]
[message]
{TSOL_AREA_DESCRIPTION_UNIT}
scroll=no
message= _ "Wow. It’s a very large underground pool. There are some shallow parts where the ground below sticks out interspersed with deeper bits we cannot cross. The whole area seems well-guarded by aquatic creatures and spirits. Getting to the island behind the ruined building will not be as easy as I would prefer."
[/message]
[/event]
#
# Lava zone narration.
#
[event]
name=moveto
[filter]
side=1
x=44-68
y=36-60
[/filter]
{CLEAR_CAVE_SHROUD (
x,y=48,39
radius=4
)}
[redraw][/redraw]
[message]
{TSOL_AREA_DESCRIPTION_UNIT}
scroll=no
message= _ "The air here is unbearably dense and hot due to the pools and outflows of lava everywhere. Of course, the fire spirits below don’t mind the temperature at all — they frolic in the lava and seem completely unharmed by it. I would advise against allowing our undead warriors to explore the area unassisted."
[/message]
[/event]
#
# Potion of drain.
#
{PICK_UP (items/potion-poison.png) 63 19 (
[not]
race=bats,undead
[/not]
)
( _ "This is a strange ornate emerald bottle containing a foul-smelling potion. The scroll next to it, though highly deteriorated due to its age, still has enough legible words on it so I can tell that it explains the nature of the potion. Apparently, it makes the drinker much weaker than usual, but it also allows them to drain the life force of every creature they come into contact with to replenish their own.
The effects are said to be permanent, which only makes me more unsure as to whether it is really worth the trade-off.")
( _ "This potion may only be used by living units, not including bats.")
(
[sound]
name=poison.ogg
[/sound]
[object]
id=e1s10_drainer_potion
name= _ "Potion of Drain"
image=icons/potion-green-4.png
duration=forever
description= _ "This potion grants the <i>drains</i> special to the unit’s melee attacks, reduces its maximum hitpoints by 5%, and increases its resistance to arcane damage by 10%."
[filter]
x,y=$x1,$y1
[/filter]
[effect]
apply_to=attack
range=melee
[set_specials]
mode=append
{WEAPON_SPECIAL_DRAIN}
[/set_specials]
[/effect]
[effect]
apply_to=hitpoints
increase_total=-5%
[/effect]
[effect]
apply_to=resistance
replace=no
[resistance]
arcane=-10
[/resistance]
[/effect]
[/object]
)}
#
# Berserker potion.
#
{PICK_UP (items/potion-red.png) 36 39 (
[not]
type=Walking Corpse,Soulless
[/not]
[not]
type=Ghost,Wraith,Shadow,Spectre,Nightgaunt
[/not]
[not]
type=Elvish Shaman,Elvish Druid,Elvish Shyde,Elvish Sorceress,Elvish Enchantress,Elvish Sylph
[/not]
[not]
id=Anlindë,Mal Keshar,Galas
[/not]
[not]
race=bats
[/not]
)
( _ "Such a pretty potion flask! As I open and smell the red liquid inside, I immediately feel energized and ready to take down any incoming threat. It appears to be a berserker potion, said to make the user stronger and fiercer in battle. Using these is often reserved for last-resort scenarios due to the potential side effects, which include utter recklessness and even psychosis!
Nevertheless, it might prove useful in our war against the Chaos Empire, and the flask contains enough potion for a dozen fights, if not more.")
( _ "This potion may only be used by a true warrior with an axe or sword in hand.")
(
[sound]
name=potion.ogg
[/sound]
# wmllint: local spelling •
[object]
id=e1s10_berserker_potion
name= _ "Berserker Potion"
image=icons/potion-red-1.png
duration=forever
description= _ "This potion grants the <i>berserk</i> special to the unit’s melee attacks, which also sees their damage increased by one. As an advantageous side effect, the unit’s maximum hitpoints increase by 10%, and it also becomes more resistant to certain forms of damage:
• Blade: +10% resistance
• Fire: +20% resistance
• Impact: +30% resistance"
[filter]
x,y=$x1,$y1
[/filter]
[effect]
apply_to=attack
range=melee
increase_damage=1
[set_specials]
mode=append
{WEAPON_SPECIAL_BERSERK}
[/set_specials]
[/effect]
[effect]
apply_to=hitpoints
increase_total=10%
increase=10%
[/effect]
[effect]
apply_to=resistance
replace=no
[resistance]
impact=-30
blade=-10
fire=-20
[/resistance]
[/effect]
[/object]
)}
#
# Touchplate at 39,53 opening a glyph room.
#
{ITEM_TOUCHPLATE 39 53}
[event]
name=moveto
[filter]
side=1
x,y=39,53
[/filter]
[remove_item]
x,y=$x1,$y1
[/remove_item]
[terrain]
x,y=28,44
terrain=Ur
[/terrain]
[message]
speaker=narrator
image=wesnoth-icon.png
message=_"Touchplate triggered. A magical gate opens."
[/message]
{CLEAR_CAVE_SHROUD x,y,radius=28,44,1}
[redraw]
side=1
[/redraw]
[scroll_to]
x,y=28,44
[/scroll_to]
{HIGHLIGHT_GOAL x,y=28,44}
[scroll_to]
x,y=$x1,$y1
[/scroll_to]
[/event]
[event]
name=enter hex
[filter]
side=1
x,y="33-34","47"
[not]
type=Ghost,Wraith,Spectre,Shadow,Nightgaunt
[/not]
[not]
race=bats
[/not]
[/filter]
[allow_undo][/allow_undo]
[if]
[have_unit]
x,y=$x1,$y1
[not]
race=undead
[not]
type=Lich,Ancient Lich
[/not]
[/not]
[/have_unit]
[then]
[message]
speaker=unit
message= _ "This bridge seems extremely unsafe..."
[/message]
[/then]
[else]
[message]
speaker=Mal Keshar
scroll=no
message= _ "That bridge seems extremely unsafe."
[/message]
[/else]
[/if]
[/event]
[event]
name=victory
{LOCK_VIEW}
#
# Remove sound sources we no longer need to free up mixer channels.
#
{TSOL_DISABLE_WATER_SOUND_SOURCES}
{REPLACE_SCENARIO_MUSIC silence.ogg}
#
# Reveal the central chamber in case we are in debug mode.
#
[fire_event]
name=reveal central chamber
[/fire_event]
[foreach]
array=seal_glyphs
[do]
[scroll_to]
x,y=$this_item.pillar_x,$this_item.pillar_y
{WARP}
[/scroll_to]
[terrain]
terrain=Qxu
#terrain=Qxu^Ii
x,y=$this_item.pillar_x,$this_item.pillar_y
[/terrain]
[redraw]
side=1
[/redraw]
{QUAKE thunderstick.ogg}
[delay]
time=150
[/delay]
[/do]
[/foreach]
[scroll_to]
x,y=35,32
{WARP}
[/scroll_to]
[delay]
# Long delay, gives sounds a chance to finish playing.
time=750
[/delay]
[hide_unit][/hide_unit]
{WHITE_SCREEN}
[delay]
time=250
[/delay]
[terrain]
terrain=Rb
layer=base
x,y=35,31-32
[/terrain]
# Lit up the entrance.
[terrain]
terrain=^Efs
layer=overlay
x=33-34,36-37
y= 31, 31
[/terrain]
[terrain]
terrain=^Ebn
layer=overlay
x=34,36
y=32,32
[/terrain]
[redraw]
side=1
[/redraw]
{RESET_SCREEN}
[unhide_unit][/unhide_unit]
{QUAKE dragonstick.ogg}
[delay]
time=750
[/delay]
#
# Just to keep the cutscene zone clear.
#
{RESET_AND_SEND_TO_RECALL_LIST (
side=1
[not]
id=Galas,Mal Keshar,Anlindë,Althurin
[/not]
[not]
x,y=recall,recall
[/not]
)}
[teleport]
[filter]
id=Galas
[/filter]
x,y=35,33
[/teleport]
[teleport]
[filter]
id=Mal Keshar
[/filter]
x,y=34,33
[/teleport]
[teleport]
[filter]
id=Anlindë
[/filter]
x,y=36,33
[/teleport]
[teleport]
[filter]
id=Althurin
[/filter]
x,y=34,34
[/teleport]
[unit]
# wmllint: recognize Unarye
{CHARACTER_STATS_UNARYE}
side=1
x,y=36,34
passable=yes
[/unit]
{FACE_LOCATION (id=Galas,Anlindë,Mal Keshar,Althurin,Unarye) x,y=35,32}
{REPLACE_SCENARIO_MUSIC underground.ogg}
[delay]
time=750
[/delay]
[message]
speaker=Galas
message= _ "At long last! Let us go, now."
[/message]
[message]
speaker=Mal Keshar
message= _ "I have been waiting for this for too long."
[/message]
[message]
speaker=Anlindë
message= _ "Wait, Galas, before continuing... only the two of us should enter."
[/message]
[message]
speaker=Galas
message= _ "... Why?"
[/message]
[message]
speaker=Anlindë
message= _ "The regent lord of the elves is surely the only appropriate person to greet the Lady of Light and the Master of Darkness after such a long time, but since you don’t have any magical ability, my presence may be required to wake our heroes from their eternal sleep. It is not proper that anybody else should be present around the greatest sages in the history of elvenkind on this singular occasion."
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Galas
message= _ "I must say, I never expected such words from you, Anlindë. After so long, we are finally here, but not only thanks to you — we owe a great debt to Lady Unarye and Mal Keshar as well, and this is why I must ask them to accompany us as well."
[/message]
[message]
speaker=Unarye
scroll=no
message= _ "Me— meeting the Lady of Light in person? I would be greatly honored, my lord!"
[/message]
[message]
speaker=Mal Keshar
message= _ "Ah, so would I. Galas, you really are an example to follow for the other elves!"
[/message]
[message]
speaker=Anlindë
message= _ "But I—"
[/message]
[message]
speaker=Galas
message= _ "You will allow them to come with us. This is an order, Anlindë."
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Anlindë
message= _ "... As you command, <i>my lord</i>."
[/message]
{UNLOCK_VIEW}
{CLEAR_VARIABLE active_seal_glyphs,seal_glyphs,found_central_chamber,glyph_scrying_progress}
[/event]
[/scenario]
#undef TSOL_DZOMBIE
#undef TSOL_DISABLE_WATER_SOUND_SOURCES
#undef TSOL_DECLARE_SEAL_GLYPH
#undef TSOL_SET_UP_GUARD_SIDE
#undef TSOL_AREA_DESCRIPTION_UNIT
#undef TSOL_OBJECTIVE_GLYPHS
#undef TSOL_INITIAL_OBJECTIVES
#undef TSOL_UPDATE_OBJECTIVES
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
[scenario]
id=11_Strike_on_Herthgar
name= _ "Strike on Herthgar"
{MAP 11_Strike_on_Herthgar.map}
{TURNS 16 19 24}
next_scenario=12_The_Escape
{SCENARIO_MUSIC "battle.ogg"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}
{EXTRA_SCENARIO_MUSIC "the_city_falls.ogg"}
{EXTRA_SCENARIO_MUSIC "casualties_of_war.ogg"}
{UNDERGROUND}
{STORYTXT_STRIKE_ON_HERTHGAR}
{DEATHS_ACT_2_2}
{DEATHS_DWARVES}
# wmllint: validate-off
[side]
side=1
controller=human
team_name=heroes
user_team_name= _ "team_name^Elves"
{GOLD 390 370 320}
# wmllint: recognize Galas
{CHARACTER_STATS_GALAS}
[/side]
[side]
side=2
team_name=heroes
user_team_name= _ "team_name^Dwarves"
{DWARVISH_FLAG}
{GOLD 350 300 250}
{INCOME 8 7 5}
{QUANTITY recruit
(Dwarvish Stalwart,Dwarvish Guardsman,Dwarvish Ulfserker,Dwarvish Pathfinder,Dwarvish Scout,Dwarvish Steelclad,Dwarvish Runesmith,Dwarvish Fighter,Dwarvish Thunderwheel,Dwarvish Steamwheel,Dwarvish Thunderer,Dwarvish Flamethrower,Dwarvish Thunderguard)
(Dwarvish Stalwart,Dwarvish Guardsman,Dwarvish Pathfinder,Dwarvish Scout,Dwarvish Runesmith,Dwarvish Fighter,Dwarvish Thunderwheel,Dwarvish Thunderer,Dwarvish Flamethrower)
(Dwarvish Guardsman,Dwarvish Scout,Dwarvish Runesmith,Dwarvish Fighter,Dwarvish Thunderwheel,Dwarvish Thunderer)
}
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT passive_leader yes}
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.60}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
[goal]
name=protect_unit
[criteria]
id=King Asthorgar
[/criteria]
value=10.0
protect_radius=6
[/goal]
[/ai]
canrecruit=yes
# wmllint: recognize King Asthorgar
{CHARACTER_STATS_ASTHORGAR_BASE}
{SIDE_GENERIC_GUARD (Dwarvish Stalwart) 16 23}
{SIDE_GENERIC_GUARD (Dwarvish Guardsman) 19 22}
{SIDE_GENERIC_GUARD (Dwarvish Guardsman) 21 22}
{SIDE_GENERIC_GUARD (Dwarvish Stalwart) 24 23}
{SIDE_GENERIC_GUARD (Dwarvish Stalwart) 15 25}
{SIDE_GENERIC_GUARD (Dwarvish Guardsman) 15 28}
{SIDE_GENERIC_GUARD (Dwarvish Stalwart) 25 25}
{SIDE_GENERIC_GUARD (Dwarvish Guardsman) 25 28}
{SIDE_GENERIC_GUARD (Dwarvish Guardsman) 16 29}
{SIDE_GENERIC_GUARD (Dwarvish Stalwart) 19 31}
[/side]
# wmllint: validate-on
#define SOK_LRECRUITMENT
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT passive_leader yes}
{AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.0}
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.0}
{AI_SIMPLE_ALWAYS_ASPECT caution -1.0}
[goal]
[criteria]
id=Elynia
[/criteria]
value=7.0
[/goal]
[goal]
[criteria]
id=Anlindë
[/criteria]
value=6.0
[/goal]
[goal]
[criteria]
id=Galas
[/criteria]
value=6.5
[/goal]
[goal]
[criteria]
id=Mal Keshar
[/criteria]
value=2.0
[/goal]
[goal]
[criteria]
id=King Asthorgar
[/criteria]
value=8.0
[/goal]
[/ai]
#enddef
[side]
side=3
team_name=evil
user_team_name= _ "team_name^Chaos Empire"
{CHAOS_FLAG}
{GOLD 310 360 410}
{INCOME 4 7 8}
recruit=Demon,Chaos Invader,Chaos Invoker,Automaton,Imp,Mudcrawler,Chaos Headhunter
{SOK_LRECRUITMENT}
canrecruit=yes
type=Chaos Lorekeeper
id="Armiza'ar"
name= _ "Armiza’ar"
facing=sw
[modifications]
{TRAIT_STRONG}
{TRAIT_INTELLIGENT}
[/modifications]
[/side]
[side]
side=4
team_name=heroes
user_team_name= _ "team_name^Dwarves"
{DWARVISH_FLAG}
{GOLD 200 150 100}
recruit=Dwarvish Guardsman,Dwarvish Ulfserker,Dwarvish Scout,Dwarvish Fighter,Dwarvish Thunderwheel,Dwarvish Thunderer,Dwarvish Steamwheel,Dwarvish Runesmith
canrecruit=yes
type=Dwarvish Explorer
id=Denathor
name= _ "Denathor"
{IS_EXPENDABLE_LEADER}
[modifications]
{TRAIT_HEALTHY}
{TRAIT_RESILIENT}
[/modifications]
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.40}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.10}
[goal]
name=protect_unit
[criteria]
id=King Asthorgar
[/criteria]
protect_radius=7
value=7.5
[/goal]
[/ai]
[/side]
[side]
side=5
team_name=evil
user_team_name= _ "team_name^Chaos Empire"
{CHAOS_FLAG}
{GOLD 310 360 410}
{INCOME 2 6 9}
recruit=Automaton,Chaos Invader,Demon,Blood Imp,Chaos Headhunter,Imp,Chaos Invoker
{SOK_LRECRUITMENT}
canrecruit=yes
type=Chaos Soulhunter
id=Oddis
name= _ "Oddis"
facing=ne
[modifications]
{TRAIT_QUICK}
{TRAIT_RESILIENT}
[/modifications]
[/side]
[side]
side=6
team_name=evil
user_team_name= _ "team_name^Chaos Empire"
{CHAOS_FLAG}
{GOLD 310 360 410}
{INCOME 3 4 6}
recruit=Chaos Invader,Chaos Hound,Chaos Headhunter,Imp,Demon,Chaos Bowman,Chaos Invoker,Blood Imp
{SOK_LRECRUITMENT}
canrecruit=yes
type=Hell Guardian
id=Gythrn
name= _ "Gythrn"
facing=se
[modifications]
{TRAIT_STRONG}
{TRAIT_QUICK}
[/modifications]
[/side]
[side]
side=7
team_name=evil
user_team_name= _ "team_name^Chaos Empire"
{CHAOS_FLAG}
{GOLD 310 360 410}
{INCOME 6 8 8}
recruit=Chaos Invoker,Demon,Chaos Invader,Demon Zephyr,Chaos Hound,Imp,Chaos Magus
{SOK_LRECRUITMENT}
canrecruit=yes
type=Chaos Cataphract
id=Alazar
name= _ "Alazar"
facing=nw
[modifications]
{TRAIT_RESILIENT}
{TRAIT_QUICK}
[/modifications]
[/side]
[side]
side=8
team_name=heroes
user_team_name= _ "team_name^Dwarves"
{DWARVISH_FLAG}
{GOLD 200 150 100}
{INCOME 4 2 0}
recruit=Dwarvish Guardsman,Dwarvish Berserker,Dwarvish Fighter,Dwarvish Thunderwheel,Dwarvish Thunderer,Dwarvish Steamwheel,Dwarvish Runesmith,Dwarvish Steelclad,Dwarvish Flamethrower
canrecruit=yes
type=Dwarvish Dragonguard
id=Furin
name= _ "Furin"
{IS_EXPENDABLE_LEADER}
[modifications]
{TRAIT_RESILIENT}
{TRAIT_STRONG}
[/modifications]
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.10}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.10}
{AI_SIMPLE_ALWAYS_ASPECT passive_leader yes}
[goal]
name=protect_unit
[criteria]
id=King Asthorgar
[/criteria]
protect_radius=7
value=7.5
[/goal]
[/ai]
[/side]
[side]
side=9
team_name=evil
user_team_name= _ "team_name^Chaos Empire"
{CHAOS_FLAG}
{GOLD 290 340 390}
{INCOME 4 6 8}
recruit=Automaton,Chaos Invoker,Demon,Chaos Headhunter,Blood Imp,Demon Zephyr,Imp
{SOK_LRECRUITMENT}
canrecruit=yes
type=Chaos Heavy Longbowman
id=Wygerm
name= _ "Wygerm"
facing=se
[modifications]
{TRAIT_DEXTROUS}
{TRAIT_STRONG}
[/modifications]
[/side]
#undef SOK_LRECRUITMENT
{STARTING_VILLAGES 1 3}
{STARTING_VILLAGES 2 5}
{STARTING_VILLAGES 3 3}
{STARTING_VILLAGES 4 3}
{STARTING_VILLAGES 5 3}
{STARTING_VILLAGES 6 3}
{STARTING_VILLAGES 7 8}
{STARTING_VILLAGES 8 3}
{STARTING_VILLAGES 9 3}
{PLACE_IMAGE terrain/castle/dwarven-keep.png 20 26}
{CAVE_NOISE_SOUND_SOURCE}
[event]
name=prestart
{VARIABLE malin_attacks 0}
{VARIABLE elynia_attacks 0}
[hide_unit]
id=King Asthorgar
[/hide_unit]
{PLAYER_RECRUITMENT_SETUP_FOR_SCENARIO 11}
#
# Recall heroes
#
# wmllint: recognize Elynia
{RECALL_ELYNIA}
# wmllint: recognize Mal Keshar
{RECALL_MAL_KESHAR}
# wmllint: recognize Anlindë
{RECALL_ANLINDE}
# wmllint: recognize Althurin
{RECALL_ALTHURIN}
# wmllint: recognize Igor
{RECALL_IGOR}
{OBJECTIVES (
{OBJECTIVE_VICTORY_END_OF_TURNS}
{OBJECTIVE_OR}
{OBJECTIVE_VICTORY ( _ "Defeat all enemy leaders")}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of King Asthorgar")}
{OBJECTIVE_DEFEAT ( _ "Death of Elynia")}
{OBJECTIVE_DEFEAT ( _ "Death of Mal Keshar")}
{OBJECTIVE_DEFEAT ( _ "Death of Anlindë")}
{OBJECTIVE_DEFEAT ( _ "Death of Althurin")}
{OBJECTIVE_NO_CARRYOVER}
)}
[/event]
[event]
name=start
[message]
speaker=Anlindë
message= _ "Just as I feared, they managed to take down Herthgar’s defenses and surround the capital."
[/message]
[message]
speaker=Mal Keshar
message= _ "It matters little. We shall drive them out of the caves regardless of their numbers! Maybe we could even manage to turn them to our side in death, he he."
[/message]
[message]
speaker=Elynia
message= _ "So those are the demons you have fought? They are not as impressive as I expected."
[/message]
[message]
speaker=Althurin
message= _ "They shall pay with their accursed blood if our good king was captured or murdered!"
[/message]
[unhide_unit]
id=King Asthorgar
[/unhide_unit]
[message]
speaker=King Asthorgar
message= _ "Ye ha’ nae reason to fear, Althurin! Well, at least I am still alive!"
[/message]
[message]
speaker=Galas
message= _ "Your Highness, what is the situation?"
[/message]
[message]
speaker=King Asthorgar
message= _ "Our main defenses ha’ fallen and if we are to ha’ any hope o’ fending off these demented barbarians and their ever-increasing numbers, we’ll need all the help we can muster!"
[/message]
[message]
speaker=Galas
message= _ "We will help you, and we shall die fighting if it is necessary."
[/message]
[message]
speaker=Anlindë
message= _ "Galas, this is suicidal! Just look at their numbers — if the dwarves did not manage to hold out on their own, the odds our small group will be of any help are unreasonably low. Look — they are already closing in on us from behind!"
[/message]
[message]
speaker=Galas
message= _ "We cannot leave the dwarves to perish alone! We are indebted to Althurin for helping us find Elynia, and his people <i>need us now</i>! Besides, if Herthgar is to fall, what obstacles shall be left to impede their advance towards the northlands?"
[/message]
[message]
speaker=Elynia
message= _ "Lord Galas is right — we must fight."
[/message]
[message]
speaker=Anlindë
message= _ "My lady? But our numbers are small, and we are still weak!"
[/message]
[message]
speaker=Mal Keshar
message= _ "Hah! You elves might be weak, but my minions are as strong as ever. Let the slaughter commence!"
[/message]
[/event]
{ELYNIA_1ST_TIME_HELP}
[event]
name=turn 2
[message]
speaker=Alazar
message= _ "Your doom is at hand, dwarf king! If you surrender now, the Warlord might show some mercy and spare the lives of your underlings."
[/message]
[message]
speaker=Wygerm
message= _ "We’ll rip you to pieces if you don’t accept the offer!"
[/message]
[message]
speaker=King Asthorgar
message= _ "We’ll never surrender to ye and yer loathsome vermin! We shallna’ give our domain to those who kill everything in sight, dabble in the darkest of arts, and nae ken any diplomacy other than that done wi’ fire and swords! May Herthgar be destroyed and forgotten, but it shallna’ be remembered as a kingdom of cowards!"
[/message]
[message]
speaker=Alazar
message= _ "So be it! Your pride and arrogance has sealed your fate! Attack! Wipe these bearded children out of this place! For Uria! For the Empire!"
[/message]
[message]
speaker=Oddis
# po: The 'Blessed One' is Elynia.
message= _ "Hey, it’s the pointy-eared rats of the forest! And they made it back with the Blessed One!"
[/message]
[message]
speaker=Gythrn
message= _ "It matters not. We shall flood the caverns with the elves’ blood, and bring that creature to the Warlord."
[/message]
[message]
speaker=Oddis
message= _ "Aye."
[/message]
[message]
speaker=Alazar
message= _ "Aye."
[/message]
[message]
speaker="Armiza'ar"
message= _ "Aye!"
[/message]
[message]
speaker=Mal Keshar
message= _ "So annoying."
[/message]
[/event]
[event]
name=turn 3
[message]
speaker=Mal Keshar
message= _ "If I might make a suggestion — using the corpses of the fallen as a barrier could delay our enemies enough to let our best warriors do their duty from safe positions."
[/message]
[message]
speaker=Galas
message= _ "The idea sickens me; many of the corpses will be those of our kinsmen. But... I have to admit it’s an option."
[/message]
[/event]
#
# Short dialog between Elynia and Mal Keshar, takes place mid-fight.
#
[event]
id=elynia_malin_dialog_controller
name=attack
first_time_only=no
[filter]
id=Elynia,Mal Keshar
[/filter]
[if]
[have_unit]
x,y=$x1,$y1
id=Elynia
[/have_unit]
[then]
{VARIABLE_INC elynia_attacks}
[/then]
[else]
{VARIABLE_INC malin_attacks}
[/else]
[/if]
[if]
{VARIABLE_NUMERICAL_GREATER_THAN malin_attacks 2}
{VARIABLE_NUMERICAL_GREATER_THAN elynia_attacks 3}
[then]
[message]
speaker=Elynia
message= _ "Why are you even fighting alongside us, lich? Are the struggles of my people entertaining to you?"
[/message]
[event]
name=attack end
[message]
speaker=Elynia
message= _ "Or perhaps you seek redemption? But I find that unlikely."
[/message]
[message]
speaker=Mal Keshar
message= _ "Why do you want to know?"
[/message]
[message]
speaker=Elynia
message= _ "Lord Galas and Anlindë seem to consider you an equal, but in truth you are a menace to our lifestyle. Your mere existence would not have been tolerated in the past — and surely you remember that I was once charged with the task of destroying you..."
[/message]
[message]
speaker=Mal Keshar
message= _ "The angry assailants over there seem really interested in chopping off your head, you know. Shouldn’t you focus on the mission at hand instead of blabbering about your precious past like an elderly lady?"
[/message]
[scroll_to]
x,y=$x1,$y1
[/scroll_to]
[/event]
# Self-destruct
[remove_event]
id=elynia_malin_dialog_controller
[/remove_event]
[/then]
[/if]
[/event]
[event]
name=turn 6,turn 14
first_time_only=no
{ADD_GOLD 3 25 40 60}
{ADD_GOLD 5 25 40 60}
{ADD_GOLD 6 25 40 60}
{ADD_GOLD 7 25 40 60}
{ADD_GOLD 9 25 40 60}
[/event]
[event]
name=turn 8
[message]
speaker=Mal Keshar
message= _ "What is it with these demons and their endless numbers?"
[/message]
[/event]
[event]
name=turn 14
[filter_condition]
[have_unit]
count=4-99999 # count > 3
canrecruit=yes
[filter_side]
[enemy_of]
side=1
[/enemy_of]
[/filter_side]
[/have_unit]
[/filter_condition]
[message]
speaker=Galas
message= _ "We must persevere. We cannot lose this battle!"
[/message]
[/event]
[event]
name=last breath
[filter]
id=Denathor
[/filter]
[message]
speaker=Denathor
message= _ "Forgive me, my King..."
[/message]
[/event]
[event]
name=last breath
[filter]
id=Furin
[/filter]
[message]
speaker=Furin
message= _ "Y’may take me down, but me’ brethren’s hearts still stand!" # wmllint: no spellcheck
[/message]
[/event]
[event]
name=last breath
[filter]
id="Armiza'ar"
[/filter]
[message]
speaker="Armiza'ar"
message= _ "A curse upon you, heretics!"
[/message]
[/event]
[event]
name=last breath
[filter]
id=Oddis
[/filter]
[message]
speaker=Oddis
message= _ "May Yechnagoth swallow your souls!"
[/message]
[message]
x,y=$x2,$y2
[not]
race=undead,bats
[not]
type=Lich,Ancient Lich,Ghost,Wraith,Spectre,Shadow,Nightgaunt
[/not]
[/not]
[or]
id=Mal Keshar
[/or]
message= _ "Yechnagoth is long gone, you fool!"
[/message]
[/event]
[event]
name=last breath
[filter]
id=Gythrn
[/filter]
[message]
speaker=unit
message= _ "I shall be avenged!"
[/message]
[/event]
[event]
name=last breath
[filter]
id=Alazar
[/filter]
[message]
speaker=unit
message= _ "Today, you might win the battle, but you will never win the war!"
[/message]
[/event]
[event]
name=last breath
[filter]
id=Wygerm
[/filter]
[message]
speaker=unit
message= _ "<i>Ack!</i> Your efforts are in vain — you’re just delaying the inevitable!"
[/message]
[/event]
[event]
name=enemies defeated
[message]
speaker=Galas
message= _ "At last, we have defeated them! They are retreating!"
[/message]
[message]
speaker=Althurin
message= _ "No, lad — I reckon they are preparin’ to retaliate. The way they fight, I doubt we’ve even seen a hair o’ their assault force."
[/message]
{ENDLEVEL_VICTORY_NO_GOLD_CARRYOVER}
[/event]
[event]
name=time over
[message]
canrecruit=yes
[filter_side]
[enemy_of]
side=1
[/enemy_of]
[/filter_side]
message= _ "These persistent earthworms won’t forfeit as easily as the other clans did, it seems. Time to execute the backup plan, everyone! Retreat!"
[/message]
[message]
speaker=Galas
message= _ "The enemy troops are retreating!"
[/message]
[message]
speaker=Althurin
message= _ "’Tis doesn’t sound good, lad. They must be preparin’ to retaliate. The way they fight, I doubt we’ve even seen a hair o’ their assault force."
[/message]
{ENDLEVEL_VICTORY_NO_GOLD_CARRYOVER}
[/event]
[event]
name=victory
[message]
speaker=King Asthorgar
message= _ "I ha’ to admit that we gravely underestimated the threat posed by the Chaos Empire. Our losses ha’ been too great... <i>(sighs)</i> At this point, I say we must leave. Mayhap our kin to the northwest would allow us to regroup there."
[/message]
[message]
speaker=Anlindë
message= _ "So, Herthgar has fallen."
[/message]
[message]
speaker=King Asthorgar
message= _ "Dinnae say that! Sure, our home ha’ fallen, but Herthgar is more than just stone and marble. We’ll figure out something later. And as much as it troubles me to think about it, the northern humans will ha’ to deal with these bloodthirsty barbarians somehow. I ken that will be their next move, aye."
[/message]
[message]
speaker=Galas
message= _ "Most of our people went north. It is worrying that we haven’t heard anything of them ever since we parted ways, but assuming that nothing bad has occurred to them, we need to warn them of this development, quickly."
[/message]
[message]
speaker=Elynia
message= _ "How prepared are the northerners to deal with an invasion from the Chaos Empire, King Asthorgar? Do you think they would be able to defend the Far North with the elves’ and dwarves’ aid?"
[/message]
[message]
speaker=King Asthorgar
message= _ "Dwarves, elves, and humans united under a single banner? I find that highly improbable, lass! I ken it ha’ been thousands o’ years since the last alliance, and it didna’ turn out very well in the end. And in any case, we ha’ our own battles to fight here. I ken the humans will do well on their own as long as they arena’ caught unprepared, but... <i>(shrugs)</i>"
[/message]
[message]
speaker=Galas
message= _ "We will warn them and seek their help regardless. We can’t keep running away from the enemy like rats; there <i>has</i> to be some way to stop them before there is no more land left on the continent for us."
[/message]
[message]
speaker=Althurin
message= _ "My king, d’ye really think we can vacate Herthgar before the demons return?"
[/message]
[message]
speaker=King Asthorgar
message= _ "We must at least try — I fear we dinna’ have a choice at this point."
[/message]
[message]
speaker=Anlindë
message= _ "King, if you attempt to evacuate, it is quite likely that the enemy forces will manage to sneak up on your people from behind and perpetrate yet another slaughter. But there is a simple solution to this quandary — I believe Mal Keshar could lend me his minions to aid in setting up an ambush to keep the enemy from advancing."
[/message]
[fade_out_music][/fade_out_music]
[message]
speaker=Galas
message= _ "What? But... Anlindë, you can’t possibly fend off those fiends alone! Odds are... you won’t be able to get back to us. Don’t do the same as Lord Lédinor... please..."
[/message]
[message]
speaker=Anlindë
message= _ "Our Lady of Light once said that there things more important in this world than the lives of the few. For me, the safety of our people is far more important than my own, and as you already know, I have a debt to repay. Our past will never cease to haunt me, and I certainly will never be able to repair the great damage we caused back then; but if I am going to die, I would prefer it to be for your sake."
[/message]
[message]
speaker=Anlindë
message= _ "If the circumstances hadn’t conspired against it, I would have done it back in the Valley instead of Lédinor, but you were too young, and I first had to make sure you were ready. Since then, you have proven yourself to be a fierce warrior and a capable leader, Galas; I’m proud of you."
[/message]
[message]
speaker=Galas
message= _ "This is insane! What purpose does it serve to throw your life away like this?! Let Mal Keshar dispatch his minions; there is absolutely no need for you to get involved—"
[/message]
[message]
speaker=Anlindë
message= _ "And leave them to be quickly disposed of by the enemy? We cannot afford such a risk right now, Galas! Your survival... you are far more important! There is a much greater foe hiding in these caves, and sooner or later he will catch up with us, and Elynia is in no condition to fight anyone."
[/message]
[message]
speaker=Elynia
message= _ "What? But I—"
[/message]
[message]
speaker=Anlindë
message= _ "I have seen your performance in this battle, my lady, and I regret saying this but... I saw you do far better in Wesmere. It’s plainly evident that you have been dormant for too long."
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Elynia
message= _ "About my words... it is not necessary to take them to heart. Anlindë, we will need all available spellcasters on the front line if our plans come to fruition. The ill-gotten power you wield is far superior than the norm for our kin, and combined with the might of the undead, it could offer us an unprecedented tactical advantage. How may I persuade you to reconsider?"
[/message]
[message]
speaker=Anlindë
message= _ "You cannot. I feel that my mission and my fate lies here, in the very heart of Irdya. Allow me to protect elvenkind a last time, my lady; I shall obliterate every demon, every cultist, and every dark soldier who dares to approach this keep; and even if it is to be with my dying breath, I shall vanquish their Warlord, and turn fate in our favor."
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Galas
message= _ "You have lived for so long, and you have seen so much, so many things that were never even recorded in books... I don’t understand why... why do you want it to end like this?"
[/message]
[message]
speaker=Anlindë
message= _ "Picture living for thousands of years knowing it was only made possible by the suffering and death of millions of innocent souls. Eternal life becomes a disillusioning burden as time passes by and you see... you see everything turn to dust. And then your memories begin to fade away as well... You eventually forget all positive experiences and can only recall the horrors that haunt you in your sleep."
[/message]
[message]
speaker=Anlindë
message= _ "At least none of you will have to live with the knowledge that you were accomplices of the evil that brought elvenkind to its knees."
[/message]
[delay]
time=1500
[/delay]
[message]
speaker=Elynia
message= _ "So be it. Your sacrifice won’t be forgotten, and I swear that I will not rest until the last of our enemies is reduced to cinders on the ground. May the Lords of Light guide you in your last mission."
[/message]
#
# Switch Asthorgar to side 1, preserving any XP he might have gained
# during this scenario.
#
[store_unit]
[filter]
id=King Asthorgar
[/filter]
variable=asthorgar_store
[/store_unit]
[set_variables]
name=asthorgar_store
mode=merge
[literal]
side=1
canrecruit=no
{IS_HERO}
upkeep=free
[/literal]
[/set_variables]
[set_variables]
name=temp_loyal_trait_data
mode=replace
[literal]
{TRAIT_LOYAL}
[/literal]
[/set_variables]
[set_variables]
name=asthorgar_store.modifications.trait
mode=insert
to_variable=temp_loyal_trait_data.trait
[/set_variables]
[unstore_unit]
find_vacant=no
variable=asthorgar_store
[/unstore_unit]
{CLEAR_VARIABLE elynia_attacks,malin_attacks,asthorgar_store,temp_loyal_trait_data}
[/event]
[/scenario]
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
[scenario]
id=12x_Outside
name= _ "Outside"
{MAP 12x_Outside.map}
turns=-1
next_scenario=13_Face_your_Fate
victory_when_enemies_defeated=no
{FULLSCREEN_CUTSCENE_UI}
{SCENARIO_MUSIC "revelation.ogg"}
{DAWN1}
# wmllint: validate-off
[side]
side=1
controller=human
team_name=heroes
user_team_name= _ "team_name^Elves"
{NO_ECONOMY}
# wmllint: recognize Galas
{CHARACTER_STATS_GALAS}
[/side]
# wmllint: validate-on
#define O_STORE_AND_SET_POS _ID _STORE _X _Y
[store_unit]
[filter]
id={_ID}
[/filter]
variable={_STORE}
kill=yes
[/store_unit]
{VARIABLE {_STORE}+".x" {_X} }
{VARIABLE {_STORE}+".y" {_Y} }
#enddef
[event]
name=prestart
# wmllint: recognize Elynia
{RECALL_ELYNIA_AT 19 15}
# wmllint: recognize Mal Keshar
{RECALL_MAL_KESHAR_AT 21 15}
[store_unit]
[filter]
id=Galas
[/filter]
variable=muf_galas_store
kill=yes
[/store_unit]
{VARIABLE muf_galas_store.x 20}
{VARIABLE muf_galas_store.y 14}
[store_unit]
[filter]
id=Elynia
[/filter]
variable=muf_elynia_store
kill=yes
[/store_unit]
[store_unit]
[filter]
id=Mal Keshar
[/filter]
variable=muf_malin_store
kill=yes
[/store_unit]
[store_starting_location]
side=1
[/store_starting_location]
{LOCK_VIEW}
[/event]
[event]
name=start
[delay]
time=1000
[/delay]
[move_unit_fake]
x=$location.x,$muf_galas_store.x
y=$location.y,$muf_galas_store.y
side=1
type=$muf_galas_store.type
[/move_unit_fake]
[unstore_unit]
variable=muf_galas_store
[/unstore_unit]
[redraw][/redraw]
[move_unit_fake]
x="$location.x,$muf_galas_store.x,$muf_elynia_store.x"
y="$location.y,$($muf_galas_store.y + 2),$muf_elynia_store.y"
side=1
type=$muf_elynia_store.type
[/move_unit_fake]
[unstore_unit]
variable=muf_elynia_store
[/unstore_unit]
[redraw][/redraw]
[move_unit_fake]
x="$location.x,$muf_galas_store.x,$muf_malin_store.x"
y="$location.y,$($muf_galas_store.y + 2),$muf_malin_store.y"
side=1
type=$muf_malin_store.type
[/move_unit_fake]
[unstore_unit]
variable=muf_malin_store
[/unstore_unit]
{CLEAR_VARIABLE muf_galas_store,muf_elynia_store,muf_malin_store,location}
#
# Dialogue starts
#
[redraw][/redraw]
[delay]
time=2000
[/delay]
[message]
speaker=Galas
message= _ "We made it! And there are no signs of demons."
[/message]
[message]
speaker=Elynia
message= _ "Ah, I can feel the wind in my hair again... It is cold, but it’s a refreshing change from the stale air of the deep caverns."
[/message]
[message]
speaker=Mal Keshar
message= _ "You know, returning to the surface doesn’t seem all that great to me, but at least it’s not the desert."
[/message]
[message]
speaker=Galas
message= _ "I wish Anlindë was here with us to breathe the fresh air and contemplate the beautiful landscape."
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Elynia
message= _ "So do I."
[/message]
[delay]
time=1000
[/delay]
[hide_unit][/hide_unit]
{FADE_TO_BLACK}
[modify_side]
side=1
shroud=yes
[/modify_side]
[place_shroud]
side=1
[/place_shroud]
[redraw][/redraw]
[delay]
time=250
[/delay]
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "And so, Galas and his band left the dark caves beneath the Heart Mountains for the northern lands. After making sure that there were no foes in sight, they signaled the rest of their group to emerge from the caverns.
The fate of Anlindë was to remain uncertain to all of them. But this did not deter other elves and dwarves from telling legends of her last battle against Chaos. Her courage and resolve would be remembered by many for generations to come; and in time, the dwarves of Herthgar would build a gleaming silver temple to pay tribute to her great sacrifice."
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Elynia
message= _ "May your soul find peace, Anlindë."
[/message]
[fade_out_music]
duration=2000
[/fade_out_music]
{ENDLEVEL_QUIET} {NO_REPLAY_SAVE}
[/event]
[/scenario]
#undef O_STORE_AND_SET_POS
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
[scenario]
id=12_The_Escape
name= _ "The Escape"
{MAP 12_The_Escape.map}
{TURNS 40 38 36}
next_scenario=12x_Outside
victory_when_enemies_defeated=no
{SCENARIO_MUSIC "climactic_contemplation.ogg"}
{EXTRA_SCENARIO_MUSIC "breaking_the_chains.ogg"}
{EXTRA_SCENARIO_MUSIC "legends_of_the_north.ogg"}
{UNDERGROUND}
{STORYTXT_THE_ESCAPE}
{DEATHS_ACT_2_2}
{DEATHS_DWARVES}
#
# This scenario generates two public variables: anlinde_eoe1_state and
# anlinde_eoe1_recall_list, containing Anlindë's unit WML, the synthetic
# recall list used for her in E1S13, and Galas's recall list,
# respectively. These variables are meant to persist between E1S12,
# E1S12x, and E1S13.
#
# wmllint: validate-off
[side]
side=1
controller=human
team_name=heroes
user_team_name= _ "team_name^Elves and Dwarves"
shroud=yes
# NOTE: gold must be 6 * max(recruit_cost, recall_cost) at the very
# minimum in order to let the player recall or recruit units on
# the first turn.
gold=156
# Emulate free upkeep for everyone without having to modify units.
village_support=99
# wmllint: recognize Galas
{CHARACTER_STATS_GALAS}
[/side]
# wmllint: validate-on
#define TE_AVOID_STARTING_AREA
[avoid]
x=1-100
y=45-100
[/avoid]
#enddef
# Loyalists for crossfire
[side]
side=2
team_name=enemies
user_team_name= _ "team_name^Chaos Empire"
{CHAOS_FLAG}
no_leader=yes
recruit=Demon,Chaos Bowman,Chaos Invader,Chaos Invoker,Automaton,Imp,Mudcrawler,Chaos Headhunter
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{TE_AVOID_STARTING_AREA}
[/ai]
[/side]
# Desperate Trolls
[side]
side=3
team_name=trolls
user_team_name= _ "team_name^Trolls"
{RAGGED_FLAG}
no_leader=yes
recruit=Troll Whelp
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 100.00} # Encourage them to get hurt.
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
[goal]
[criteria]
side=1
[/criteria]
value=0.0
[/goal]
[goal]
[criteria]
side=2
[/criteria]
value=10.0
[/goal]
{TE_AVOID_STARTING_AREA}
[/ai]
[/side]
# Cave creeps
[side]
side=4
team_name=enemies
user_team_name= _ "team_name^Cave Creatures"
{RAGGED_FLAG}
no_leader=yes
hidden=yes
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 100.00} # Encourage them to get hurt.
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{TE_AVOID_STARTING_AREA}
[/ai]
{SIDE_GENERIC_GUARD (Giant Ant) 35 45}
{SIDE_GENERIC_GUARD (Giant Ant) 37 42}
{SIDE_GENERIC_GUARD (Giant Ant) 36 42}
{SIDE_GENERIC_GUARD (Giant Ant) 36 41}
#ifndef EASY
{SIDE_GENERIC_GUARD (Lesser Giant Spider) 36 40}
#endif
{SIDE_GENERIC_GUARD (Eyestalk) 30 37}
{SIDE_GENERIC_GUARD (Eyestalk) 10 31}
{SIDE_GENERIC_GUARD (Eyestalk) 39 22}
{SIDE_GENERIC_GUARD (Eyestalk) 17 44}
{SIDE_GENERIC_GUARD (Lesser Giant Spider) 12 29}
[/side]
# Final loyalists
[side]
side=5
team_name=enemies
user_team_name= _ "team_name^Chaos Empire"
{CHAOS_FLAG}
no_leader=yes
recruit=Demon,Imp,Chaos Headhunter
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{TE_AVOID_STARTING_AREA}
[/ai]
[/side]
# Goliath miniboss and friends
[side]
side=6
team_name=enemies
user_team_name= _ "team_name^Chaos Empire"
{CHAOS_FLAG}
no_leader=yes
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 100.00} # Encourage them to get hurt.
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT leader_ignores_keep yes}
{TE_AVOID_STARTING_AREA}
[/ai]
[/side]
{STARTING_VILLAGES 1 9}
{CAVE_NOISE_SOUND_SOURCE}
{CAVE_WATER_SOUND_SOURCE 36 12}
{CAVE_WATER_SOUND_SOURCE 21 22}
{CAVE_WATER_SOUND_SOURCE 39 48}
#define TE_DEFINE_OBJECTIVE _ID _TEXT
[literal]
id={_ID}
text={_TEXT}
active=no
completed=no
[/literal]
#enddef
#define TE_RESET_OBJECTIVES
[fire_event]
name=reset objectives
[/fire_event]
#enddef
[event]
name=prestart
#
# TA used for surface ToD and the final goal SLF.
#
[time_area]
id=surface
x=1-100
y=1-5
[not]
terrain=X*
[/not]
{LONGDARK4}
[/time_area]
# wmllint: recognize Anlindë
# Take Anlindë aside for E1S13.
[store_unit]
[filter]
id=Anlindë
[/filter]
variable=anlinde_eoe1_state
kill=yes
[/store_unit]
#
# Recall heroes
#
# wmllint: recognize Elynia
{RECALL_ELYNIA_AT 42 55}
# wmllint: recognize Mal Keshar
{RECALL_MAL_KESHAR_AT 40 54}
# wmllint: recognize Igor
{RECALL_IGOR_AT 40 57}
{FACE_DIRECTION (side=1) ne}
# wmllint: recognize King Asthorgar
{RECALL_ASTHORGAR_AT 43 53}
# wmllint: recognize Althurin
{RECALL_ALTHURIN_AT 44 51}
{FACE_DIRECTION (id=Althurin,King Asthorgar) sw}
#ifdef EASY
[unit]
type=Dwarvish Guardsman
side=1
facing=ne
x,y=43,51
{IS_LOYAL}
upkeep=free
generate_name=yes
random_traits=yes
[modifications]
{TRAIT_LOYAL}
[/modifications]
[/unit]
[unit]
type=Dwarvish Guardsman
side=1
facing=n
x,y=45,52
{IS_LOYAL}
upkeep=free
generate_name=yes
random_traits=yes
[modifications]
{TRAIT_LOYAL}
[/modifications]
[/unit]
#endif
[set_variables]
name=escape_objectives
mode=replace
{TE_DEFINE_OBJECTIVE lagonus ( _ "Locate and eliminate the rearguard captain")}
{TE_DEFINE_OBJECTIVE goliath ( _ "Defeat the Goliath")}
{TE_DEFINE_OBJECTIVE yreul ( _ "Defeat Yreul")}
[/set_variables]
{TE_RESET_OBJECTIVES}
[/event]
# Tag implementation raises 'reset objectives' event.
#define TE_NEW_OBJECTIVE _ID
[update_escape_objectives]
id={_ID}
[/update_escape_objectives]
#enddef
# Tag implementation raises 'reset objectives' event.
#define TE_COMPLETED_OBJECTIVE _ID
[update_escape_objectives]
id={_ID}
completed=yes
[/update_escape_objectives]
#enddef
#define TE_NOTE_ONLY_ON_FIRST_TURN
{OBJECTIVE_NOTE_SHOW_IF ({VARIABLE_NUMERICAL_LESS_THAN turn_number 2})}
#enddef
#define TE_NOTE_ONLY_ON_GAMEPLAY_TURNS
{OBJECTIVE_NOTE_SHOW_IF ({VARIABLE_NUMERICAL_GREATER_THAN turn_number 1})}
#enddef
#
# Set objectives
#
[event]
name=reset objectives
first_time_only=no
[set_variables]
name=temp_objectives_data
mode=replace
[literal]
side=1
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Elynia")}
{OBJECTIVE_DEFEAT ( _ "Death of Mal Keshar")}
{OBJECTIVE_DEFEAT ( _ "Death of King Asthorgar")}
{OBJECTIVE_DEFEAT ( _ "Death of Althurin")}
{OBJECTIVE_NO_CARRYOVER}
{OBJECTIVE_NOTE ( _ "In this scenario, you may only recall or recruit units during the first turn")}
{TE_NOTE_ONLY_ON_FIRST_TURN}
{OBJECTIVE_NOTE ( _ "Because Mal Keshar has granted control of most of his undead minions to Anlindë, any undead veterans you do not recall in this scenario will be permanently lost.")}
{TE_NOTE_ONLY_ON_FIRST_TURN}
{OBJECTIVE_NOTE ( _ "You may not recall or recruit units")}
{TE_NOTE_ONLY_ON_GAMEPLAY_TURNS}
[/literal]
[/set_variables]
{VARIABLE temp_have_int_objectives no}
[foreach]
array=escape_objectives
variable=escape_objective
[do]
[if]
{VARIABLE_BOOLEAN_EQUALS escape_objective.active yes}
[then]
[set_variables]
name=temp_objectives_data.objective
mode=append
[value]
description=$escape_objective.text
condition=win
[/value]
[/set_variables]
#
# Completed goals are displayed in strike-through format.
#
[if]
{VARIABLE_BOOLEAN_EQUALS escape_objective.completed yes}
[then]
{VARIABLE temp_last "$($temp_objectives_data.objective.length - 1)"}
{VARIABLE
temp_objectives_data.objective[$temp_last].description
"<s>$temp_objectives_data.objective[$temp_last].description|</s>"}
{CLEAR_VARIABLE temp_last}
[/then]
[else]
{VARIABLE temp_have_int_objectives yes}
[/else]
[/if]
[/then]
[/if]
[/do]
[/foreach]
[if]
{VARIABLE_BOOLEAN_EQUALS temp_have_int_objectives no}
[then]
#
# Default objectives.
#
[set_variables]
name=temp_objectives_data.objective
mode=append
[value]
description= _ "Galas, Elynia, or Mal Keshar must reach the exit to the northlands"
condition=win
[/value]
[/set_variables]
{VARIABLE temp_objectives_data.summary ( _ "Current objectives:")}
[/then]
[else]
{VARIABLE temp_objectives_data.summary ( _ "New objectives:")}
[/else]
[/if]
[insert_tag]
name=objectives
variable="temp_objectives_data"
[/insert_tag]
{CLEAR_VARIABLE temp_objectives_data,temp_have_int_objectives}
[/event]
[event]
name=start
[message]
speaker=King Asthorgar
message= _ "The exit’s to the north. But before we proceed, I must warn ye: it ha’ been long since we last walked these caves, so we should be prepared to deal with anything that might be awaitin’ down the road."
[/message]
[message]
speaker=Galas
message= _ "Such as an unexpected encounter with Chaos troops? We are accustomed to that kind of thing after our quest underground."
[/message]
[message]
speaker=Elynia
message= _ "We must make haste, though. We don’t know for how long Anlindë’s strategy is going to work and provide us with safe passage."
[/message]
[message]
speaker=Galas
message= _ "Indeed... I would be unable to bear the thought of her sacrifice turning out to be in vain after so much."
[/message]
[message]
speaker=Mal Keshar
message= _ "Hmph, I sure hope she has put my minions to good use. I had grown fond of some of them. Ah well, there will be plenty of opportunities to raise more later."
[/message]
[/event]
[event]
name=turn 2
# No recruits or recalls after turn 2!
[store_unit]
[filter]
side=1
x,y=recall,recall
[/filter]
variable=galas_recalls
kill=yes
[/store_unit]
# Get rid of this forever, we set up a new one from scratch in E2S1.
{REMOVE_RECRUIT_LIST 1}
[/event]
# 1. The Mother Mudcrawler
[event]
name=moveto
[filter]
side=1
x=30-39
y=34-42
[/filter]
{CLEAR_CAVE_SHROUD x,y,radius=39,38,3}
[redraw]
side=1
[/redraw]
{GENERIC_UNIT 4 (Mother Mudcrawler) 39 38} {NO_UPKEEP_NO_OVERLAY} {FACING sw}
{GENERIC_UNIT 4 (Giant Mudcrawler) 39 39} {NO_UPKEEP_NO_OVERLAY} {FACING sw}
{GENERIC_UNIT 4 (Giant Mudcrawler) 38 37} {NO_UPKEEP_NO_OVERLAY} {FACING sw}
{GENERIC_UNIT 4 (Mudcrawler) 38 38} {NO_UPKEEP_NO_OVERLAY} {FACING sw}
[message]
type=Mother Mudcrawler
message= _ "Groaaaar!!" # wmllint: no spellcheck
[/message]
[message]
speaker=unit
{UNIT_SPEAKS_FOR_UNDEAD_MINION (id=Mal Keshar)}
female_message= _ "female^I had heard of unusually large mudcrawlers before, but this thing is..."
male_message= _ "I had heard of unusually large mudcrawlers before, but this thing is..."
[/message]
[/event]
#define TE_ACTIVATE_SIDE _SIDE _GOLD _LEADER_WML
[modify_side]
side={_SIDE}
gold={_GOLD}
[/modify_side]
[unit]
side={_SIDE}
placement=leader
{_LEADER_WML}
[/unit]
#enddef
# 2. Crossfire
[event]
name=moveto
[filter]
side=1
x=1-29
y=32-40
[/filter]
{TE_NEW_OBJECTIVE yreul}
{CLEAR_CAVE_SHROUD x,y,radius=20,37,6}
[redraw]
side=1
[/redraw]
# wmllint: recognize Yreul
{TE_ACTIVATE_SIDE 2 {DIFF 100 130 150} (
canrecruit=yes
id=Yreul
name= _ "Yreul"
type=Chaos Soulhunter
facing=ne
[modifications]
{TRAIT_UNDEAD} # Why not?™
{TRAIT_STRONG}
[/modifications]
)}
[unit]
side=2
type=Blood Imp
generate_name=yes
placement=leader
facing=ne
upkeep=free
[modifications]
{TRAIT_RESILIENT}
{TRAIT_SLOW}
[/modifications]
[/unit]
# wmllint: recognize Karshas
{TE_ACTIVATE_SIDE 3 {DIFF 90 100 110} (
canrecruit=yes
id=Karshas
name= _ "Karshas"
type=Troll Warrior
facing=sw
[modifications]
{TRAIT_QUICK}
{TRAIT_RESILIENT}
[/modifications]
)}
[unit]
side=3
type=Troll Rocklobber
id=Burg
name= _ "Burg"
placement=leader
facing=sw
upkeep=free
[modifications]
{TRAIT_STRONG}
{TRAIT_FEARLESS}
[/modifications]
[/unit]
[message]
speaker=Karshas
message= _ "Damned creatures! You kill our children! You pay with your blood!"
[/message]
[message]
speaker=Yreul
message= _ "Fat chance, dimwit. Get out of the way this instant, unless you would rather be ground into dust!"
[/message]
[message]
side,type=2,Blood Imp
message= _ "Hey, hey, what do we have here? The elfses and dwarfses are tryin’ to escape thru the backdoor!" # wmllint: no spellcheck
[/message]
[message]
speaker=unit
{UNIT_SPEAKS_FOR_UNDEAD_MINION (id=Mal Keshar)}
message= _ "Uh..."
[/message]
[message]
speaker=Yreul
message= _ "Hah! So they are coming to us now! What’s your clever plan, rats? I am certain the captain will be very pleased to see your impaled heads topping our banners!"
[/message]
[message]
speaker=Galas
message= _ "We’ll have to deal with this scum first, lest they bring news of us to their superiors."
[/message]
[/event]
[event]
name=last breath
[filter]
id=Yreul
[/filter]
[message]
speaker=unit
message= _ "Defeated... by rats!"
[/message]
[/event]
[event]
name=die
[filter]
id=Yreul
[/filter]
{TE_COMPLETED_OBJECTIVE yreul}
[/event]
# 3. The Goliath
[event]
name=moveto
[filter]
side=1
x=11-20
y=20-30
[/filter]
{TE_NEW_OBJECTIVE goliath}
{CLEAR_CAVE_SHROUD x,y,radius=16,26,4}
[redraw]
side=1
[/redraw]
[unit]
canrecruit=yes
side=6
type=Goliath
{IS_BOSS}
placement=leader
facing=sw
[/unit]
[repeat]
times={DIFF 2 3 3}
[do]
[unit]
side=6
type=Automaton
random_traits=yes
placement=leader
facing=sw
upkeep=free
[/unit]
[/do]
[/repeat]
[message]
type=Goliath
message= _ "The vermin must die! Affirmative!"
[/message]
# wmllint: local spelling aaah
[message]
speaker=unit
{UNIT_SPEAKS_FOR_UNDEAD_MINION (id=Mal Keshar)}
message= _ "Aaah! Another one of these metallic beasts!"
[/message]
[message]
speaker=Galas
message= _ "This is turning out to be harder than we expected."
[/message]
[/event]
[event]
name=die
[filter]
type=Goliath
canrecruit=yes
[/filter]
{TE_COMPLETED_OBJECTIVE goliath}
[/event]
# 4. The Rearguard
[event]
name=moveto
[filter]
side=1
x=20-35
y=17-28
[/filter]
{TE_NEW_OBJECTIVE lagonus}
{CLEAR_CAVE_SHROUD x,y,radius=26,24,5}
[redraw]
side=1
[/redraw]
{GENERIC_UNIT 5 (Hellhound) 26 24} {NO_UPKEEP_NO_OVERLAY} {FACING sw}
{GENERIC_UNIT 6 (Automaton) 22 23} {NO_UPKEEP_NO_OVERLAY}
{GENERIC_UNIT 6 (Automaton) 24 26} {NO_UPKEEP_NO_OVERLAY}
{GENERIC_UNIT 6 (Automaton) 25 22} {NO_UPKEEP_NO_OVERLAY}
{GENERIC_UNIT 6 (Automaton) 29 26} {NO_UPKEEP_NO_OVERLAY}
{GENERIC_UNIT 6 (Automaton) 30 22} {NO_UPKEEP_NO_OVERLAY}
{NAMED_UNIT 5 (Demon Zephyr) 27 24 Lilith ( _ "Lilith") (
gender=female
facing=sw
[modifications]
{TRAIT_STRONG}
{TRAIT_DEXTROUS}
[/modifications]
)}
{GENERIC_UNIT 6 (Demon) 26 23} {NO_UPKEEP_NO_OVERLAY} {FACING sw}
{GENERIC_UNIT 6 (Demon) 27 25} {NO_UPKEEP_NO_OVERLAY} {FACING sw}
{GENERIC_UNIT 5 (Chaos Marauder) 29 24} {NO_UPKEEP_NO_OVERLAY} {FACING sw}
{GENERIC_UNIT 5 (Chaos Headhunter) 27 22} {NO_UPKEEP_NO_OVERLAY} {FACING sw}
{GENERIC_UNIT 5 (Chaos Headhunter) 26 26} {NO_UPKEEP_NO_OVERLAY} {FACING sw}
[message]
speaker=Lilith
message= _ "There they are! Don’t let them cross the bridge!"
[/message]
[message]
type=Hellhound
message= _ "Grrrrrr..." # wmllint: no spellcheck
[/message]
[message]
speaker=Mal Keshar
message= _ "Hm, I see — they are the rearguard of our ‘friends’. Their blockade would be far more effective if they just demolished the bridge, so surely their captain is right across."
[/message]
[/event]
# 5. The Rearguard Captain
[event]
name=moveto
[filter]
side=1
x=28-29,30-31,1-27,32,32-53
y= 1-18, 1-17,1-16,17,1-13
[/filter]
# wmllint: recognize Lagonus
{TE_ACTIVATE_SIDE 5 {DIFF 90 120 130} (
canrecruit=yes
id=Lagonus
name= _ "Lagonus"
type=Gutwrencher Imp
facing=se
[modifications]
{TRAIT_STRONG}
{TRAIT_INTELLIGENT}
[/modifications]
)}
#ifndef EASY
{GENERIC_UNIT 5 (Blood Imp) 26 11} {NO_UPKEEP_NO_OVERLAY} {FACING se}
#endif
{GENERIC_UNIT 5 (Imp) 25 10} {NO_UPKEEP_NO_OVERLAY} {FACING se}
{GENERIC_UNIT 5 (Imp) 27 10} {NO_UPKEEP_NO_OVERLAY} {FACING se}
{CLEAR_CAVE_SHROUD (
x,y,radius=26,10,4
)}
[redraw]
side=1
[/redraw]
[message]
speaker=Lagonus
message= _ "I swear to Uria, this is the end of the road for you, insolent maggots! Prepare to die!"
[/message]
[message]
speaker=Galas
message= _ "Wishful thinking, filth!"
[/message]
[/event]
[event]
name=last breath
[filter]
id=Lagonus
[/filter]
[message]
speaker=unit
message= _ "How could I fail like this? Forgive me, Master... <i>(gurgle)</i>"
[/message]
[/event]
[event]
name=die
[filter]
id=Lagonus
[/filter]
{TE_COMPLETED_OBJECTIVE lagonus}
[message]
speaker=Galas
message= _ "The imp’s body is dissolving into slime!"
[/message]
{VARIABLE i 0}
[while]
{VARIABLE_NUMERICAL_LESS_THAN i 4}
[do]
[unit]
side=$unit.side
#ifdef EASY
type=Mudcrawler
#else
type="$( if( ($i = 1) or ($i = 2), 'Giant Mudcrawler', 'Mudcrawler' ) )"
#endif
# BUG: using placement=leader_passable here as of 1.11.12
# has no effect (no location is stored in u!).
x,y=$x1,$y1
to_variable=u
[/unit]
[lua]
code=<<
local ctx = wesnoth.current.event_context
local x, y = wesnoth.paths.find_vacant_hex(ctx.x1, ctx.y1)
wml.variables["u.x"] = x
wml.variables["u.y"] = y
>>
[/lua]
[store_direction]
from_x,from_y=$u.x,$u.y
to_x,to_y=$x2,$y2
variable=u.facing
[/store_direction]
[move_unit_fake]
side=$u.side
type=$u.type
x=$x1,$u.x
y=$y1,$u.y
[/move_unit_fake]
[unstore_unit]
find_vacant=yes
variable=u
[/unstore_unit]
{CLEAR_VARIABLE u}
{VARIABLE_INC i}
[/do]
[/while]
{CLEAR_VARIABLE i}
[message]
speaker=Elynia
message= _ "This is truly disgusting."
[/message]
[/event]
# 6. Anlindë dies
[event]
name=turn 30
{QUAKE (rumble.ogg)}
{QUAKE (cave-in.ogg)}
[/event]
# 7. Escape
[event]
name=moveto
first_time_only=no
[filter]
id=Galas,Elynia,Mal Keshar
[filter_location]
area=surface
[/filter_location]
[/filter]
{VARIABLE all_objectives_complete yes}
[foreach]
array=escape_objectives
variable=escape_objective
[do]
[if]
{VARIABLE_BOOLEAN_EQUALS escape_objective.active yes}
{VARIABLE_BOOLEAN_EQUALS escape_objective.completed no}
[then]
{VARIABLE all_objectives_complete no}
[break][/break]
[/then]
[/if]
[/do]
[/foreach]
[if]
{VARIABLE_BOOLEAN_EQUALS all_objectives_complete yes}
[then]
[message]
speaker=unit
female_message= _ "female^The exit, at last! Follow me!"
male_message= _ "The exit, at last! Follow me!"
[/message]
# Go to an interlude scenario, intended to ease testing of
# scenario 13's side init code and to make a more interesting
# landscape for the player.
{ENDLEVEL_QUIET}
[/then]
[else]
[role]
role=complainer
side=1
[not]
# wmllint: recognize $unit.id
# FIXME: I mean seriously, what the hell, wmllint?
id=Igor,$unit.id
[/not]
[not]
race=bats,undead
[not]
type=Lich,Ancient Lich,Ghost,Wraith,Spectre,Shadow,Nightgaunt
[/not]
[/not]
[/role]
[message]
role=complainer
message= _ "Wait a moment, we cannot leave yet! If we don’t dispose of our pursuers, they may report our position to their leaders!"
[/message]
[/else]
[/if]
{CLEAR_VARIABLE all_objectives_complete}
[/event]
[event]
name=time over
[message]
speaker=Galas
message= _ "I can hear their main assault force approaching from behind. Oh, forgive me, Anlindë..."
[/message]
[/event]
[event]
name=victory
[if]
{VARIABLE_NUMERICAL_GREATER_THAN galas_recalls.length 0}
[then]
#
# Came here from turn 2 or later -- we need to temporarily
# unstore Galas's# recall list so we can let the engine do
# the unit data juggling for us.
#
[foreach]
array=galas_recalls
[do]
[unstore_unit]
variable=this_item
x,y=recall,recall
[/unstore_unit]
[/do]
[/foreach]
{CLEAR_VARIABLE galas_recalls}
[/then]
[/if]
#
# Move undead minions who aren't on the map to Anlindë's recall list.
# This list is meant to include generic Liches (but not living
# Necromancers) as a convenience for players.
#
[store_unit]
[filter]
side=1
x,y=recall,recall
race=undead
[/filter]
variable=anlinde_eoe1_recall_list
kill=yes
[/store_unit]
#
# Switching leader, recall lists, and gold supplies is left as a task
# for E1S13's prestart.
#
{CLEAR_VARIABLE escape_objectives}
[/event]
[/scenario]
#undef TE_AVOID_STARTING_AREA
#undef TE_DEFINE_OBJECTIVE
#undef TE_RESET_OBJECTIVES
#undef TE_NEW_OBJECTIVE
#undef TE_COMPLETED_OBJECTIVE
#undef TE_NOTE_ONLY_ON_FIRST_TURN
#undef TE_NOTE_ONLY_ON_GAMEPLAY_TURNS
#undef TE_ACTIVATE_SIDE
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
[scenario]
id=13x_Intermission
name= _ "Intermission"
{NO_MAP_DATA}
next_scenario=14_Bye_and_Behold
victory_when_enemies_defeated=no
{FULLSCREEN_CUTSCENE_UI}
{SCENARIO_MUSIC "data/core/sounds/ambient/wardrums.ogg"}
# wmllint: validate-off
[side]
side=1
controller=human
team_name=heroes
user_team_name= _ "team_name^Elves"
shroud=yes
{NO_ECONOMY}
# wmllint: recognize Galas
{CHARACTER_STATS_GALAS}
[/side]
# wmllint: validate-on
[event]
name=prestart
# Galas to recall list
{RESET_AND_SEND_TO_RECALL_LIST id=Galas}
[modify_unit]
[filter]
id=Galas
[/filter]
moves=$this_unit.max_moves
[/modify_unit]
[place_shroud]
side=1
[/place_shroud]
[/event]
[event]
name=start
[intermission_prompt][/intermission_prompt]
[/event]
[/scenario]
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
[scenario]
id=13_Face_your_Fate
name= _ "Face your Fate"
{MAP 13_Face_your_Fate.map}
{TURNS 10 12 14}
next_scenario=13x_Intermission
victory_when_enemies_defeated=no
{SCENARIO_MUSIC "into_the_shadows.ogg"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}
{EXTRA_SCENARIO_MUSIC "suspense.ogg"}
{UNDERGROUND}
{STORYTXT_FACE_YOUR_FATE}
{SHAXTHAL_SET_SURFACE_VARIATIONS_FLAG}
#
# We could have used a new side 1 player with a different save_id for this
# scenario, but then we have no way to get rid of its stats and other
# unwanted detritus later on and it would continue to take up space in
# saved games. Plus, unlike the bifurcation done in AtS E3, this is a
# one-time-only thing, so that approach seems wasteful to me.
#
# -- shadowm, 2014-04-11
#
# wmllint: validate-off
[side]
side=1
controller=human
team_name=heroes
user_team_name= _ "team_name^Elves"
shroud=yes
gold=0
# wmllint: recognize Galas
{CHARACTER_STATS_GALAS}
[/side]
# wmllint: validate-on
# Boss
[side]
side=2
team_name=foes
user_team_name= _ "team_name^Chaos Warlord"
{CHAOS_FLAG}
color=gold
controller=null
hidden=yes
no_leader=yes
{NO_ECONOMY}
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 9.00}
{AI_SIMPLE_ALWAYS_ASPECT leader_aggression 9.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
{AI_SIMPLE_ALWAYS_ASPECT leader_ignores_keep yes}
{AI_SIMPLE_ALWAYS_ASPECT grouping no}
{AI_BOSS_TARGETING_ENGINE <<{"Anlindë"}>>}
[/ai]
[/side]
# Vanguard
[side]
side=3
team_name=foes
user_team_name= _ "team_name^Chaos Empire"
{CHAOS_FLAG}
color=blue
{GOLD 200 250 300}
{INCOME 4 6 8}
recruit=Imp,Demon,Chaos Headhunter,Chaos Invoker,Chaos Hound,Chaos Invader,Dark Knight,Doom Guard
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
[/ai]
canrecruit=yes
type=Gutwrencher Imp
id=Laveri
name= _ "Laveri"
facing=ne
experience=102
[modifications]
{TRAIT_RESILIENT}
{TRAIT_INTELLIGENT}
[/modifications]
[/side]
#define FYF_DRONE _X _Y
[unit]
random_traits=yes
generate_name=yes
ai_special=guardian
type=Shaxthal Drone
x,y={_X},{_Y}
upkeep=loyal
variation=surface
[/unit]
#enddef
# Assimilating drones
[side]
side=4
team_name=foes
user_team_name= _ "team_name^Chaos Empire"
{CHAOS_FLAG}
color=brown
{GOLD 130 180 230}
{INCOME 4 5 7}
recruit=Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Assault Drone
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
{AI_SIMPLE_ALWAYS_ASPECT grouping no}
[/ai]
canrecruit=yes
type=Shaxthal Sentry Drone
variation=surface
[modifications]
{TRAIT_BIOMECHANICAL}
{TRAIT_ARMORED}
[/modifications]
{FYF_DRONE 13 9}
{FYF_DRONE 8 7}
{FYF_DRONE 9 5}
[/side]
# Enemy waves
[side]
side=5
team_name=foes
user_team_name= _ "team_name^Chaos Empire"
{CHAOS_FLAG}
color=black
hidden=yes
no_leader=yes
{NO_ECONOMY}
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
[/ai]
[/side]
{STARTING_VILLAGES_ALL 1}
{STARTING_VILLAGES 3 6}
{STARTING_VILLAGES 4 6}
{PLACE_IMAGE terrain/castle/dwarven-keep.png 36 12}
{CAVE_NOISE_SOUND_SOURCE}
[+sound_source]
id=cave_ambience # wmllint: ignore
[/sound_source]
[event]
name=prestart
#
# Manual player set-up.
#
#
# Swap Galas and Anlindë's units.
#
[store_unit]
[filter]
id=Galas
[/filter]
variable=galas_eoe1_state
kill=yes
[/store_unit]
[store_unit]
[filter]
side=1
x,y=recall,recall
[/filter]
variable=galas_eoe1_recall_list
kill=yes
[/store_unit]
# wmllint: recognize Anlindë
[if]
{VARIABLE_NUMERICAL_NOT_EQUALS anlinde_eoe1_state.length 1}
[then]
{BUG ()}
#
# We might be coming here via debug mode, so try to recall
# Anlindë first to grab her data.
#
{RECALL_ANLINDE}
[store_unit]
[filter]
id=Anlindë
[/filter]
variable=anlinde_eoe1_state
kill=yes
[/store_unit]
[/then]
[/if]
# Remove hero overlay+ellipse.
{CLEAR_VARIABLE anlinde_eoe1_state.ellipse,anlinde_eoe1_state.overlays}
# Wear the crown. Be the leader.
{VARIABLE anlinde_eoe1_state.canrecruit yes}
{VARIABLE anlinde_eoe1_state.facing sw}
[unstore_unit]
variable=anlinde_eoe1_state
x,y=$galas_eoe1_state.x,$galas_eoe1_state.y
[/unstore_unit]
#
# We don't care whether we can place any of her recall list units. In
# fact, her list may be empty if the player somehow didn't have any
# undead left in E1S12.
#
[foreach]
array=anlinde_eoe1_recall_list
[do]
[unstore_unit]
variable=this_item
x,y=recall,recall
[/unstore_unit]
[/do]
[/foreach]
{CLEAR_VARIABLE anlinde_eoe1_state,anlinde_eoe1_recall_list}
#[store_gold]
# side=1
# variable=galas_eoe1_gold
#[/store_gold]
# Set Anlindë's own gold amount and recruitment list, given by the dwarf King and Malin
[modify_side]
side=1
{GOLD 380 340 320}
{INCOME 12 11 10}
recruit="Walking Corpse,Skeleton,Skeleton Archer,Dwarvish Ulfserker"
[/modify_side]
[remove_shroud]
side=1
[not]
# The Warlord's spawn region.
x= 0-14, 0-8
y=17-27,28-32
[not]
x= 3,5-7, 9
y=17, 17,17
[/not]
[/not]
[/remove_shroud]
[capture_village]
# Uncapture villages in the Warlord's spawn region.
x,y="8,4","20,29"
[/capture_village]
#
# Set-up finished.
#
# Some dwarven fanatics to aid you.
#ifndef HARD
{NAMED_GENERIC_UNIT 1 (Dwarvish Berserker) 34 13 Pelaes ( _ "Pelaes")}
{NAMED_GENERIC_UNIT 1 (Dwarvish Flamethrower) 38 13 Pelcatil ( _ "Pelcatil")}
#endif
{NAMED_GENERIC_UNIT 1 (Dwarvish Ulfserker) 34 11 Marlin ( _ "Marlin")}
{NAMED_GENERIC_UNIT 1 (Dwarvish Ulfserker) 38 11 Durcanos ( _ "Durcanos")}
# Enemy sidekicks
# wmllint: recognize Izkotep
{NAMED_GENERIC_UNIT 3 (Hell Guardian) () () Izkotep ( _ "Izkotep")}
[+unit]
placement=leader
facing=ne
[/unit]
{OBJECTIVES (
{HEADER_CURRENT_OBJECTIVES}
{OBJECTIVE_VICTORY_END_OF_TURNS}
{OBJECTIVE_DEFEAT ( _ "Death of Anlindë")}
{OBJECTIVE_NO_CARRYOVER}
)}
[/event]
[event]
name=start
[message]
side=4
canrecruit=yes
message= _ "Shrieek!" # wmllint: no spellcheck
[/message]
[message]
speaker=Anlindë
message= _ "What in the world are those creatures doing?"
[/message]
[message]
speaker=Durcanos
message= _ "I’m na’ sure, they seem to be laying larvae on the flooded western keep."
[/message]
[message]
speaker=Marlin
message= _ "My lady, we swear we winna’ rest until either we ha’ spilled all the the blood o’ those wretched freaks, or our dead bodies are all layin’ on the floor. We’ll fight for ye. May the glorious ruins of Herthgar be our tomb!"
[/message]
[message]
speaker=Laveri
message= _ "Ah, the stench of death and decay that fills this place only intensifies my hunger. Let us make haste and finish this once and for all so we can have our well-deserved feast!"
[/message]
[message]
speaker=Izkotep
message= _ "Look, the elvish witch is on the dwarvish capital’s keep!"
[/message]
# wmllint: local spelling graaargh
[message]
speaker=Laveri
message= _ "Graaargh, kill her, now! And the elf leader too! And find the filthy faerie of the forests — but remember the Warlord’s orders: trap the creature, but she must not come to harm! We need her alive and intact."
[/message]
[message]
speaker=Izkotep
message= _ "Attack now! You know what to do!"
[/message]
[message]
speaker=Anlindë
message= _ "Their final assault begins. Hopefully we’ll manage to give Galas and the rest enough time to escape unnoticed."
[/message]
[/event]
#
# Death of the Subcommander.
#
[event]
name=last breath
[filter]
id=Laveri
[/filter]
[message]
speaker=unit
message= _ "Aaargh!! It’s pointless! <i>(spits)</i> Killing me won’t do anything to weaken our forces! We are unstoppable!"
[/message]
[/event]
#
# Spawn more foes every turn unless the Warlord, Laveri, or other spawned
# foes are around.
#
[event]
name=new turn
first_time_only=no
[filter_condition]
[not]
[have_unit]
id=Laveri
[or]
side=2,5
[/or]
[/have_unit]
[/not]
[/filter_condition]
[set_variables]
name=survival_spawn_regions
mode=replace
[literal]
# West
x=1
y=9-14
[/literal]
[literal]
# North
x=29-43
y=1
[/literal]
[literal]
# South
x=13-20,22
y=40 ,40
[/literal]
[/set_variables]
[foreach]
array=survival_spawn_regions
variable=survival_spawn_region
[do]
{VARIABLE_RANDOM rcount {DIFF 1..4 3..7 5..9} }
[repeat]
times=$rcount
[do]
{VARIABLE_RANDOM rtype ("Imp,Blood Imp,Chaos Hound,Shaxthal Assault Drone,Demon,Demon Zephyr,Shaxthal Runner Drone,Chaos Headhunter,Demon Grunt,Shaxthal Protector Drone")}
[store_locations]
variable=spawn_locs
x=$survival_spawn_region.x
y=$survival_spawn_region.y
[not]
terrain=X*,*^X*,Q*
[/not]
[/store_locations]
{VARIABLE_RANDOM rloc "0..$($spawn_locs.length - 1)"}
[store_direction]
from_x,from_y=$spawn_locs[$rloc].x,$spawn_locs[$rloc].y
[to]
[filter]
id=Anlindë
[/filter]
[/to]
[/store_direction]
[unit]
side=5
type=$rtype
x,y=$spawn_locs[$rloc].x,$spawn_locs[$rloc].y
facing=$direction
passable=yes
generate_name=yes
random_traits=yes
random_gender=yes
[/unit]
{CLEAR_VARIABLE spawn_locs,rtype,rloc,direction}
[/do]
[/repeat]
{CLEAR_VARIABLE rcount}
[/do]
[/foreach]
{CLEAR_VARIABLE survival_spawn_regions}
[/event]
[event]
name=time over
[fire_event]
name=warlord incoming
[/fire_event]
[/event]
[event]
name=warlord incoming
{LOCK_VIEW}
[sound]
name=fuse.ogg
[/sound]
[delay]
time=2750
[/delay]
[unit]
side=4
type=Shaxthal Sentry Drone
variation=surface
x,y=14,22
random_traits=yes
facing=ne
[/unit]
[unit]
side=4
type=Shaxthal Sentry Drone
variation=surface
x,y=14,20
random_traits=yes
facing=se
[/unit]
[hide_unit][/hide_unit]
{WHITE_SCREEN}
[redraw][/redraw]
[scroll_to]
x,y=15,21
{WARP}
[/scroll_to]
[sound]
name=explosion.ogg
[/sound]
[delay]
time=250
[/delay]
[terrain_mask]
{MASK 13_Face_your_Fate.mask}
x,y=13,19
[/terrain_mask]
[remove_shroud]
side=1
[/remove_shroud]
[sound]
name=explosion.ogg
[/sound]
{RESET_SCREEN}
[unhide_unit][/unhide_unit]
[redraw][/redraw]
{QUAKE rumble.ogg}
[delay]
time=750
[/delay]
[message]
speaker=Anlindë
message= _ "Great. Nobody informed me that there was <i>another</i> alternate entrance to this chamber in the west. We ought to seal that somehow."
[/message]
[modify_turns]
value=-1
[/modify_turns]
{UNLOCK_VIEW}
[event]
delayed_variable_substitution=no
name="turn $($turn_number + 1)"
[fire_event]
name=warlord arrival
[/fire_event]
[/event]
[/event]
[event]
name=warlord arrival
{LOCK_VIEW}
[modify_side]
side=2
controller=ai
[/modify_side]
[unit]
side=2
type=Chaos Warlord
id=Chaos Warlord
name= _ "Chaos Warlord"
placement=leader
{IS_BOSS}
unrenamable=yes
facing=se
[modifications]
{TRAIT_BIOMECHANICAL}
{TRAIT_INTELLIGENT}
[/modifications]
[/unit]
{GENERIC_UNIT 2 (Goliath) () ()} {PLACEMENT leader} {PASSABLE} {FACING se}
{GENERIC_UNIT 2 (Goliath) () ()} {PLACEMENT leader} {PASSABLE} {FACING se}
{GENERIC_UNIT 2 (Shaxthal Protector Drone) () ()} {PLACEMENT leader} {PASSABLE} {FACING se} {VARIATION surface}
[hide_unit][/hide_unit]
{WHITE_SCREEN}
[scroll_to]
[filter]
id=Chaos Warlord
[/filter]
{WARP}
[/scroll_to]
[delay]
time=250
[/delay]
[sound]
name=thunderstick.ogg
[/sound]
[modify_side]
side=1
shroud=no
[/modify_side]
{DISALLOW_RECRUIT 1 "Dwarvish Ulfserker"}
{RESET_SCREEN}
[unhide_unit][/unhide_unit]
{BOSS_AMBIENTANCE}
[redraw][/redraw]
{QUAKE rumble.ogg}
[sound]
name=dwarf-laugh.wav
[/sound]
[delay]
time=750
[/delay]
[message]
speaker=Anlindë
message= _ "Their commander, at last! Come and fight me, fiend! This place shall be your grave!"
[/message]
[message]
speaker=Chaos Warlord
message= _ "<i>(muffled metallic voice)</i> You should do like your friends and run away, little worm, unless you would prefer me to tear your frail body to pieces and delight in your suffering."
[/message]
[message]
speaker=Chaos Warlord
message= _ "Trying to divert my attention is futile. I already know where your friends are; it is all in your weak and permeable mind. Your pointless sacrifice does not fool our Master either, and neither will it save the cowards from his wrath. We’ll find them all in due time."
[/message]
[message]
speaker=Anlindë
message= _ "Not if I can stop you first!"
[/message]
{UNLOCK_VIEW}
{OBJECTIVES (
{HEADER_FINAL_OBJECTIVES}
{OBJECTIVE_VICTORY ( _ "Vanquish the Chaos Warlord")}
{OBJECTIVE_NO_CARRYOVER}
)}
[/event]
#
# The Chaos Warlord cannot be killed.
#
[event]
name=last breath
first_time_only=no
[filter]
id=Chaos Warlord
[/filter]
[fire_event]
name=boss regeneration
[primary_unit]
x,y=$x1,$y1
[/primary_unit]
[secondary_unit]
x,y=$x2,$y2
[/secondary_unit]
[/fire_event]
[/event]
[event]
name=boss regeneration
first_time_only=no
{VARIABLE unit.hitpoints $unit.max_hitpoints}
# Deduct the killing XP from the attacker, otherwise it is possible
# for them to advance very quickly from L1 to their maximum advancement.
# Things get even messier once the full health AMLA effect kicks in.
# Just give them regular attack XP instead.
{LOG_IFTU_DBG "warlord is dying, deducting attacker's XP"}
{LOG_IFTU_DBG " before: $second_unit.experience/$second_unit.max_experience"}
{VARIABLE_MIN second_unit.experience "$(max([4, 8 * $unit.level]) - $unit.level)"}
{LOG_IFTU_DBG " after: $second_unit.experience/$second_unit.max_experience"}
[unstore_unit]
variable=unit
find_vacant=no
[/unstore_unit]
[unstore_unit]
variable=second_unit
find_vacant=no
[/unstore_unit]
[/event]
#
# Dialogue only first time the Warlord regenerates.
#
[event]
name=boss regeneration
[message]
speaker=Chaos Warlord
message= _ "You will never succeed in slaying me with such pitiful weapons and spells."
[/message]
[message]
speaker=Chaos Warlord
message= _ "By the power you have bestowed upon me, Uria, may the spells conferring life to the dead be canceled now!"
[/message]
{THUNDER (
[kill]
side=1
race=undead
animate=yes
[/kill]
)}
{DISALLOW_RECRUIT 1 "Walking Corpse,Skeleton,Skeleton Archer"}
[/event]
#define FYF_EVENT_BEFORE_BOSS_ARRIVAL
[filter_condition]
[not]
[have_unit]
id=Chaos Warlord
[/have_unit]
[/not]
[/filter_condition]
#enddef
#define FYF_EVENT_PAST_BOSS_ARRIVAL
[filter_condition]
[have_unit]
id=Chaos Warlord
[/have_unit]
[/filter_condition]
#enddef
#
# Handle Anlindë's death before the Warlord's arrival.
#
[event]
name=last breath
[filter]
id=Anlindë
[/filter]
{FYF_EVENT_BEFORE_BOSS_ARRIVAL}
[message]
speaker=unit
message= _ "I am... sorry, Galas... I... failed..."
[/message]
[/event]
[event]
name=die
[filter]
id=Anlindë
[/filter]
{FYF_EVENT_BEFORE_BOSS_ARRIVAL}
{ENDLEVEL_DEFEAT}
[/event]
[event]
name=die
[filter]
id=Anlindë
[/filter]
{FYF_EVENT_PAST_BOSS_ARRIVAL}
{LOCK_VIEW}
{CLEAR_LABELS}
{VARIABLE x $x1}
{VARIABLE y $y1}
[kill]
id=Anlindë
[/kill]
# wmllint can't tell it's not the same Anlindë.
# wmllint: deathcheck off
[unit]
id=Anlindë
name= _ "Anlindë"
type=Anlinde Dead
side=1
x,y=$x,$y
hitpoints=1
[/unit]
[message]
speaker=Chaos Warlord
message= _ "You still draw breath? This is an infuriating waste of my time."
[/message]
[message]
speaker=Anlindë
message= _ "... Heh."
[/message]
{QUAKE cave-in.ogg}
[message]
speaker=Chaos Warlord
message= _ "What is this?!"
[/message]
{QUAKE rumble.ogg}
{QUAKE cave-in.ogg}
[message]
speaker=Anlindë
message= _ "I’m not... leaving this world... without taking you with me..."
[/message]
[message]
race=demon,imps
message= _ "Aiyeee!! Retreat, retreat!!" # wmllint: no spellcheck
[/message]
{QUAKE rumble.ogg}
{QUAKE cave-in.ogg}
[message]
speaker=Chaos Warlord
message= _ "Do you truly believe it will be all over just like this? How naïve of someone like you, a past servant of Zhangor."
[/message]
[message]
speaker=Anlindë
message= _ "Death will take us all now... None of that matters anymore."
[/message]
{QUAKE rumble.ogg}
[kill]
[filter_location]
x,y=$x,$y
radius=8
[/filter_location]
[not]
id=Chaos Warlord
[/not]
animate=yes
fire_event=no
[/kill]
{CLEAR_VARIABLE x,y}
{QUAKE rumble.ogg}
{REMOVE_SOUND_SOURCE cave_ambience}
[kill][/kill]
[remove_item][/remove_item]
[terrain]
terrain=Xv
[/terrain]
[place_shroud]
side=1
[/place_shroud]
[redraw][/redraw]
{QUAKE dragonstick.ogg}
[fade_out_music]
duration=2000
[/fade_out_music]
{UNLOCK_VIEW}
{ENDLEVEL_QUIET}
# wmllint: deathcheck on
[/event]
[event]
name=victory
#
# Get rid of side 1 units if they are still around (e.g., :debug :n).
#
[kill]
side=1
[/kill]
#
# Grant side 1 control back to Galas.
#
[foreach]
array=galas_eoe1_recall_list
[do]
[unstore_unit]
variable=this_item
[/unstore_unit]
[/do]
[/foreach]
[unstore_unit]
variable=galas_eoe1_state
x,y=recall,recall
[/unstore_unit]
[modify_side]
side=1
gold=0
[/modify_side]
{CLEAR_VARIABLE galas_eoe1_state,galas_eoe1_recall_list}
[/event]
[/scenario]
#undef FYF_DRONE
#undef FYF_EVENT_BEFORE_BOSS_ARRIVAL
#undef FYF_EVENT_PAST_BOSS_ARRIVAL
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
[scenario]
id=14x_The_Aragwaithi
name= _ "The Grand Council"
{MAP 14x_Raelthyn.map}
turns=-1
next_scenario=14y_The_Grand_Council
victory_when_enemies_defeated=no
{FULLSCREEN_CUTSCENE_UI}
{SCENARIO_MUSIC "knolls.ogg"}
{MIDDAY1}
{STORYTXT_THE_ARAGWAITHI}
# wmllint: validate-off
[side]
side=1
controller=human
team_name=heroes
user_team_name= _ "team_name^Elves"
{NO_ECONOMY}
# wmllint: recognize Galas
{CHARACTER_STATS_GALAS}
[/side]
[side]
side=2
team_name=heroes
user_team_name= _ "team_name^Central Garrison"
{ARAGWAITH_FLAG}
{NO_ECONOMY}
canrecruit=yes
# wmllint: recognize De'Arthian
{CHARACTER_STATS_DE_ARTHIAN}
facing=sw
[unit]
type=Aragwaith Swordsman
x,y=11,19
generate_name=yes
[/unit]
[unit]
type=Aragwaith Swordsman
x,y=9,14
generate_name=yes
[/unit]
[unit]
type=Aragwaith Guardian
x,y=19,15
generate_name=yes
[/unit]
[unit]
type=Aragwaith Flagbearer
x,y=16,19
generate_name=yes
[/unit]
[unit]
type=Aragwaith Guard
x,y=13,27
generate_name=yes
[/unit]
[unit]
type=Aragwaith Guard
x,y=17,12
generate_name=yes
[/unit]
[unit]
type=Aragwaith Guardian
x,y=14,9
generate_name=yes
[/unit]
[unit]
type=Aragwaith Guardian
x,y=22,20
generate_name=yes
[/unit]
[/side]
# wmllint: validate-on
[side]
side=3
team_name=heroes
user_team_name= _ "team_name^Elves"
{ALLIANCE_FLAG}
color=teal
no_leader=yes
{NO_ECONOMY}
[/side]
[side]
side=4
team_name=heroes
user_team_name= _ "team_name^City Guard"
{ARAGWAITH_FLAG}
{NO_ECONOMY}
canrecruit=yes
type=Aragwaith Pikeman
id=Quor
name= _ "Quor"
[unit]
type=Aragwaith Longswordsman
x,y=4,19
id=Cain
name= _ "Cain"
[/unit]
[unit]
type=Aragwaith Pikeman
x,y=4,21
generate_name=yes
[/unit]
[unit]
type=Aragwaith Longswordsman
x,y=2,23
generate_name=yes
[/unit]
[unit]
type=Aragwaith Strongbow
x,y=7,17
generate_name=yes
[/unit]
[unit]
type=Aragwaith Slayer
x,y=6,14
generate_name=yes
[/unit]
[unit]
type=Aragwaith Shield Guard
x,y=1,10
generate_name=yes
[/unit]
[unit]
type=Aragwaith Shield Guard
x,y=2,13
generate_name=yes
[/unit]
[unit]
type=Aragwaith Captain
x,y=4,26
generate_name=yes
[/unit]
[unit]
type=Aragwaith Strongbow
x,y=4,29
generate_name=yes
[/unit]
[unit]
type=Aragwaith Strongbow
x,y=7,29
generate_name=yes
[/unit]
[unit]
type=Aragwaith Greatbow
x,y=9,29
generate_name=yes
[/unit]
[unit]
type=Aragwaith Pikeman
x,y=12,29
generate_name=yes
[/unit]
[unit]
type=Aragwaith Swordsman
x,y=16,29
generate_name=yes
[/unit]
[unit]
type=Aragwaith Flagbearer
x,y=19,28
generate_name=yes
[/unit]
[unit]
type=Aragwaith Captain
x,y=22,24
generate_name=yes
[/unit]
[unit]
type=Aragwaith Archer
x,y=26,22
generate_name=yes
[/unit]
[unit]
type=Aragwaith Spearman
x,y=2,2
generate_name=yes
[/unit]
[unit]
type=Aragwaith Pikeman
x,y=5,3
generate_name=yes
[/unit]
[unit]
type=Aragwaith Guard
x,y=9,3
generate_name=yes
[/unit]
[unit]
type=Aragwaith Swordsman
x,y=17,3
generate_name=yes
[/unit]
[unit]
type=Aragwaith Flagbearer
x,y=22,3
generate_name=yes
[/unit]
[/side]
{STARTING_VILLAGES_ALL 2}
[label]
x,y=33,4
text= _ "Arphalad"
[/label]
[label]
x,y=29,9
text= _ "River Lorin"
[/label]
[label]
x,y=17,26
text= _ "Lake Wylven"
[/label]
[label]
x,y=13,16
text= _ "Adavyan’s Keep"
[/label]
[label]
x,y=5,11
text= _ "Danaerad"
[/label]
[label]
x,y=23,6
text= _ "Tower of Silence"
[/label]
{PLACE_IMAGE scenery/leanto.png 5 5}
{PLACE_IMAGE scenery/temple1.png 10 7}
{PLACE_IMAGE scenery/oak-leaning.png 18 17}
{PLACE_IMAGE scenery/oak-leaning.png 18 8}
{PLACE_IMAGE scenery/oak-leaning.png 10 8}
{PLACE_IMAGE items/archery-target-right.png 3 10}
{PLACE_IMAGE items/archery-target-right.png 13 14}
{PLACE_IMAGE scenery/temple1.png 30 1}
{PLACE_IMAGE items/straw-bale1.png 37 4}
{PLACE_IMAGE items/straw-bale2.png 35 22}
{PLACE_IMAGE items/grain-sheaf.png 38 30}
{PLACE_IMAGE items/straw-bale1.png 31 34}
{PLACE_IMAGE items/straw-bale1.png 39 22}
[event]
name=prestart
[store_unit]
[filter]
id=Galas
[/filter]
kill=yes
variable=galas_store
[/store_unit]
# wmllint: recognize Erathan
{RECALL_ERATHAN_AT $galas_store.x $galas_store.y}
{LOCK_VIEW}
[/event]
[event]
name=start
{MOVE_UNIT id=Erathan 3 19}
[unstore_unit]
variable=galas_store
[/unstore_unit]
{CLEAR_VARIABLE galas_store}
{MOVE_UNIT id=Galas 2 19}
# wmllint: recognize Elynia
{RECALL_ELYNIA_AT 1 20}
# wmllint: recognize Mal Keshar
{RECALL_MAL_KESHAR_AT 2 20}
[message]
speaker=Erathan
message= _ "Behold! Our capital city, Raelthyn."
[/message]
[message]
speaker=Galas
message= _ "It certainly is an impressive and beautiful city. So, where are we going?"
[/message]
[message]
speaker=Erathan
message= _ "The members of the Council gather in Adavyan’s Keep, the fortress at the heart of the city. They will be waiting for lord Galas, but I don’t think they’ll let the faerie and the necromancer in. So, they should wait here while we—"
[/message]
[message]
speaker=Mal Keshar
message= _ "That is not up for you to decide, whelp. We are coming with him."
[/message]
[message]
speaker=Erathan
message= _ "Hey!"
[/message]
[message]
speaker=Quor
message= _ "Hold on! Who goes there?"
[/message]
[message]
speaker=Erathan
message= _ "It is I, Erathan. I bring the elves’ leader with me for a meeting with the Council."
[/message]
[message]
speaker=Cain
message= _ "It’s a faerie! And... a lich!? Seize them!"
[/message]
[message]
speaker=Erathan
message= _ "No! The lich is their servant! He’s perfectly safe, don’t worry about it. Just—"
[/message]
[message]
speaker=Mal Keshar
message= _ "<b>I AM NOT THEIR SERVANT!</b>"
[/message]
[message]
speaker=Cain
message= _ "Alert the central garrison! We need reinforcements!"
[/message]
[message]
speaker=Elynia
message= _ "What are you doing?!"
[/message]
[delay]
time=750
[/delay]
[unit]
# wmllint: recognize Inodien
{CHARACTER_STATS_INODIEN}
ellipse,overlays="",""
side=3
x,y=7,19
facing=ne
canrecruit=yes
animate=yes
[/unit]
{MOVE_UNIT id=Inodien 5 18}
[message]
speaker=Inodien
message= _ "Lord Galas! We were worried about you. Is that... Oh, Bright Gods, is that... the Lady of Light? So you actually did it! We— What are these people doing? Release the lich and the Lady, you fools! They are our allies!"
[/message]
[message]
speaker=Cain
message= _ "Oh... Oh! Apologies sirs, please don’t tell the captain about this incident! Or anyone else, really."
[/message]
[message]
speaker=Elynia
message= _ "Hmph."
[/message]
[message]
speaker=Mal Keshar
message= _ "You lowly fools ought to be thankful that we both have a compassionate disposition towards lesser beings like you, or you’d be begging us to spare your useless lives—"
[/message]
[message]
speaker=Galas
message= _ "That’s quite enough, Mal Keshar. Inodien, do you think the Grand Council could allow Mal Keshar and Lady Elynia’s presence? I would rather have them by my side if we are to discuss the present state of affairs with the northerners."
[/message]
[message]
speaker=Inodien
message= _ "Yes, I am absolutely certain they will, lord Galas. They have expressed an interest in seeing her — she’s quite a legend around here amongst the more educated Aragwaith leaders, it seems. Follow me."
[/message]
{ENDLEVEL_QUIET} {NO_START_OF_SCENARIO_SAVE} {NO_REPLAY_SAVE}
[/event]
[/scenario]
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
[scenario]
id=14y_The_Grand_Council
name= _ "The Grand Council"
{MAP 14y_The_Grand_Council.map}
turns=-1
next_scenario=15_Shadows_of_Time
{FULLSCREEN_CUTSCENE_UI}
{SCENARIO_MUSIC "underground.ogg"}
{INDOORS}
# wmllint: validate-off
[side]
side=1
controller=human
team_name=heroes
user_team_name= _ "team_name^Elves"
{NO_ECONOMY}
# wmllint: recognize Galas
{CHARACTER_STATS_GALAS}
[/side]
[side]
side=2
team_name=heroes
{ARAGWAITH_FLAG}
color=blue
{NO_ECONOMY}
canrecruit=yes
# wmllint: recognize De'Arthian
{CHARACTER_STATS_DE_ARTHIAN}
[/side]
[side]
side=3
team_name=heroes
{ALLIANCE_FLAG}
color=teal
{NO_ECONOMY}
canrecruit=yes
# wmllint: recognize Inodien
{CHARACTER_STATS_INODIEN}
ellipse,overlays="",""
[/side]
[side]
side=4
team_name=heroes
{ARAGWAITH_FLAG}
color=purple
{NO_ECONOMY}
canrecruit=yes
# wmllint: recognize Illana
{CHARACTER_STATS_ILLANA}
[/side]
[side]
side=5
team_name=heroes
{ARAGWAITH_FLAG}
color=black
{NO_ECONOMY}
canrecruit=yes
# wmllint: recognize Arnesius
{CHARACTER_STATS_ARNESIUS}
[/side]
[side]
side=6
team_name=heroes
{ARAGWAITH_FLAG}
color=brown
{NO_ECONOMY}
canrecruit=yes
# wmllint: recognize Delarel
{CHARACTER_STATS_DELAREL}
[/side]
[side]
side=7
team_name=heroes
{ARAGWAITH_FLAG}
color=orange
{NO_ECONOMY}
canrecruit=yes
# wmllint: recognize Torancyn
{CHARACTER_STATS_TORANCYN}
[/side]
[side]
side=8
team_name=heroes
{ARAGWAITH_FLAG}
color=white
{NO_ECONOMY}
canrecruit=yes
# wmllint: recognize Aleazar
{CHARACTER_STATS_ALEAZAR}
[/side]
# wmllint: validate-on
[event]
name=prestart
# wmllint: recognize Elynia
{RECALL_ELYNIA_AT 9 8}
# wmllint: recognize Mal Keshar
{RECALL_MAL_KESHAR_AT 9 6}
# wmllint: recognize Erathan
{RECALL_ERATHAN_AT 8 7}
# wmllint: recognize Unarye
{RECALL_UNARYE_AT 8 6}
{FACE_LOCATION () x,y=12,7}
{LOCK_VIEW}
[/event]
#define TGC_SET_VUNIT_LOCATION_FACING _VAR _X _Y _FACING
[set_variables]
name={_VAR}
mode=merge
[value]
x={_X}
y={_Y}
facing={_FACING}
[/value]
[/set_variables]
#enddef
[event]
name=start
[fire_event]
name=scene 1
[/fire_event]
[fire_event]
name=scene 2
[/fire_event]
{ENDLEVEL_QUIET} {NO_REPLAY_SAVE}
[/event]
[event]
name=scene 1
[message]
speaker="De'Arthian"
message= _ "Welcome, Lord Galas, to the Grand Council. We must say, we feel greatly honored by your presence here, in the Grand Council Chamber. To think that the forest elves managed to survive and thrive in the middle of the southeastern desert! It is truly a disgrace that we did not find out about your community before. All these blood and tears could have been avoided had we gone searching for civilizations hiding amidst the cruel sands."
[/message]
[message]
speaker=Galas
message= _ "Thank you for your hospitality, my lord. It’s our pleasure to meet such a fine people as well."
[/message]
[message]
speaker=Torancyn
message= _ "So, Lord Inodien came to us with the bulk of your... not very impressive army, and he also brought your civilians. He has asked us for shelter since your people lost their home in your war against the Chaos Empire."
[/message]
[message]
speaker=Galas
message= _ "Pardon me, sir, but it is not a war! Our home and most of our forces fell victim to a large-scale invasion by the Chaos Empire started with no provocation whatsoever. We were completely unaware of their existence until their troops set foot in our lands."
[/message]
[message]
speaker=Torancyn
message= _ "And then your people hid underground, and found this pet lich of yours who is — for some unfathomable reason — allowed to walk around freely rather than punished for his crimes against nature. Who allowed him into the council chamber anyway?"
[/message]
[message]
speaker=Arnesius
message= _ "I did, and we have already discussed this before — countless times, I must add. Mal Keshar and the Lady of Light shall be considered our friends for as long as the elves treat them as such."
[/message]
[message]
speaker=Torancyn
message= _ "... Very well, then."
[/message]
[message]
speaker=Mal Keshar
message={ASIDE ( _ "They seem awfully prone to lumping you together with me on the undesirables list. How do you feel about this turn of events, Elynia?")}
[/message]
[message]
speaker=Elynia
message={ASIDE ( _ "I am not particularly impressed, but at least you seem delighted by the irony.")}
[/message]
[message]
speaker=Illana
message= _ "Say, Lord Galas, Lady of Light, and I ask this on a purely hypothetical basis: What possible benefit would allowing your people to settle lands within our borders give us? Why should we cede resources that could be put to better use serving our people?"
[/message]
[message]
speaker=Galas
message= _ "That is an excellent question, my lady. So, allow me to ask: for how long have you been struggling against the Chaos Empire’s advances into the northern lands? Your messenger Erathan made it sound like you’ve been aware of them for quite a while."
[/message]
[message]
speaker=Aleazar
message= _ "We had dealt non-violently with them for years before they decided to cease all trading and communication with us. Still, they have not proven to be an actual threat thus far, beyond a few occasional skirmishes in Glamdrol. The dwarf kingdoms of Valgran and Herthgar shield us from potential attacks coming from the Heart Mountains, and the southeastern desert is an effective natural barrier against invaders."
[/message]
[message]
speaker=Galas
message= _ "Herthgar fell just a week ago, and the enemy is now recruiting orcish mercenaries to their cause. How long do you think it will take them to penetrate the Aragwaith country? Adopting a defensive stance and hoping for the best is exactly what resulted in Herthgar’s doom."
[/message]
[message]
speaker="De'Arthian"
message= _ "And your proposal is...?"
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Elynia
message={ASIDE ( _ "Galas, what are you planning to do?")}
[/message]
[message]
speaker=Galas
message= _ "My proposal is as follows: we shall pledge allegiance to the Grand Council as long as our people are granted lands to live in the Aragwaith country; furthermore, we shall officially declare war against the Chaos Empire, and we expect you to do likewise. We intend to cooperate fully with the war efforts, placing our army at your disposal."
[/message]
[message]
speaker=Inodien
message={ASIDE ( _ "Wait... what?!")}
[/message]
[message]
speaker=Unarye
message={ASIDE ( _ "My lord, you can’t decide this on your own without asking the other lords!")}
[/message]
[message]
speaker=Mal Keshar
message={ASIDE ( _ "He, he, he. Good plan, boy.")}
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Torancyn
message= _ "That is quite a bold proposal, elf lord. However, if the enemy is as strong as it’s been rumored, can we really expect to win a war against them with our combined forces alone?"
[/message]
[message]
speaker=Illana
message= _ "Even if the Chaos Empire is already trying to undermine the Far North’s political stability by enlisting orcs, we might still be able to turn the majority of them to our side if we play our cards cautiously. The western clans might agree to join us in alliance if we give them something in exchange... such as some of the Empire-controlled lands."
[/message]
[message]
speaker=Mal Keshar
message={ASIDE ( _ "Then by extension, we would be allying ourselves with the orcs too! This must be some sort of joke! Galas, you would not agree to such a thing... Right?")}
[/message]
[message]
speaker=Elynia
message={ASIDE ( _ "Quiet, you. This is no time to let personal grudges guide our decisions.")}
[/message]
[message]
speaker=Torancyn
message= _ "That might actually work... We can keep the fertile areas and hand them barren wastelands to keep them content."
[/message]
[message]
speaker=Mal Keshar
message={ASIDE ( _ "You say that, but it is perfectly evident to anyone with a drop of sense that he wants to avenge his mentor... friend... whatever the accursed priestess was.")}
[/message]
[message]
speaker=Illana
message= _ "We can and should work out the details later."
[/message]
[message]
speaker=Elynia
message={ASIDE ( _ "Malin Keshar, please, I am trying to pay attention. Could you keep quiet for a minute? We can discuss this later.")}
[/message]
[message]
speaker=Arnesius
message= _ "Lord Galas, perhaps you would prefer to take some time to consider the proposal. Once we officially sign the pact, there will be no going back for us or your people. Nonetheless, I would like to put forth a clause of our own."
[/message]
[message]
speaker=Mal Keshar
message={ASIDE ( _ "Hmph. As you wish.")}
[/message]
[message]
speaker=Galas
message= _ "Sure."
[/message]
[message]
speaker=Arnesius
message= _ "We want the Lady of Light, and the lich Mal Keshar and all necromancers under his control to pledge unconditional allegiance to the Grand Council of the Northern Peoples. This also means that their actions will be governed by the Council rather than the elves’ leadership."
[/message]
[message]
speaker=Elynia
message={ASIDE ( _ "Wait, what! Galas you can’t do this! Galas!")}
[/message]
[message]
speaker=Galas
message= _ "I am sure they will accede. My condition is that their safety be guaranteed at all times, as this was also Mal Keshar’s condition for assisting us on the way to Herthgar. And if I must participate in field missions, I shall be allowed to have them by my side as I deem necessary or convenient."
[/message]
[message]
speaker=Elynia
message={ASIDE ( _ "Galas! I object to this! Galas!")}
[/message]
[message]
speaker=Mal Keshar
message={ASIDE ( _ "I should have killed this kid when I had the opportunity, back in those caves.")}
[/message]
[message]
speaker=Aleazar
message= _ "Very well, then. This has been a pleasantly productive discussion, everyone. We shall give Lord Galas one week to make his decision. But... it would be highly beneficial for us to strike a deal with the orcs first, as time is of the essence and we need to secure their support before the Chaos Empire does."
[/message]
[message]
speaker=Torancyn
message= _ "I say we assign Lord Galas the task of negotiating with the orcs. May this serve to the Council as proof of his commitment and loyalty."
[/message]
[message]
speaker=Illana
message= _ "Agreed."
[/message]
[message]
speaker="De'Arthian"
message= _ "Agreed."
[/message]
[message]
speaker=Arnesius
message= _ "(<i>sighs</i>) Agreed."
[/message]
[message]
speaker=Aleazar
message= _ "Agreed!"
[/message]
[message]
speaker=Mal Keshar
message={ASIDE ( _ "Galas, I hate you sooo much right now.")}
[/message]
[/event]
[event]
name=scene 2
#
# Begin scene transition.
#
[kill]
[not]
side=1
[/not]
[or]
id=Unarye,Erathan
[/or]
[/kill]
[store_unit]
[filter]
id=Galas
[/filter]
kill=yes
variable=galas_store
[/store_unit]
[store_unit]
[filter]
id=Elynia
[/filter]
kill=yes
variable=elynia_store
[/store_unit]
[store_unit]
[filter]
id=Mal Keshar
[/filter]
kill=yes
variable=malin_store
[/store_unit]
{FADE_TO_BLACK}
[modify_side]
side=1
shroud=yes
[/modify_side]
[place_shroud]
side=1
[/place_shroud]
[redraw][/redraw]
[replace_map]
map="{LD /maps/14z_Garden.map}"
expand,shrink=yes,yes
[/replace_map]
[delay]
time=2000
[/delay]
[modify_side]
side=1
shroud=no
[/modify_side]
[redraw][/redraw]
{TGC_SET_VUNIT_LOCATION_FACING galas_store 23 8 ne}
{TGC_SET_VUNIT_LOCATION_FACING elynia_store 22 9 ne}
{TGC_SET_VUNIT_LOCATION_FACING malin_store 21 8 ne}
[scroll_to]
x,y=$galas_store.x,$galas_store.y
{WARP}
[/scroll_to]
{FADE_IN}
[unstore_unit]
variable=galas_store
[/unstore_unit]
[unstore_unit]
variable=elynia_store
[/unstore_unit]
[unstore_unit]
variable=malin_store
[/unstore_unit]
{CLEAR_VARIABLE galas_store,elynia_store,malin_store}
[redraw][/redraw]
#
# End scene transition.
#
[delay]
time=1000
[/delay]
[message]
speaker=Elynia
message= _ "Galas, why are you doing this? First you decide to lead the elves to war without consulting with Lord Inodien and the others, then you treat me... <b>us</b> as mere possessions to barter for political favors! Have you lost your senses?!"
[/message]
[message]
speaker=Galas
message= _ "I am truly sorry, my la— Elynia, but..."
[/message]
[message]
speaker=Elynia
message= _ "I understand that you are intent on avenging Anlindë, but isn’t the safety of your people a more pressing matter right now? How can you... How can you do <b>this</b> to them after going through so much to escape from the followers of Uria!"
[/message]
[message]
speaker=Galas
message= _ "Elynia, do you really believe the Aragwaith country can withstand a full-scale invasion from the Empire if the dwarves couldn’t? Gnalvarden, Aidal, Herthgar, all their larger kingdoms have fallen over time. The Aragwaith don’t take the Empire’s threat seriously and only see this war as a convenient opportunity to keep their complacent troops entertained, as well as to deal with the orcs. They also expect us elves to do most of the work for them so they will have even fewer of us to accommodate in these lands."
[/message]
[message]
speaker=Galas
message= _ "My comrades, childhood friends, the lord who I served faithfully all these years... the woman who cared for me as if I were her own son... They are all dead. Why would I want to perpetuate this living hell, Elynia? Do you really believe the humans will be as charitable as to allow us to dwell in their territory without a steep price to pay? And, what will we do when the Chaos Emperor comes knocking on our door?"
[/message]
[message]
speaker=Elynia
message= _ "A war against the Empire could last for years, possibly decades... Our people..."
[/message]
[message]
speaker=Galas
message= _ "That is why we must figure out a way to put an end to this madness. Together."
[/message]
[message]
speaker=Mal Keshar
message= _ "Wait, you are not thinking of..."
[/message]
[message]
speaker=Elynia
message= _ "Taking the fight to their Emperor?"
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Elynia
message= _ "I cannot go with you, Galas. It has been far too long since I last participated in a mission like that... And I am far too weak from the amount of time I spent slumbering underground... And if it comes to that, I can’t summon the power of the Union again. Not without... Argan..."
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Elynia
message= _ "I cannot be the elves’ living weapon again. I am sorry, Galas."
[/message]
[delay]
time=1500
[/delay]
{MOVE_UNIT id=Galas 22 8}
{FACE_UNIT (id="Elynia,Mal Keshar") id=Galas}
[delay]
time=750
[/delay]
[message]
speaker=Galas
message= _ "Fair enough. I will be taking Mal Keshar with me, anyway."
[/message]
{MOVE_UNIT id=Galas 20 9}
{FACE_UNIT (id="Elynia,Mal Keshar") id=Galas}
[message]
speaker=Elynia
message= _ "Who will lead the elves in your absence?"
[/message]
[message]
speaker=Galas
message= _ "Lord Inodien will replace me as the regent lord once we finish dealing with the orcs and humans. Don’t worry — I am sure you will make a fine advisor to him and Lady Unarye."
[/message]
{MOVE_UNIT id=Galas 17 11}
{FACE_UNIT (id="Elynia,Mal Keshar") id=Galas}
[message]
speaker=Mal Keshar
message= _ "It was not so long ago that he was but a meek kid who let the priestess make all decisions for him. Heh. He has truly become something, don’t you think?"
[/message]
[message]
speaker=Elynia
message= _ "Yes. And that’s exactly what troubles me."
[/message]
[hide_unit][/hide_unit]
{FADE_TO_BLACK}
[delay]
time=750
[/delay]
[/event]
[/scenario]
#undef TGC_SET_VUNIT_LOCATION
#undef TGC_SET_VUNIT_LOCATION_FACING
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
[scenario]
id=14_Bye_and_Behold
name= _ "Bye and Behold"
{MAP 14_Bye_and_Behold.map}
{TURNS 44 41 38}
next_scenario=14x_The_Aragwaithi
{SCENARIO_MUSIC "silvan_sanctuary.ogg"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}
{TWO_SUNS_DEFAULT_SCHEDULE}
{STORYTXT_BYE_AND_BEHOLD}
{DEATHS_ACT_3}
# wmllint: validate-off
[side]
side=1
controller=human
team_name=heroes
user_team_name= _ "team_name^Elves"
shroud=yes
{GOLD 270 260 240}
# Set up the recruit list in prestart, since we need to override E1's.
# wmllint: recognize Galas
{CHARACTER_STATS_GALAS}
[/side]
[side]
side=2
team_name=orcs_and_saurians
user_team_name= _ "team_name^Mercenaries"
{RAGGED_FLAG}
recruit=Saurian Skirmisher,Saurian Augur,Mudcrawler,Water Serpent,Giant Mudcrawler,Naga Fighter
{GOLD 230 260 280}
{INCOME 3 5 6}
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 0.80}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.25}
[/ai]
canrecruit=yes
type=Saurian Flanker
id=Grilock
name= _ "Grilock"
unrenamable=yes
[modifications]
{TRAIT_STRONG}
{TRAIT_RESILIENT}
[/modifications]
[/side]
[side]
side=3
team_name=aragwaithi
user_team_name= _ "team_name^Aragwaithi"
{ARAGWAITH_FLAG}
controller=null
no_leader=yes
hidden=yes
[/side]
[side]
side=4
team_name=orcs_and_saurians
user_team_name= _ "team_name^Mercenaries"
{RAGGED_FLAG}
recruit=Orcish Grunt,Orcish Archer,Orcish Assassin,Wolf Rider
{GOLD 250 280 300}
{INCOME 3 6 8}
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
[/ai]
canrecruit=yes
type=Orcish Nightblade
id=Arghalon
name= _ "Arghalon"
[modifications]
{TRAIT_INTELLIGENT}
{TRAIT_RESILIENT}
[/modifications]
[/side]
[side]
side=5
team_name=npc_team
user_team_name= _ "team_name^Wild Animals"
color=pink
no_leader=yes
hidden=yes
{ai/aliases/stable_singleplayer.cfg}
[ai]
# Mostly for the rabbits.
{AI_SIMPLE_ALWAYS_ASPECT aggression -100.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 100.00}
{AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes}
{AI_SIMPLE_ALWAYS_ASPECT grouping no}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.0}
[/ai]
{SIDE_GENERIC_UNIT (Rabbit) 26 28}
{SIDE_GENERIC_UNIT (Rabbit) 18 22}
{SIDE_GENERIC_UNIT (Rabbit) 32 22}
{SIDE_GENERIC_UNIT (Rabbit) 40 29}
{SIDE_GENERIC_UNIT (Crow) 4 4}
{SIDE_GENERIC_UNIT (Crow) 38 17}
{SIDE_GENERIC_UNIT (Crow) 2 21}
{SIDE_GENERIC_UNIT (Falcon) 15 11}
{SIDE_GENERIC_UNIT (Falcon) 37 5}
[/side]
{NPC_BIRD_BEHAVIOR 5 1 40 1 40}
{STARTING_VILLAGES 1 5}
{STARTING_VILLAGES 2 5}
{STARTING_VILLAGES 4 7}
{EXPLOSIVE_ARROWS 12 37}
[event]
name=prestart
# Reset recruit list
# NOTE: This allows recruiting Faerie Sprites, explained later.
[modify_side]
side=1
recruit="Faerie Sprite,Elvish Civilian,Dark Adept,Elvish Fighter,Elvish Archer,Elvish Shaman,Elvish Scout,Elvish Hunter,Skeleton,Skeleton Archer,Skeleton Rider,Ghost,Vampire Bat,Walking Corpse"
[/modify_side]
{PLAYER_RECRUITMENT_SETUP_FOR_SCENARIO 14}
{OBJECTIVES (
{OBJECTIVE_VICTORY ( _ "Defeat all enemy leaders")}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Elynia")}
{OBJECTIVE_DEFEAT ( _ "Death of Mal Keshar")}
{TURNS_RUN_OUT}
{OBJECTIVE_CARRYOVER}
)}
# wmllint: recognize Elynia
{RECALL_ELYNIA_AT 10 39}
# wmllint: recognize Mal Keshar
{RECALL_MAL_KESHAR_AT 8 38}
# wmllint: recognize King Asthorgar
{RECALL_ASTHORGAR_AT 11 36}
# wmllint: recognize Althurin
{RECALL_ALTHURIN_AT 12 36}
# wmllint: recognize Igor
{RECALL_IGOR_AT 8 39}
{FACE_DIRECTION (id=Galas,Elynia,Mal Keshar,Igor) ne}
{FACE_DIRECTION (id=King Asthorgar,Althurin) sw}
#ifdef CAMPAIGN_INVASION_FROM_THE_UNKNOWN_EPISODE_II
[hide_unit]
id=Galas
[/hide_unit]
#endif
{LOCK_VIEW}
[/event]
[event]
name=start
#ifdef CAMPAIGN_INVASION_FROM_THE_UNKNOWN_EPISODE_II
[character_descriptions_prompt][/character_descriptions_prompt]
# Crappy Galas advancement dialog
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "Galas has gained experience since the start of his journey in the last episode. You may now choose what advancement path he should follow from here onwards. Remember that every path has its own advantages and disadvantages."
[option]
image="units/elves-wood/captain.png~RC(magenta>brown)"
label={STR_ELVISH_CAPTAIN} # wmllint: ignore
[command]
{VARIABLE galas_type ("Elvish Captain")}
[/command]
[/option]
[option]
image="units/elves-wood/hero.png~RC(magenta>brown)"
label={STR_ELVISH_HERO} # wmllint: ignore
[command]
{VARIABLE galas_type ("Elvish Hero")}
[/command]
[/option]
[/message]
# Advance Galas
[modify_unit]
[filter]
id=Galas
[/filter]
type=$galas_type
moves=6
[/modify_unit]
{CLEAR_VARIABLE galas_type}
[unhide_unit][/unhide_unit]
#endif
[message]
speaker=King Asthorgar
message= _ "Our forefathers could never ha’ imagined their legacy would meet such a shameful end. Shameful, I say! I canna’ wait to see the faces of our kin in Valgran — surely they will be amused to see the King of Herthgar become the head of a band of homeless beggars! PAH!"
[/message]
[message]
speaker=Althurin
message= _ "My king, you didn’t seem too bothered about the situation back in—"
[/message]
[message]
speaker=King Asthorgar
message= _ "And what did ye expect me to do, Althurin? Act pessimistic in front of our people right before leading them out o’ the caves on a suicide mission?! ’Course that was na’ option."
[/message]
{FACE_DIRECTION (id=King Asthorgar) ne}
[delay]
time=500
[/delay]
[message]
speaker=King Asthorgar
message= _ "I apologize for venting like this, Galas, lady, I just couldna’ hold my frustration any longer. (<i>sighs</i>)"
[/message]
[delay]
time=500
[/delay]
{FACE_DIRECTION (id=King Asthorgar) sw}
[message]
speaker=King Asthorgar
message= _ "Though, mayhap there is a silver lining to all this. What d’ye think, Galas?"
[/message]
[message]
speaker=Galas
message= _ "It is our hope that the northerners will acknowledge the threat and help us retaliate, Majesty. It would be highly unreasonable on their part to turn a blind eye to the destruction that the Chaos Empire has and will continue to wreak."
[/message]
[delay]
time=750
[/delay]
[message]
speaker=King Asthorgar
message= _ "Only a complete fool wouldna’ take ye and yer people seriously, Galas. Would that we had the men and resources to aid ye in this crusade... Still, Althurin would like to hand ye a gift as token of our gratitude. Use it wisely."
[/message]
{HIGHLIGHT_GOAL x,y=12,37}
[message]
speaker=King Asthorgar
message= _ "I wouldna’ be surprised if our children a few generations from now spoke legends about the exploits of the Elves of the Valley of Elynia against the dark Empire in the south. Farewell! May the Bright Gods let our paths cross again!"
[/message]
[message]
speaker=Galas
message= _ "Farewell, friends."
[/message]
[message]
speaker=Althurin
message= _ "Farewell, Elynia! I wish we had more time to exchange notes about our cultures’ respective brands of magic."
[/message]
[message]
speaker=Elynia
message= _ "Bye, Althurin. May we meet a second time."
[/message]
[redraw][/redraw]
#
# Stash him away for a later scenario
#
[store_unit]
[filter]
id=Althurin
[/filter]
variable=s14_althurin_store
kill=yes
[/store_unit]
[kill]
id=King Asthorgar
[/kill]
[redraw][/redraw]
[delay]
time=750
[/delay]
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "And thus, the dwarves of Herthgar and the elves of the Valley parted ways."
[/message]
[message]
speaker=Mal Keshar
message= _ "So, now we need to find the rest of the elves. Any ideas?"
[/message]
[message]
speaker=Galas
message= _ "We should be able to find the northern country’s capital if we follow the dwarves’ instructions. It’s supposed to be only about three days from here if we avoid stopping to rest during daytime. I’m just unsure about walking through human lands with a lich among us..."
[/message]
[message]
speaker=Elynia
message= _ "I am ready to banish him from this world if you wish, my lord."
[/message]
[message]
speaker=Galas
message= _ "You... don’t need to call me ‘lord’. It doesn’t sit well with me, considering how much older you... I mean, no offense my lady, but..."
[/message]
[message]
speaker=Elynia
message= _ "Hahahaha! I did notice it makes you uncomfortable, young Galas. I have been but a homeless wanderer for so long, I think it only proper for me to defer to the last regent lord of my kin — but if you wish me to stop then I will... (<i>moves closer</i>) on the condition that you call me Elynia like I said before."
[/message]
[message]
speaker=Galas
message= _ "(<i>blushing</i>) I will... try."
[/message]
# wmllint: local spelling pffft
[message]
speaker=Mal Keshar
message= _ "Pffft, what is this? You both have fancy titles to flaunt around, and instead opt for this trite fraternization thing? This is a waste of everyone’s time."
[/message]
[message]
speaker=Galas
message= _ "As if you ever cared about anyone’s titles or ranks, Mal Keshar."
[/message]
{REPLACE_SCENARIO_MUSIC "revelation.ogg"}
[message]
speaker=Elynia
message= _ "Someone is observing us."
[/message]
[move_unit_fake]
type=Aragwaith Strongbow
side=3
x=10,11
y=27,36
[/move_unit_fake]
[unit]
# wmllint: recognize Erathan
{CHARACTER_STATS_ERATHAN}
side=3
x,y=11,36
facing=sw
canrecruit=yes
# No hero ellipse or overlay for this appearance.
ellipse,overlays="",""
[/unit]
[move_unit_fake]
type=Aragwaith Strongbow
side=3
x=10,11
y=27,35
[/move_unit_fake]
{NAMED_GENERIC_UNIT 3 (Aragwaith Strongbow) 11 35 (Blynyr) ( _ "Blynyr")} {FACING sw}
[move_unit_fake]
type=Aragwaith Longswordsman
side=3
x=10,12
y=27,35
[/move_unit_fake]
{NAMED_GENERIC_UNIT 3 (Aragwaith Longswordsman) 12 35 (Zednal) ( _ "Zednal")} {FACING sw}
[delay]
time=750
[/delay]
[message]
speaker=Erathan
message= _ "Outsiders! What brings you to Aragwaith territory?"
[/message]
[message]
speaker=Galas
message= _ "You don’t need to point your bow at us, sir. We come in peace, as refugees!"
[/message]
[message]
speaker=Erathan
message= _ "Is that a lich behind you?! This is unexpected. But nothing we cannot handle!"
[/message]
[message]
speaker=Mal Keshar
message= _ "Someone ought to teach you to pick your fights more cautiously, whelp—"
[/message]
[message]
speaker=Galas
message= _ "No! Please, listen to us. We are elves! You may have heard of a large number of us coming to this country seeking refuge from a war in the southern lands."
[/message]
[message]
speaker=Erathan
message= _ "... Elves? Refugees, you say? Hah! Elves, indeed — those pointy-eared creatures that don’t exist but in tall tales of a past age."
[/message]
[message]
speaker=Elynia
message={ASIDE ( _ "Galas, allow me to do the talking. I could seduce him into cooperating with us.")}
[/message]
[message]
speaker=Mal Keshar
message={ASIDE ( _ "Galas, boy, I am ready to strike down this nuisance if you wish.")}
[/message]
[message]
speaker=Galas
message= _ "Sssht, quiet you two!"
[/message]
[message]
speaker=Zednal
message={ASIDE ( _ "Erathan, they must be the creatures we were searching for. Maybe we should take them to the Grand Council before those fiends return.")}
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Erathan
message= _ "Elves, with a subservient lich and a faerie of the forest walking among them. This is quite the odd picture — it’s almost entertaining. You, faerie, what do you have to say in defense of you and your friends?"
[/message]
[message]
speaker=Elynia
message= _ "Perhaps we can make a deal. These seem to be difficult times for your country. I can tell from your worn attire that you were involved in some sort of skirmish recently. Was it against human invaders from the south? Our people are well acquainted with their tactics and weapons, as they lost their home to none other than those barbarians and their demon allies. Perhaps there is some task we could assist you with in exchange for guaranteeing us safe passage through the northern marchlands?"
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Erathan
message= _ "Hah! You read me well, faerie. To tell you the truth, we were sent by the Grand Council of the Northern Peoples to Herthgar, to escort your leader back to the Council for an audience. But it seems you came to us instead. I take it that something bad happened back there. Lord Galas, right?"
[/message]
[message]
speaker=Galas
message= _ "Yes, sir. The kingdom of Herthgar has fallen to the Chaos Empire."
[/message]
[message]
speaker=Erathan
message= _ "Huh. So that’s how dire the situation is. Very well, then, elf lord — we can escort you to our capital, Raelthyn, but we cannot guarantee your safety right now. You see, a group of orcish mercenaries allied with these ‘Chaos’ fiends set up camp north of the river. Just as we managed to cross, their saurian allies arrived and seized control of the bridge. There is a mountain pass we can use but... none of you seem adequately equipped for an expedition like that. So, my proposal is as follows: you repel the invaders, and we’ll take you to Raelthyn."
[/message]
[message]
speaker=Galas
message= _ "Seems like a sound plan to me."
[/message]
[message]
speaker=Erathan
message= _ "I thought so. We’ll be watching you from close range."
[/message]
[store_unit]
[filter]
side=3
[/filter]
kill=no
variable=erathan_sidekicks_store
[/store_unit]
[foreach]
array=erathan_sidekicks_store
variable=sidekick
[do]
[kill]
x=$sidekick.x
y=$sidekick.y
[/kill]
[move_unit_fake]
x=$sidekick.x|,11
y=$sidekick.y|,24
type=$sidekick.type
side=$sidekick.side
[/move_unit_fake]
[/do]
[/foreach]
{CLEAR_VARIABLE erathan_sidekicks_store}
[scroll_to_unit]
id=Galas
[/scroll_to_unit]
[message]
speaker=Galas
message= _ "They do not seem to trust us much, do they?"
[/message]
[message]
speaker=Elynia
message= _ "Would <i>you</i> trust people who consort with necromancers, Galas? We should be thankful they didn’t decide to kill us on sight."
[/message]
[message]
speaker=Mal Keshar
message= _ "Hey, don’t be so sure of yourself, girl. He seemed to take offense at your presence as well."
[/message]
[message]
speaker=Elynia
message= _ "It sounds like forest faeries have become a more common sight in the northern forests for some reason. I understand that these humans might not trust them, but... we might be able to enlist their help somehow."
[/message]
[if]
[have_unit]
side=1
id=Igor
[/have_unit]
[then]
[message]
speaker=Galas
message= _ "It’s interesting that he did not pay any attention to our goblin friend."
[/message]
[message]
speaker=Igor
message= _ "I feared for my life for a moment there... <i>phew</i>."
[/message]
[/then]
[/if]
[message]
speaker=Mal Keshar
message= _ "Well, now... This mission will be pleasant to accomplish — for me at least."
[/message]
[message]
speaker=Galas
message= _ "What are those creatures he mentioned, the ‘saurians’?"
[/message]
[message]
speaker=Mal Keshar
message= _ "Treacherous scaled pests that frolic in swampy waters and impale you with their rusty spears from beneath the surface. They rarely pose a threat on their own, until they swarm you in numbers."
[/message]
[message]
speaker=Galas
message= _ "Well, let’s be about it, then."
[/message]
{UNLOCK_VIEW}
{RECRUITMENT_HINT units/faeries/sprite.png
( _ "Elynia’s affinity with the faerie realm allows you to control forest sprites. They have both a melee and a ranged attack which inflict fire damage to foes. The drawback, however, is that they are very fragile creatures and can be easily slain by enemies in a one-on-one fight; furthermore, they are costlier to recruit than most other units. Never send them against your adversaries without protection!")}
{REPLACE_SCENARIO_MUSIC "knolls.ogg"}
{APPEND_MUSIC "wanderer.ogg"}
[/event]
#ifdef CAMPAIGN_INVASION_FROM_THE_UNKNOWN_EPISODE_II
{ELYNIA_1ST_TIME_HELP}
{MAL_KESHAR_1ST_TIME_HELP}
#endif
[event]
name=enemies defeated
{ENDLEVEL_VICTORY yes}
[/event]
[event]
name=victory
{LOCK_VIEW}
[role]
role=doubtful_elf
side=1
race=elf
[not]
id=Galas
[/not]
[/role]
[if]
[have_unit]
role=doubtful_elf
[/have_unit]
[then]
[message]
speaker=Galas
message= _ "We did it. Now what?"
[/message]
[message]
role=doubtful_elf
message= _ "That was not too difficult. But why make us do the dirty work for them, I wonder? They could have sent a real escort to Herthgar rather than those three individuals alone. It’s the sensible thing to do."
[/message]
[message]
speaker=Galas
message= _ "I assume their military is preoccupied dealing with the Chaos Empire’s forces elsewhere."
[/message]
[/then]
[else]
[message]
speaker=Galas
message= _ "That was not too difficult. But why did they set things up so we’d have to do the dirty work for them, I wonder? They could have sent a real escort to Herthgar rather than those three individuals alone. Perhaps their military is preoccupied dealing with the Chaos Empire’s forces elsewhere."
[/message]
[/else]
[/if]
[move_unit_fake]
type=Aragwaith Strongbow
side=3
x=35,31
y= 2, 4
[/move_unit_fake]
[unit]
{CHARACTER_STATS_ERATHAN}
side=3
x,y=31,4
facing=se
canrecruit=yes
# No hero ellipse or overlay for this appearance.
ellipse,overlays="",""
[/unit]
[move_unit_fake]
type=Aragwaith Strongbow
side=3
x=35,31
y= 2, 3
[/move_unit_fake]
{NAMED_GENERIC_UNIT 3 (Aragwaith Strongbow) 31 3 (Blynyr) ( _ "Blynyr")} {FACING se}
[move_unit_fake]
type=Aragwaith Longswordsman
side=3
x=35,32
y= 2, 3
[/move_unit_fake]
{NAMED_GENERIC_UNIT 3 (Aragwaith Longswordsman) 32 3 (Zednal) ( _ "Zednal")} {FACING se}
[message]
speaker=Erathan
message= _ "I must admit, I’m pleasantly surprised by your performance in battle, lord Galas. Very well, then, let us proceed to Raelthyn."
[/message]
[delay]
time=750
[/delay]
[if]
[have_unit]
side=1
race=faerie
[not]
id=Elynia
[/not]
[/have_unit]
[then]
[message]
speaker=Erathan
message={ASIDE ( _ "Zednal? Just for safety, I want you to keep an eye on the forest faeries, especially the lavender-haired one. The last thing we want is creatures like her flirting with our men in the capital.")}
[/message]
[/then]
[else]
[message]
speaker=Erathan
message={ASIDE ( _ "Zednal? Just for safety, I want you to keep an eye on that lavender-haired forest faerie. The last thing we want is creatures like her flirting with our men in the capital.")}
[/message]
[/else]
[/if]
[message]
speaker=Zednal
message={ASIDE ( _ "Yes, as you command, sir.")}
[/message]
[message]
speaker=Galas
message={ASIDE ( _ "You heard that?")}
[/message]
[message]
speaker=Elynia
message={ASIDE ( _ "Yes. (</i>sighs<i>) Oh well, their love problems are not our business.")}
[/message]
{UNLOCK_VIEW}
[/event]
{FIRE_EVENT_ON_STUMBLE_UPON "found enemy" (
side=2,4
[not]
type=Water Serpent,Mudcrawler,Giant Mudcrawler
[/not]
)}
[event]
name=found enemy
[message]
speaker=second_unit
message= _ "What the hell? Are those elves? And undead at their command? This is most unusual!"
[/message]
[message]
speaker=Arghalon
message= _ "The lich wants to see our leader’s head on a stake! Go get them, you useless scum!"
[/message]
[message]
speaker=Grilock
message= _ "Already working on it, boss!"
[/message]
[/event]
[event]
name=die
[filter]
race=orc,goblin
[/filter]
[filter_second]
id=Igor
[/filter_second]
[message]
speaker=Igor
message= _ "This feels so wrong..."
[/message]
[/event]
[event]
name=last breath
[filter]
id=Grilock
[/filter]
# wmllint: local spelling gaaargh
[message]
speaker=unit
message= _ "Gaaargh... How could this happen to me!"
[/message]
[/event]
[event]
name=last breath
[filter]
id=Arghalon
[/filter]
[message]
speaker=unit
message= _ "You wose-born fiends may take me down, but at the end of the day, the Chaos Empire will prevail! It’s not too late for your people yet... join them and perhaps they’ll spare your miserable lives!"
[/message]
[message]
speaker=Galas
message= _ "Hah! Is this why you and your people chose to serve them? It’s appalling that orcs would rather surrender to a band of bloodthirsty humans than fight back. What has the world come to?"
[/message]
[message]
speaker=unit
message= _ "You... clearly haven’t seen the full extent of their power. The followers of Uria... they are not a threat to be taken lightly, elf. You’ll rue the day you decided to cross them."
[/message]
[/event]
[item]
x,y=32,16
image=scenery/signpost.png
[/item]
[event]
name=moveto
[filter]
x,y=32,16
side=1
[/filter]
[redraw][/redraw]
[allow_undo][/allow_undo]
[message]
speaker=narrator
image=scenery/signpost.png
message= _ "Danger! Bridge no longer maintained. Use at own risk."
[/message]
[message]
speaker=unit
{UNIT_SPEAKS_FOR_UNDEAD_MINION (id=Mal Keshar)}
message= _ "So this is why it broke in half."
[/message]
[/event]
#
# Allow me to have some fun with these two before breaking Elynia at the
# end of the campaign.
#
[event]
name=moveto
[filter]
id=Elynia
[filter_adjacent]
type=Rabbit
[/filter_adjacent]
[/filter]
[message]
speaker=Elynia
message= _ "Awww, look it’s a bunny! It’s nice to see that these cute little fur balls still exist."
[/message]
[/event]
[event]
name=attack
[filter]
id=Elynia
[/filter]
[filter_second]
type=Rabbit
[/filter_second]
[message]
speaker=Elynia
message= _ "Why would you ask me to murder such an adorable creature! Have someone else do it."
[/message]
[store_direction]
from_x,from_y=$x1,$y1
to_x,to_y=$x2,$y2
[/store_direction]
[store_locations]
[filter_adjacent_location]
x,y=$x1,$y1
adjacent=$direction
[/filter_adjacent_location]
variable=location
[/store_locations]
{MOVE_UNIT id=Elynia $location.x $location.y}
[/event]
[event]
name=die
[filter]
type=Rabbit
[/filter]
[filter_second]
id=Elynia
[/filter_second]
[message]
speaker=Elynia
message= _ "What... Why? What possessed me to do such a horrible thing?"
[/message]
[message]
speaker=Mal Keshar
scroll=no
message= _ "That was surprisingly cruel of you, Elynia. (<i>snickers</i>)"
[/message]
[/event]
[event]
name=moveto
[filter]
id=Mal Keshar
[filter_adjacent]
type=Rabbit
[/filter_adjacent]
[/filter]
[message]
speaker=Mal Keshar
message= _ "Blargh, get that thing out of my sight!"
[/message]
[/event]
[event]
name=die
[filter]
type=Rabbit
[/filter]
[filter_second]
id=Mal Keshar
[/filter_second]
[message]
speaker=Mal Keshar
message= _ "Yes! YES!"
[/message]
[message]
speaker=Elynia
scroll=no
message= _ "You are such a disgusting creature, Malin Keshar."
[/message]
[/event]
[/scenario]
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
[scenario]
id=15x_Parting_Ways
name= _ "Parting Ways"
{MAP 14y_The_Grand_Council.map}
turns=-1
next_scenario=16_Dawn_of_War
{CUTSCENE_UI}
{SCENARIO_MUSIC "elvish-theme.ogg"}
{INDOORS}
{STORYTXT_PARTING_WAYS}
# wmllint: validate-off
[side]
side=1
controller=human
team_name=heroes
user_team_name= _ "team_name^Elves"
{NO_ECONOMY}
# wmllint: recognize Galas
{CHARACTER_STATS_GALAS}
[/side]
[side]
side=2
team_name=heroes
{ARAGWAITH_FLAG}
color=blue
{NO_ECONOMY}
canrecruit=yes
# wmllint: recognize De'Arthian
{CHARACTER_STATS_DE_ARTHIAN}
[/side]
[side]
side=3
team_name=heroes
{ALLIANCE_FLAG}
color=teal
{NO_ECONOMY}
no_leader=yes
#canrecruit=yes
# wmllint: recognize Inodien
#{CHARACTER_STATS_INODIEN}
[/side]
[side]
side=4
team_name=heroes
{ARAGWAITH_FLAG}
color=purple
{NO_ECONOMY}
canrecruit=yes
# wmllint: recognize Illana
{CHARACTER_STATS_ILLANA}
[/side]
[side]
side=5
team_name=heroes
{ARAGWAITH_FLAG}
color=black
{NO_ECONOMY}
canrecruit=yes
# wmllint: recognize Arnesius
{CHARACTER_STATS_ARNESIUS}
[/side]
[side]
side=6
team_name=heroes
{ARAGWAITH_FLAG}
color=brown
{NO_ECONOMY}
canrecruit=yes
# wmllint: recognize Delarel
{CHARACTER_STATS_DELAREL}
[/side]
[side]
side=7
team_name=heroes
{ARAGWAITH_FLAG}
color=orange
{NO_ECONOMY}
canrecruit=yes
# wmllint: recognize Torancyn
{CHARACTER_STATS_TORANCYN}
[/side]
[side]
side=8
team_name=heroes
{ARAGWAITH_FLAG}
color=white
{NO_ECONOMY}
canrecruit=yes
# wmllint: recognize Aleazar
{CHARACTER_STATS_ALEAZAR}
[/side]
# wmllint: validate-on
[event]
name=prestart
# wmllint: recognize Elynia
{RECALL_ELYNIA_AT 9 8}
# wmllint: recognize Mal Keshar
{RECALL_MAL_KESHAR_AT 9 6}
# wmllint: recognize Erathan
{RECALL_ERATHAN_AT 8 7}
# wmllint: recognize Unarye
#{RECALL_UNARYE_AT 8 6}
{FACE_LOCATION () x,y=12,7}
{LOCK_VIEW}
[/event]
[event]
name=start
[message]
speaker=Illana
message= _ "We have sent our declaration of war to the Chaos outpost near Dervale. I believe we already have troops stationed in Aran-Balgur, Ardgam and Aran-Nitar, ready for combat. Also, the dwarves of Valgran agreed to send us a few experts and supplies. Now that the pact is sealed, all that remains to be decided is the elves’ role in all of this."
[/message]
[message]
speaker=Galas
message= _ "Well, about that..."
[/message]
[delay]
time=750
[/delay]
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "Galas explained his plan to the Grand Council."
[/message]
[delay]
time=750
[/delay]
[message]
speaker="De'Arthian"
message= _ "So you intend to infiltrate the Empire’s lands and assassinate their Emperor! Hah! You elves sure are full of surprises! I never expected such an audacious plan from your people!"
[/message]
[message]
speaker=Arnesius
message= _ "Lady of Light, I am inclined to suggest that you stay in the northlands with us where we may be able to make better use of your services."
[/message]
[message]
speaker=Elynia
message= _ "I would normally agree with that, but I am certain you and Lady Illana have also felt the dark presence that enshrouds the lands to the south of the Heart Mountains. Have you not?"
[/message]
[message]
speaker=Arnesius
message= _ "It is a power beyond our understanding, yes. We have consulted our best sorcerers about it over the years, and none of them have managed to descry the secrets it guards. The situation in this regard is quite reminiscent of the stories from over three hundred years ago."
[/message]
[message]
speaker=Elynia
message= _ "And I believe this is the real reason you acceded to declare war on the Chaos Empire. Sooner or later you will want us to investigate anyway, so why not allow us to do so now that the Empire and their demon allies will have their hands busy dealing with the Alliance’s forces? If you want to look at it another way, it also serves to keep a dangerous criminal away from the country. (<i>points at Mal Keshar</i>)"
[/message]
[message]
speaker=Mal Keshar
message={ASIDE ( _ "My only crime is not ripping out your throat when I had the chance.")}
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Illana
message= _ "You do make a valid point. Very well, then. We authorize you and the lich Mal Keshar to assist Lord Galas in infiltrating the Chaos Empire. Erathan will accompany you."
[/message]
[message]
speaker=Galas
message= _ "Erathan? But... he... (<i>deep sigh</i>) Fair enough."
[/message]
[message]
speaker=Torancyn
message= _ "I don’t think..."
[/message]
[message]
speaker=Illana
message= _ "Yes, Lord Torancyn?"
[/message]
[message]
speaker=Torancyn
message= _ "... Never mind, it’s not important. <small>Not anymore.</small>"
[/message]
[message]
speaker=Erathan
message= _ "Don’t worry, Lord Galas. I am willing to risk my life if needed to ensure no harm comes to you or your advisors."
[/message]
[message]
speaker=Elynia
message={ASIDE ( _ "They intend to keep watching us? Really? How paranoid can you be?")}
[/message]
[message]
speaker=Mal Keshar
message={ASIDE ( _ "I say we murder him in his sleep.")}
[/message]
[message]
speaker=Delarel
message= _ "And thus, the Council has spoken."
[/message]
[message]
speaker=Aleazar
message= _ "I cannot believe we just approved this."
[/message]
[message]
speaker=Mal Keshar
message= _ "Well, well. This has certainly been an interesting and productive council for everyone, and I for one am looking forward to tearing those demons apart now that we are done with the incessant chit-chat."
[/message]
[message]
speaker=Galas
message= _ "I could not possibly enjoy massacring living creatures by the hundreds, no matter how evil they might be — but I can’t say I will miss doing this diplomacy thing either."
[/message]
[message]
speaker=Elynia
message= _ "I have been through worse, trust me. At least this time we didn’t have to wait <i>years</i> for a decision to be made."
[/message]
{ENDLEVEL_CONTINUE} {NO_REPLAY_SAVE}
[/event]
[/scenario]
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
[scenario]
id=15_Shadows_of_Time
name= _ "Shadows of Time"
{MAP 15_Shadows_of_Time.map}
{TURNS 42 40 38}
next_scenario=15x_Parting_Ways
{SCENARIO_MUSIC "revelation.ogg"}
{TWO_SUNS_DEFAULT_SCHEDULE}
{STORYTXT_SHADOWS_OF_TIME}
{DEATHS_ACT_3}
# wmllint: validate-off
[side]
side=1
controller=human
team_name=good
user_team_name= _ "team_name^Elves"
share_vision=all
{GOLD 170 160 150}
{INCOME 3 2 0}
# wmllint: recognize Galas
{CHARACTER_STATS_GALAS}
[/side]
# wmllint: validate-on
[side]
side=2
team_name=good
user_team_name= _ "team_name^Orcs"
# Default flag.
{GOLD 230 200 170}
recruit=Orcish Grunt,Orcish Archer,Orcish Assassin,Wolf Rider,Goblin Spearman,Goblin Rouser
share_vision=all
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.0}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.0}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.3}
[/ai]
canrecruit=yes
type=Orcish Sovereign
id=Quogar Ratham
name= _ "Quogar Ratham"
facing=sw
profile="portraits/orcs/ruler.png"
[modifications]
{TRAIT_INTELLIGENT}
{TRAIT_STRONG}
[/modifications]
[/side]
#define SOT_ENEMY_AI_TARGETS_ELVES
[goal]
[criteria]
id=Galas
[/criteria]
value=10.0
[/goal]
[goal]
[criteria]
id=Elynia
[/criteria]
value=9.0
[/goal]
[goal]
[criteria]
race=elf
[/criteria]
value=6.0
[/goal]
#enddef
#define SOT_ENEMY_AI_PROTECTS_SIDE _SIDE
[goal]
[criteria]
side={_SIDE}
[/criteria]
name=protect_unit
value=2.0
protect_radius=8
[/goal]
#enddef
[side]
side=3
team_name=undead
user_team_name= _ "team_name^Undead"
{RAGGED_FLAG}
{GOLD 225 250 275}
{INCOME 2 4 6}
recruit=Elvish Warrior Spirit,Shadow Minion,Walking Corpse,Skeleton,Skeleton Archer
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.0}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.0}
{AI_SIMPLE_ALWAYS_ASPECT leader_value 9.0}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.5}
{SOT_ENEMY_AI_TARGETS_ELVES}
{SOT_ENEMY_AI_PROTECTS_SIDE 4}
[/ai]
canrecruit=yes
type=Death Knight
id=Tanstafaal
name= _ "Tanstafaal"
facing=se
[modifications]
{TRAIT_UNDEAD}
# From UtBS scenario 9 as of 1.12.x, single trait for some reason.
{TRAIT_RESILIENT}
[/modifications]
[/side]
[side]
side=4
team_name=undead
user_team_name= _ "team_name^Mercenaries"
{RAGGED_FLAG}
{GOLD 150 200 250}
recruit=Orcish Grunt,Wolf Rider,Orcish Archer,Goblin Spearman,Saurian Skirmisher,Saurian Augur,Mudcrawler
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 0.7 }
{AI_SIMPLE_ALWAYS_ASPECT caution 0.25}
{AI_SIMPLE_ALWAYS_ASPECT leader_value 6.0 }
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.8 }
#{AI_SIMPLE_ALWAYS_ASPECT grouping no }
[/ai]
canrecruit=yes
type=Orcish Slurbow
id=Tan Zalfargat
name= _ "Tan Zalfargat"
facing=se
profile="portraits/orcs/grunt-2.png"
[modifications]
{TRAIT_QUICK}
{TRAIT_RESILIENT}
[/modifications]
[/side]
# wmllint: validate-off
[side]
side=5
team_name=undead
user_team_name= _ "team_name^Chaos Empire"
{CHAOS_FLAG}
{GOLD 180 220 260}
{INCOME 4 8 12}
recruit=Skeleton Rider,Skeleton,Skeleton Archer,Walking Corpse,Ghoul
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.0}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.0}
{AI_SIMPLE_ALWAYS_ASPECT leader_value 10.0}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.1}
{AI_SIMPLE_ALWAYS_ASPECT passive_leader yes}
{AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern "scout,scout,fighter,fighter,archer,archer,fighter,archer"}
{SOT_ENEMY_AI_TARGETS_ELVES}
{SOT_ENEMY_AI_PROTECTS_SIDE 3}
[/ai]
canrecruit=yes
# wmllint: recognize Mal Hekuba
{CHARACTER_STATS_MAL_HEKUBA}
facing=sw
[/side]
# wmllint: validate-on
{RECRUIT_UNIT_VARIATIONS 3 "Walking Corpse" none,none,none,saurian,wose,bat,bat,mounted,mounted,saurian,swimmer,saurian,saurian,wose}
{RECRUIT_UNIT_VARIATIONS 5 "Walking Corpse" none,none,mounted,mounted,mounted,swimmer,swimmer,mounted,bat,bat,saurian,saurian,wose}
{STARTING_VILLAGES 1 5}
{STARTING_VILLAGES 2 4}
{STARTING_VILLAGES 3 7}
{STARTING_VILLAGES 4 7}
{STARTING_VILLAGES 5 7}
[event]
name=prestart
{PLAYER_RECRUITMENT_SETUP_FOR_SCENARIO 15}
#
# Recall heroes
#
# wmllint: recognize Elynia
{RECALL_ELYNIA}
# wmllint: recognize Mal Keshar
{RECALL_MAL_KESHAR}
# wmllint: recognize Erathan
{RECALL_ERATHAN}
# wmllint: recognize Igor
{RECALL_IGOR}
{FACE_UNIT (side=1) (id=Quogar Ratham)}
{OBJECTIVES (
{OBJECTIVE_VICTORY ( _ "Defeat all enemy leaders")}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Elynia")}
{OBJECTIVE_DEFEAT ( _ "Death of Mal Keshar")}
{OBJECTIVE_DEFEAT ( _ "Death of Erathan")}
{OBJECTIVE_DEFEAT ( _ "Death of Quogar Ratham")}
{TURNS_RUN_OUT}
{OBJECTIVE_CARRYOVER}
)}
[hide_unit]
[filter_side]
[enemy_of]
side=1
[/enemy_of]
[/filter_side]
[/hide_unit]
[/event]
[event]
name=start
[message]
speaker=Quogar Ratham
message= _ "I must admit, it <b>is</b> a tempting deal... for other orcs, maybe, not us! We are not dogs who do all the hard work for inferior creatures like you in exchange for scraps. If we decide we want more lands and riches, we will take them by force on our own!"
[/message]
[message]
speaker=Galas
message= _ "‘Inferior’ creatures, you say? How dare you insult us, when it is only thanks to our sacrifices that you may yet have a chance to maintain your lifestyle?"
[/message]
[message]
speaker=Mal Keshar
message= _ "Oh Galas, I told you, using words and diplomacy with these illiterate beasts will not get us anywhere."
[/message]
[message]
speaker=Quogar Ratham
message= _ "Ha, and what do you propose then, lich? You’d rather kill us? What benefit would <b>that</b> bring you?"
[/message]
[message]
speaker=Mal Keshar
message= _ "I could at least quench my thirst! It has been days since I last felled one of your kind..."
[/message]
[message]
speaker=Elynia
message= _ "Squabbling like children will not get us anywhere! This is not the time for resurrecting ancient conflicts. We must focus on fighting the real enemy that threatens all life on the Great Continent — that includes you, orcs."
[/message]
[message]
speaker=Quogar Ratham
message= _ "As if I would believe your fantasy tales, faerie. It’s obvious that you’re trying to trick us to obtain cheap war-beasts to solve your own problems."
[/message]
[message]
speaker=Erathan
message= _ "Our problems will eventually be yours as well. If you refuse to take part in our alliance, then we’ll not insist further — but know that you will receive no help from us when you and your people see the truth."
[/message]
{REPLACE_SCENARIO_MUSIC "data/core/sounds/ambient/wardrums.ogg"}
[delay]
time=250
[/delay]
{FACE_DIRECTION (id=Mal Keshar) sw}
[delay]
time=250
[/delay]
{FACE_DIRECTION (id=Mal Keshar) ne}
[delay]
time=250
[/delay]
{FACE_DIRECTION (id=Mal Keshar) sw}
[delay]
time=250
[/delay]
{FACE_DIRECTION (id=Mal Keshar) ne}
[message]
speaker=Mal Keshar
message= _ "Are those war drums I hear? So was it your plan all along to lure us into your domain to dispose of us, orc?"
[/message]
[message]
speaker=Quogar Ratham
message= _ "It is not, you decrepit sack of bones! Where do they come from?"
[/message]
[unhide_unit][/unhide_unit]
[message]
speaker=Tan Zalfargat
message= _ "Hail there, ‘friend’!"
[/message]
{FACE_UNIT (side=1) (id=Tan Zalfargat)}
[message]
speaker=Quogar Ratham
message= _ "What are you doing in <b>my</b> lands again?! Exactly how many times do I have to rub your face in the mud before you’ll give up your obsession with overthrowing me, you thick-headed turd!?"
[/message]
[message]
speaker=Tan Zalfargat
message= _ "Ha, see who speaks — the weakling who’s got a soft spot for the humans and their new tree-shagger friends! Sorry, but this time I don’t come alone. You see, cousin..."
[/message]
{FACE_UNIT (side=1) (id=Tanstafaal)}
[scroll_to_unit]
id=Tanstafaal
[/scroll_to_unit]
{REPLACE_SCENARIO_MUSIC "the_dangerous_symphony.ogg"}
{APPEND_MUSIC "northerners.ogg"}
{APPEND_MUSIC "siege_of_laurelmor.ogg"}
[delay]
time=750
[/delay]
[message]
speaker=Tan Zalfargat
scroll=no
message= _ "I brought new friends. <b>HA HA!</b>"
[/message]
{FACE_UNIT (side=1) (id=Mal Hekuba)}
[scroll_to_unit]
id=Mal Hekuba
[/scroll_to_unit]
[delay]
time=750
[/delay]
[message]
speaker=Quogar Ratham
scroll=no
message= _ "Ah, so you deal with those rotten necromancers now as well? That makes no difference to me, really."
[/message]
[message]
speaker=Mal Hekuba
message= _ "I see the Emperor was right to suspect that the elves would team up with the northerners. Very well, heathens! This is the last time your kind escapes the power of Uria and the Dark Lady! You shall not escape the might of the Iron Council again!"
[/message]
[message]
speaker=Erathan
message= _ "What is that lich rambling about?"
[/message]
[message]
speaker=Mal Keshar
message= _ "Iron Council? Hah! The Chaos Emperor must be getting desperate if he would resort to sending one of their foulest priests of Yechnagoth! I presume that our suicidal lady gave your precious Warlord a hard time?"
[/message]
[message]
speaker=Galas
message= _ "Yechnagoth? But... She was vanquished... wasn’t she?"
[/message]
[message]
speaker=Mal Hekuba
message= _ "Those are blatant lies made up by heretics like you, elf. Her power still lives, and is greater now than ever thanks to Uria’s grace! Tanstafaal! Give them a taste of her power!"
[/message]
[message]
speaker=Tanstafaal
message= _ "As you command, my master. By Eloh’s wrath I shall make you suffer for your betrayal!"
[/message]
#define SOT_SPIRIT_RECRUIT _ID _NAME
[sound]
name=wail.wav
[/sound]
[unit]
animate=yes
side=3
placement=leader
#ifdef EASY
type=Elvish Ancestor
#else
type=Elvish Forefather
#endif
id={_ID}
name={_NAME}
[modifications]
{TRAIT_LOYAL}
{TRAIT_UNDEAD}
{TRAIT_FEARLESS}
[/modifications]
[/unit]
#enddef
{SOT_SPIRIT_RECRUIT Zelru'el ( _ "Zelru’el")}
{SOT_SPIRIT_RECRUIT Galenea ( _ "Galenea")} {GENDER female}
{SOT_SPIRIT_RECRUIT Avalien ( _ "Avalien")}
#ifndef EASY
{SOT_SPIRIT_RECRUIT Kaalnuil ( _ "Kaalnuil")}
#endif
[message]
speaker=Galas
message= _ "Curse the Dark Gods... those are elvish warriors! What is this new enemy we are facing?"
[/message]
# ???
# wmllint: local spelling spectres
[message]
speaker=Elynia
message= _ "Althurin mentioned a rebel faction betraying the Quenoth elves while under Yechnagoth’s control. These spectres must have been created from their lingering souls — it’s unlikely that anyone else in this era worships this ‘Eloh’ figure. I fear we have no choice but to fight them."
[/message]
[message]
speaker=Galas
message= _ "I don’t like the sound of this. Orc chieftain, you and your people had better stay clear of this battle. It is not yours to fight."
[/message]
[message]
speaker=Quogar Ratham
message= _ "Bah, I’m not running away like a puny elf just because of an undead incursion. I shall fight by your side. Odds are you will perish without our ‘help’ anyway, heh heh."
[/message]
[message]
speaker=Mal Keshar
message= _ "You pathetic piece of—"
[/message]
[message]
speaker=Elynia
message= _ "Malin, for the sake of... Can you not at least put your issues from your past life aside for a <i>short</i> while?!"
[/message]
[message]
speaker=Galas
message= _ "To arms!"
[/message]
[message]
speaker=Mal Hekuba
message= _ "By the power bestowed upon me by the Dark Lady, I call forth the shadows from beyond the veil! May these plains be devoid of joy and peace! May they see only darkness and decay!"
[/message]
[fire_event]
name=unleash darkness
[/fire_event]
[message]
speaker=Quogar Ratham
message= _ "Blargh! Where did this accursed fog come from?!"
[/message]
[/event]
{ERATHAN_1ST_TIME_HELP}
[event]
name=unleash darkness
# Set Fog-of-War on and place zombies randomly all over the place
[modify_side]
side=1,2
fog,shroud=yes,yes
[/modify_side]
[redraw]
side=1,2
[/redraw]
[store_locations]
# Not around starting locations; should avoid blocking enemy keeps with units
# of their same allegiance but that cannot move
[not]
[filter]
canrecruit=yes
[/filter]
radius=6
[/not]
[not]
[filter][/filter]
[/not]
variable=locs
[/store_locations]
# wmlindent: start ignoring
[repeat]
times={DIFF (12) (24) (32)}
[do]
{VARIABLE_RANDOM k ("0..$($locs.length - 1)")}
{VARIABLE_RANDOM temp_side ("3,5")}
#
# EASY: 100% chance of WCs
# NORMAL: 75% chance of WCs; 25% chance of Soullesses
# HARD: 50% chance of WCs; 50% chance of Soullesses
#
{VARIABLE_RANDOM temp_type ({DIFF
("Walking Corpse")
("Walking Corpse,Walking Corpse,Walking Corpse,Soulless")
("Walking Corpse,Soulless,Soulless,Walking Corpse")
})}
{VARIABLE_RANDOM temp_variation ("mounted,saurian,wose,bat,none")}
[unit]
x,y=$locs[$k].x,$locs[$k].y
type=$temp_type
variation=$temp_variation
side=$temp_side
ai_special=guardian
random_traits,generate_name=yes,yes
upkeep=free
[/unit]
[/do]
[/repeat]
{CLEAR_VARIABLE k,temp_side,temp_type,temp_variation,locs}
[/event]
[event]
name=last breath
[filter]
id=Quogar Ratham
[/filter]
[message]
speaker=unit
message= _ "Argh. This was <b>not</b> supposed to be my final day!"
[/message]
[/event]
[event]
name=die
[filter]
id=Quogar Ratham
[/filter]
[message]
speaker=Elynia
message= _ "The orcish chieftain has fallen. It’s unlikely we’ll ever manage to obtain the orcs’ support now. Our mission has failed!"
[/message]
{ENDLEVEL_DEFEAT}
[/event]
#
# The reveal begins on turn 6, the first Short Dark turn. No-one could
# possibly finish the scenario before this, right?
#
[event]
name=turn 6
[message]
speaker=Mal Hekuba
# po: As with other appearances before "Face of the enemy" later,
# po: try to make all references to the Chaos Warlord gender-neutral
# po: if at all possible without it sounding too awkward.
message= _ "Oh... Oh! Oh my, how could I not notice this before? The elves brought their precious Lady of Light with them! Hm, surely the Emperor would be pleased if I brought her to him after the Warlord’s mission ended in such a lamentable disaster, hm..."
[/message]
[message]
# Hekuba being visible to the player is rather unlikely to be the
# case by turn 6, but just in case...
[show_if]
[not]
[have_unit]
id=Mal Hekuba
[filter_vision]
visible=no
side=1
[/filter_vision]
[/have_unit]
[/not]
[/show_if]
speaker=Elynia
message= _ "Where are you, fiend?"
[/message]
[message]
speaker=Mal Hekuba
message= _ "Say, Lady of Light... Elynia is your name, right? Do you feel lonely? Without your dear partner, the fabled Master of Darkness?"
[/message]
[message]
speaker=Elynia
message= _ "How I feel is none of your business."
[/message]
[/event]
[event]
name=side 1 turn 6 end
[message]
speaker=Mal Hekuba
message= _ "Ever since that fateful day you have asked yourself time and again why it had to happen. You are haunted by lingering doubt that you didn’t do enough. You could have saved him, really... and that festers, because deep down, you still don’t know how to move forward without him. Elynia, let me tell you this: Uria knows <i>many</i> things about the past, present, and future."
[/message]
[message]
speaker=Galas
message= _ "Elynia, focus on the battle at hand and pay no attention to this wretched scum."
[/message]
[message]
speaker=Mal Hekuba
message= _ "You and the other heathens don’t believe Uria is real; I can assure you otherwise. She is as real as she is beautiful, Elynia. And she can answer all your questions — especially those pertaining to Argan’s fate in the depths of Irdya. You have only to come see our Master, and he will take you to her palace in Inferno."
[/message]
[message]
speaker=Galas
message= _ "<b>Elynia!</b> I said, don’t listen to our enemy!"
[/message]
[message]
speaker=Elynia
message= _ "(<i>startled</i>) Huh?! Yes, yes... I am sorry, Galas, I... really shouldn’t heed his words..."
[/message]
[message]
speaker=Mal Hekuba
message= _ "Oh, Elynia, we all know your curiosity is insatiable. And, our Master is patient..."
[/message]
[/event]
#
# Mal Hekuba escape logic.
#
#define SOT_GO_BYEBYE
[fire_event]
name=hekuba escapes
[/fire_event]
#enddef
#define SOT_BYEBYE_COND _UNIT_STORE
[filter_condition]
{VARIABLE_NUMERICAL_LESS_THAN_OR_EQUAL {_UNIT_STORE}.hitpoints "$(0.5 * ${_UNIT_STORE}.max_hitpoints)"}
[/filter_condition]
#enddef
[event]
name=attacker_hits
first_time_only=no
[filter_second]
id=Mal Hekuba
[/filter_second]
{SOT_BYEBYE_COND second_unit}
{SOT_GO_BYEBYE}
[/event]
[event]
name=defender hits
first_time_only=no
[filter]
id=Mal Hekuba
[/filter]
{SOT_BYEBYE_COND unit}
{SOT_GO_BYEBYE}
[/event]
[event]
name=last breath
[filter]
id=Mal Hekuba
[/filter]
{SOT_GO_BYEBYE}
[/event]
#define SOT_SET_HEKUBA_OPACITY _VALUE
[object]
silent=yes
[filter]
id=Mal Hekuba
[/filter]
[effect]
apply_to=image_mod
replace="RC(magenta>purple)~O("+{_VALUE}+")"
[/effect]
[/object]
#enddef
[event]
name=hekuba escapes
{LOCK_VIEW}
[message]
speaker=Mal Hekuba
message= _ "It is truly a pity that I must report back to our Master. But worry not, Elynia, for I will be back... eventually... Ha, ha, ha, ha!"
[/message]
# Go dark.
{FADE_STEP -32 25}
{SOT_SET_HEKUBA_OPACITY 0.9}
{FADE_STEP -64 25}
{SOT_SET_HEKUBA_OPACITY 0.8}
{FADE_STEP -96 25}
{SOT_SET_HEKUBA_OPACITY 0.7}
{FADE_STEP -128 25}
[message]
speaker=Elynia
scroll=no
message= _ "I cannot hold against this darkness!"
[/message]
{SOT_SET_HEKUBA_OPACITY 0.6}
{FADE_STEP -160 25}
{SOT_SET_HEKUBA_OPACITY 0.5}
{FADE_STEP -192 25}
{SOT_SET_HEKUBA_OPACITY 0.4}
{FADE_STEP -224 25}
{SOT_SET_HEKUBA_OPACITY 0.3}
{FADE_STEP -256 25}
# Keep going in case we are on a daytime ToD with a positive lighting
# color shift.
[hide_unit][/hide_unit]
{FADE_STEP -280 25}
{FADE_STEP -340 25}
{FADE_STEP -500 25}
[kill]
id=Mal Hekuba
[/kill]
[delay]
time=750
[/delay]
{FADE_STEP -340 25}
{FADE_STEP -280 25}
[unhide_unit][/unhide_unit]
{FADE_STEP -256 25}
{FADE_STEP -224 25}
{FADE_STEP -192 25}
{FADE_STEP -160 25}
{FADE_STEP -128 25}
{FADE_STEP -96 25}
{FADE_STEP -64 25}
{FADE_STEP -32 25}
{FADE_STEP 0 500}
[message]
speaker=Galas
message= _ "Damn that wretched necromancer! He used the darkness to escape. Elynia, are you all right?"
[/message]
[message]
speaker=Elynia
message= _ "I... think so... I feel a little lightheaded, that’s all."
[/message]
[message]
speaker=Tan Zalfargat
message= _ "Huh? <b>WHAT?!</b> I should have known better than to trust a lich. I guess I’ll have to finish this by myself."
[/message]
[fire_event]
name=check remaining enemies
[/fire_event]
{UNLOCK_VIEW}
[/event]
[event]
name=die
[filter]
id=Tanstafaal
[/filter]
[message]
speaker=Elynia
message= _ "Rest in peace, Tanstafaal. Even if you betrayed our kinsmen, to roam the world in undeath is not a fate I would wish for anyone."
[/message]
[message]
speaker=Galas
message= _ "Their devotion to an impostor goddess has allowed them to persist in this world for centuries. It’s quite perturbing to see."
[/message]
[fire_event]
name=check remaining enemies
[/fire_event]
[/event]
[event]
name=check remaining enemies
[filter_condition]
[have_unit]
id=Tan Zalfargat
[/have_unit]
[not]
[have_unit]
id=Tanstafaal,Mal Hekuba
[/have_unit]
[/not]
[/filter_condition]
[message]
speaker=Quogar Ratham
message= _ "Well, well, now you are finished. Your undead companions have either been smashed to dust or have fled in shame, and we have got you cornered. Any last words?"
[/message]
[message]
speaker=Tan Zalfargat
message= _ "Bah, I still stand on my feet — that is enough to defeat you! This time I will not be merciful with you or your kin!"
[/message]
[/event]
[event]
name=enemies defeated
{ENDLEVEL_VICTORY yes}
[/event]
[event]
name=victory
[message]
speaker=Quogar Ratham
message= _ "So, how many more upstarts like this should I expect now that those dark cultists have infiltrated our lands? I suppose there is some value in uniting our forces under a single banner after all."
[/message]
[message]
speaker=Galas
message= _ "So you will accept the Grand Council’s proposal, then?"
[/message]
[message]
speaker=Quogar Ratham
message= _ "Of course. As long as you people honor the pact, so shall we."
[/message]
[message]
speaker=Mal Keshar
message= _ "... Pah! You are all such disgusting creatures. You and everyone else who allies with these orcs."
[/message]
[message]
speaker=Elynia
message= _ "Galas, about that suicidal infiltration mission of yours..."
[/message]
[message]
speaker=Galas
message= _ "Yes?"
[/message]
[message]
speaker=Elynia
message= _ "I have decided to go with you after all. I don’t necessarily agree that your plan is a good idea, but... There is something deeply troubling about this Chaos Empire. Even though Mal Keshar is a truly powerful lich and I am sure there are many capable warriors amongst our people’s ranks, I feel there is something more to the followers of Uria than I first thought. Something... ominous."
[/message]
[message]
speaker=Galas
message= _ "Elynia, if the Chaos Emperor is after you like the lich’s words implied, I think it would be preferable if you stayed here in the north’s safety — I mean, compared to the lands of Chaos."
[/message]
[message]
speaker=Elynia
message= _ "I thought you wanted me by your side anyway, Galas, if only to provide you with useful counsel now that Anlindë is gone. Besides, what is there to stop me from following your trail after you departure?"
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Galas
message= _ "I do need your help. I really do."
[/message]
[message]
speaker=Elynia
message= _ "Well, then."
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Galas
message= _ "And... I hope you can forgive me for not consulting you about our mission before."
[/message]
[message]
speaker=Elynia
message= _ "Oh, don’t worry. (<i>chuckles</i>) I have a whole eternity ahead of me to decide."
[/message]
[message]
speaker=Galas
message= _ "I... That’s not very reassuring. But I am taking that as a ‘yes’."
[/message]
[message]
speaker=Elynia
message= _ "(<i>smiles</i>) Just remember to trust me as you would a friend, Galas. I promise to do my very best to help you, no matter what situation you get us into."
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Mal Keshar
message= _ "No, I will not forgive you, Galas! I hope your death will be as painful as it will be ironic."
[/message]
[/event]
[/scenario]
#undef SOT_ENEMY_AI_PROTECTS_SIDE
#undef SOT_ENEMY_AI_TARGETS_ELVES
#undef SOT_SPIRIT_RECRUIT
#undef SOT_GO_BYEBYE
#undef SOT_BYEBYE_COND
#undef SOT_SET_HEKUBA_OPACITY
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
[scenario]
id=16_Dawn_of_War
name= _ "Dawn of War"
{MAP 16_Dawn_of_War.map}
{TURNS 32 29 27}
next_scenario=17_Voice_of_the_Armageddon
victory_when_enemies_defeated=no
{SCENARIO_MUSIC "underground.ogg"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}
{LONGDARK1}
{LONGDARK2}
{LONGDARK3}
{LONGDARK4}
{DAWN1}
{MORNING1}
{MIDDAY1}
{AFTERNOON1}
{DUSK1}
{SHORTDARK}
{DAWN2}
{MORNING2}
{MIDDAY2}
{AFTERNOON2}
{DUSK2}
{SHAXTHAL_SET_SURFACE_VARIATIONS_FLAG}
{STORYTXT_DAWN_OF_THE_GREAT_WAR}
{DEATHS_ACT_3}
# wmllint: validate-off
[side]
side=1
controller=human
team_name=good
user_team_name= _ "team_name^Galas"
shroud=yes
fog=yes
# NOTE: gold must be 6 * recall_cost at the very minimum in order to
# let the player recall units on the first turn.
{GOLD 180 170 160}
# wmllint: recognize Galas
{CHARACTER_STATS_GALAS}
[/side]
# wmllint: validate-on
[side]
side=2
team_name=good
user_team_name= _ "team_name^Alliance"
{ALLIANCE_FLAG}
{GOLD 200 190 180}
recruit=Aragwaith Archer,Aragwaith Witch,Aragwaith Swordsman,Aragwaith Spearman,Aragwaith Scout,Aragwaith Eagle Rider,Aragwaith Wizard,Aragwaith Lancer,Aragwaith Pikeman,Aragwaith Guard,Aragwaith Longswordsman
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.0}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.0}
[/ai]
canrecruit=yes
type=Aragwaith Captain
id=Ivancyn
name= _ "Ivancyn"
[modifications]
{TRAIT_STRONG}
{TRAIT_DEXTROUS}
[/modifications]
[/side]
[side]
side=3
team_name=good
user_team_name= _ "team_name^Alliance"
{ALLIANCE_FLAG}
{GOLD 200 180 175}
recruit=Orcish Archer,Orcish Assassin,Saurian Augur,Orcish Grunt,Wolf Rider,Goblin Spearman
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_UTBS_DAY_ASPECT aggression 0.8}
{AI_SIMPLE_UTBS_TWILIGHT_ASPECT aggression 0.9}
{AI_SIMPLE_UTBS_NIGHT_ASPECT aggression 1.0}
{AI_SIMPLE_UTBS_DAY_ASPECT caution 0.2}
{AI_SIMPLE_UTBS_TWILIGHT_ASPECT caution 0.3}
{AI_SIMPLE_UTBS_NIGHT_ASPECT caution 0.5}
[/ai]
canrecruit=yes
type=Orcish Slurbow
id=Zirshe
name= _ "Zirshe"
gender=female
[modifications]
{TRAIT_QUICK}
{TRAIT_RESILIENT}
[/modifications]
[/side]
[side]
side=4
team_name=enemies
user_team_name= _ "team_name^Chaos Empire"
{CHAOS_FLAG}
{GOLD 240 260 275}
{INCOME 0 4 6}
recruit=Shaxthal Rayblade,Dark Knight,Chaos Invader,Chaos Raider,Chaos Invoker,Automaton
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.0}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.0}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.0}
{AI_SAVE_GOLD_DEFAULT}
{AI_RECRUITMENT_ALWAYS_ASPECT (
{AI_RECRUIT_LIMIT "Shaxthal Rayblade" 4}
{AI_RECRUIT_LIMIT "Dark Knight" 2}
{AI_RECRUIT_LIMIT "Automaton" 2}
)}
[/ai]
canrecruit=yes
type=Chaos Razerman
id=Obandur
name= _ "Obandur"
[modifications]
{TRAIT_STRONG}
{TRAIT_INTELLIGENT}
[/modifications]
[/side]
[side]
side=5
team_name=enemies
user_team_name= _ "team_name^Chaos Empire"
{CHAOS_FLAG}
{GOLD 190 200 210}
recruit=Automaton,Chaos Hound,Chaos Headhunter,Chaos Invader,Demon
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 0.80}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.15}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.25}
[/ai]
canrecruit=yes
type=Gutwrencher Imp
id=Zulthor
name= _ "Zulthor"
[modifications]
{TRAIT_SLOW}
{TRAIT_RESILIENT}
[/modifications]
[/side]
[side]
side=6
team_name=enemies
user_team_name= _ "team_name^Chaos Empire"
{CHAOS_FLAG}
{GOLD 230 240 250}
{INCOME 2 3 4}
recruit=Shaxthal Runner Drone,Shaxthal Protector Drone,Chaos Hound,Chaos Headhunter,Imp,Chaos Invoker
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_UTBS_TOD_ASPECT aggression 0.80 0.90 1.00}
{AI_SIMPLE_UTBS_TOD_ASPECT caution 0.50 0.25 0.00}
{AI_SIMPLE_UTBS_TOD_ASPECT village_value 0.10 0.50 0.20}
{AI_RECRUITMENT_ALWAYS_ASPECT (
{AI_RECRUIT_LIMIT "Shaxthal Protector Drone" 2}
{AI_RECRUIT_LIMIT "Shaxthal Runner Drone" 6}
)}
[goal]
[criteria]
id=Mal Keshar
[/criteria]
value=9.0
[/goal]
[goal]
[criteria]
id=Elynia
[/criteria]
value=10.0
[/goal]
[/ai]
canrecruit=yes
type=Chaos Lorekeeper
id=Karin-Ilyanai
name= _ "Karin-Ilyanai"
[modifications]
{TRAIT_RESILIENT}
{TRAIT_INTELLIGENT}
[/modifications]
[/side]
[side]
side=7
team_name=enemies
user_team_name= _ "team_name^Chaos Empire"
{CHAOS_FLAG}
{GOLD 280 300 320}
{INCOME 3 4 5}
recruit=Shaxthal Runner Drone,Chaos Invoker,Chaos Raider,Chaos Invader,Demon,Demon Grunt,Demon Zephyr
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_UTBS_TOD_ASPECT aggression 0.60 0.75 0.95}
{AI_SIMPLE_UTBS_TOD_ASPECT caution 0.30 0.20 0.05}
{AI_SIMPLE_UTBS_TOD_ASPECT village_value 0.10 0.30 0.25}
{AI_RECRUITMENT_ALWAYS_ASPECT (
{AI_RECRUIT_LIMIT "Shaxthal Runner Drone" 8}
{AI_RECRUIT_LIMIT "Demon Zephyr" 6}
{AI_RECRUIT_LIMIT "Demon Grunt" 6}
)}
[goal]
[criteria]
id=Galas
[/criteria]
value=10.0
[/goal]
[/ai]
canrecruit=yes
type=Hell Overlord
id=Ben
name= _ "Ben"
[modifications]
{TRAIT_STRONG}
{TRAIT_RESILIENT}
[/modifications]
[/side]
[side]
side=8
team_name=enemies
user_team_name= _ "team_name^Wild Animals"
no_leader=yes
hidden=yes
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 100.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes}
{AI_SIMPLE_ALWAYS_ASPECT grouping no}
[/ai]
{SIDE_GENERIC_UNIT (Shaxthal Razorbird) 18 34}
{SIDE_GENERIC_UNIT (Shaxthal Razorbird) 28 34}
{SIDE_GENERIC_UNIT (Shaxthal Razorbird) 12 46}
{SIDE_GENERIC_UNIT (Shaxthal Razorbird) 21 48}
{SIDE_GENERIC_UNIT (Shaxthal Razorbird) 35 39}
{SIDE_GENERIC_UNIT (Shaxthal Razorbird) 25 40}
[/side]
[side]
side=9
team_name=enemies
user_team_name= _ "team_name^Wild Animals"
color=pink
no_leader=yes
hidden=yes
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 100.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes}
{AI_SIMPLE_ALWAYS_ASPECT grouping no}
[/ai]
{SIDE_GENERIC_UNIT (Falcon) 27 53}
{SIDE_GENERIC_UNIT (Falcon) 4 47}
{SIDE_GENERIC_UNIT (Falcon) 13 38}
{SIDE_GENERIC_UNIT (Falcon) 28 40}
{SIDE_GENERIC_UNIT (Falcon) 27 42}
{SIDE_GENERIC_UNIT (Falcon) 46 36}
[/side]
[side]
side=10
controller=null
team_name=good
user_team_name= _ "team_name^Galas"
color=red
{NO_ECONOMY}
no_leader=yes
hidden=yes
[/side]
{STARTING_VILLAGES 2 4}
{STARTING_VILLAGES 3 4}
{STARTING_VILLAGES 4 6}
{STARTING_VILLAGES 5 6}
{STARTING_VILLAGES 6 4}
{STARTING_VILLAGES 7 4}
{NPC_BIRD_BEHAVIOR_WHOLE_MAP 8}
{NPC_BIRD_BEHAVIOR_WHOLE_MAP 9}
[event]
name=prestart
#
# Replace the turn limit for the initial section.
#
[store_turns]
variable=dow_real_turn_limit
[/store_turns]
[modify_turns]
side=1
value=5
[/modify_turns]
#
# Disable AI sides.
#
[modify_side]
[filter_side]
[not]
side=1,10
[/not]
[/filter_side]
controller=null
[/modify_side]
#
# Disallow Galas from straying off path at the start.
#
[store_unit]
[filter]
id=Galas
[/filter]
kill=no
variable=galas_backup_store
[/store_unit]
[object]
silent=yes
[filter]
id=Galas
[/filter]
[effect]
apply_to=movement_costs
replace=true
[movement_costs]
deep_water={UNREACHABLE}
shallow_water={UNREACHABLE}
reef={UNREACHABLE}
swamp_water={UNREACHABLE}
forest={UNREACHABLE}
hills={UNREACHABLE}
mountains={UNREACHABLE}
village={UNREACHABLE}
castle={UNREACHABLE}
fungus={UNREACHABLE}
[/movement_costs]
[/effect]
[effect]
apply_to=movement
set=4
[/effect]
[/object]
[store_starting_location]
side=9
variable=goal_loc
[/store_starting_location]
{PLACE_IMAGE items/goplate.png $goal_loc.x $goal_loc.y}
[remove_shroud]
side=1
[filter]
id=Galas
[/filter]
radius=6
[/remove_shroud]
{PLAYER_RECRUITMENT_SETUP_FOR_SCENARIO 16}
#
# Recall heroes
#
# wmllint: recognize Elynia
{RECALL_ELYNIA_AT 20 15}
# wmllint: recognize Mal Keshar
{RECALL_MAL_KESHAR_AT 20 17}
# wmllint: recognize Erathan
{RECALL_ERATHAN_AT 21 17}
# wmllint: recognize Igor
{RECALL_IGOR_AT 26 17}
[modify_unit]
[filter]
id=Elynia,Mal Keshar,Erathan,Igor
[/filter]
side=10
[/modify_unit]
{FACE_UNIT side=10 id=Galas}
{OBJECTIVES (
{OBJECTIVE_VICTORY ( _ "Rendezvous with your allies")}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{TURNS_RUN_OUT}
)}
{VARIABLE shadowm_talk 1}
[/event]
[event]
id=shadowm_talk_controller
name=moveto
first_time_only=no
[filter]
#id=Galas
side=1
[/filter]
[fire_event]
name=shadowm_talk_$shadowm_talk
[/fire_event]
{VARIABLE_INC shadowm_talk}
[/event]
# wmllint: unbalanced-on
# wmlindent: start ignoring
#define DOW_SHADOWM_TALK_EVENT _NUM
# wmlxgettext: [event]
[/event]
[event]
name="shadowm_talk_{_NUM}"
# wmlxgettext: [/event]
#enddef
# wmlindent: stop ignoring
# wmllint: unbalanced-off
[event]
name=start
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "A cold gust of wind blows..."
[/message]
{MYSTERIOUS_VOICE ( _ "Galas...")}
[message]
speaker=Galas
message= _ "Huh?"
[/message]
#
# End of start event.
#
{DOW_SHADOWM_TALK_EVENT 1}
{MYSTERIOUS_VOICE ( _ "Galas.")}
[delay]
time=750
[/delay]
[message]
speaker=Galas
message= _ "Is anybody there?"
[/message]
{MYSTERIOUS_VOICE ( _ "Only the darkness within your heart, Galas.")}
{DOW_SHADOWM_TALK_EVENT 2}
{MYSTERIOUS_VOICE ( _ "The darkness, and the fear... They feed me, Galas. I grow stronger with them.")}
{DOW_SHADOWM_TALK_EVENT 3}
{MYSTERIOUS_VOICE ( _ "You cannot escape the darkness within your heart, and thus you cannot escape us. And your friend, the sorceress... neither could she.")}
{MYSTERIOUS_VOICE ( _ "And you will suffer the same fate as she if you refuse our generous offer.")}
[remove_event]
id=shadowm_talk_controller
[/remove_event]
{CLEAR_VARIABLE shadowm_talk}
[/event]
#define DOW_ENEMIES_NOT_DEFEATED
[have_unit]
canrecruit=yes
[filter_side]
[enemy_of]
side=1
[/enemy_of]
[/filter_side]
[/have_unit]
#enddef
#define DOW_ENEMIES_DEFEATED
[not]
{DOW_ENEMIES_NOT_DEFEATED}
[/not]
#enddef
#define DOW_NOTE_ONLY_ON_FIRST_TURN
{OBJECTIVE_NOTE_SHOW_IF ({VARIABLE_NUMERICAL_EQUALS turn_number $initial_turn})}
#enddef
#define DOW_NOTE_ONLY_ON_GAMEPLAY_TURNS
{OBJECTIVE_NOTE_SHOW_IF ({VARIABLE_NUMERICAL_GREATER_THAN turn_number $initial_turn})}
#enddef
{FIRE_EVENT_ON_STUMBLE_UPON "begin regular gameplay" side=10}
[event]
name=begin regular gameplay
[remove_terrain_overlays]
terrain=*^Xo
[/remove_terrain_overlays]
[redraw][/redraw]
[capture_village]
side=1
x=1-100
y=1-11
[or]
x,y=$goal_loc.x,$goal_loc.y
radius=6
[/or]
[/capture_village]
{MOVE_UNIT id=Galas $goal_loc.x $goal_loc.y}
[+move_unit]
check_passability=no
[/move_unit]
{VARIABLE initial_turn $turn_number}
[modify_turns]
value=$dow_real_turn_limit
[/modify_turns]
{REMOVE_IMAGE $goal_loc.x $goal_loc.y}
#
# Restore heroes.
#
[modify_unit]
[filter]
side=10
[/filter]
side=1
[/modify_unit]
[unstore_unit]
variable=galas_backup_store
find_vacant=no
x,y=$goal_loc.x,$goal_loc.y
[/unstore_unit]
{CLEAR_VARIABLE galas_backup_store,goal_loc,dow_real_turn_limit}
#
# Re-enable AI sides.
#
[modify_side]
[filter_side]
[not]
side=1,10
[/not]
[/filter_side]
controller=ai
[/modify_side]
[modify_side]
side=1
shroud=no
fog=no
[/modify_side]
[redraw]
side=1
[/redraw]
{OBJECTIVES (
{OBJECTIVE_VICTORY ( _ "Sneak past enemy lines and make it to the south edge of the map with Galas, Elynia or Mal Keshar")}
{OBJECTIVE_BONUS ( _ "Optional: Defeat all enemy leaders")}
{OBJECTIVE_SHOW_IF ({DOW_ENEMIES_NOT_DEFEATED})}
{OBJECTIVE_BONUS_COMPLETED ( _ "Optional: Defeat all enemy leaders")}
{OBJECTIVE_SHOW_IF ({DOW_ENEMIES_DEFEATED})}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Elynia")}
{OBJECTIVE_DEFEAT ( _ "Death of Mal Keshar")}
{OBJECTIVE_DEFEAT ( _ "Death of Erathan")}
{OBJECTIVE_DEFEAT ( _ "Losing both ally leaders")}
{TURNS_RUN_OUT}
{OBJECTIVE_CARRYOVER}
{OBJECTIVE_CARRYOVER_SHOW_IF ({DOW_ENEMIES_DEFEATED})}
{OBJECTIVE_CARRYOVER_NO_BONUS}
{OBJECTIVE_CARRYOVER_SHOW_IF ({DOW_ENEMIES_NOT_DEFEATED})}
{OBJECTIVE_NOTE ( _ "After this scenario, you will only be able to recruit undead units (except Dark Adepts) and faeries")}
{OBJECTIVE_NOTE ( _ "Any veteran units that you do not recall during this scenario will be permanently lost")}
{OBJECTIVE_NOTE ( _ "You may recall or recruit elves only during the first gameplay turn (turn $initial_turn)")}
{DOW_NOTE_ONLY_ON_FIRST_TURN}
{OBJECTIVE_NOTE ( _ "You may not recall or recruit elvish units")}
{DOW_NOTE_ONLY_ON_GAMEPLAY_TURNS}
)}
{REPLACE_SCENARIO_MUSIC "battle.ogg"}
{APPEND_MUSIC "the_city_falls.ogg"}
{APPEND_MUSIC "casualties_of_war.ogg"}
{APPEND_MUSIC "loyalists.ogg"}
{APPEND_MUSIC "western_theme2.ogg"}
[message]
speaker=Zirshe
message= _ "A large Chaos battalion has set up camp near the mountains. It is paramount that we block their advance here. Charge!"
[/message]
[message]
speaker=Mal Keshar
message= _ "So, what are we going to do? Run across the battlefield with wild abandon?"
[/message]
[message]
speaker=Galas
message= _ "Well, our priority is to sneak past the enemy lines and make it to the mountain pass. We are not meant to actively participate in this battle, but helping our allies on our way to enemy territory would be highly beneficial to everyone."
[/message]
[message]
speaker=Elynia
message= _ "Let us see if we can... The followers of Uria seem to have sent more battle-hardened troops this time."
[/message]
[message]
speaker=Galas
message= _ "No matter. I trust that you two can handle it."
[/message]
[event]
name=side 3 turn end
[fire_event]
name=mysterious invitation
[/fire_event]
[/event]
[event]
name=new turn
#
# Remove the ability to recruit or recall elves.
#
[modify_side]
side=1
recruit="Dark Adept,Faerie Sprite,Skeleton,Skeleton Archer,Skeleton Rider,Ghost,Vampire Bat,Walking Corpse"
[/modify_side]
[kill]
side=1
race=elf
x,y=recall,recall
[/kill]
[/event]
[/event]
[event]
name=mysterious invitation
[message]
speaker=Galas
message= _ "And so it begins..."
[/message]
{MYSTERIOUS_VOICE ( _ "The beginning of your revenge, Galas? It would have been better for you to join us than setting off on this pointless journey that resulted in the sorceress’ death. Your people would have been safe under Uria’s protection.")}
{MYSTERIOUS_VOICE ( _ "You cannot conceal your bloodlust from me, Galas. But there are better ways to satiate this desire. If you come to me, if you bring the Lady of Light to me... Uria might yet give your people a chance.")}
[message]
speaker=Elynia
message= _ "Galas?"
[/message]
{MYSTERIOUS_VOICE ( _ "You know where to find me. I eagerly await your answer, Galas.")}
[message]
speaker=Elynia
message= _ "Galas? Is something the matter? You seem pale."
[/message]
[message]
speaker=Galas
message= _ "No... (<i>shakes head</i>) no, not really."
[/message]
[message]
speaker=Elynia
message= _ "Galas, if you feel weak or ill, or need to rest, just remember that I am here to help you."
[/message]
[/event]
[event]
name=enemies defeated
[show_objectives][/show_objectives]
[/event]
[event]
name=side 2 turn 7 # turn 5 + 2
[message]
speaker=Mal Keshar
message= _ "This is such a disgrace. Why am I even allowing this elf to command me like a minion when <b>I</b> should be the one ordering his corpse around. Elynia! Help me! You have the power to put an end to my suffering!"
[/message]
[message]
speaker=Elynia
message= _ "Normally, I would be happy to oblige. But as it turns out, Galas is quite fond of you for reasons I can’t even begin to understand. He would not be pleased if he found out I turned his necromancer friend into a steaming pile of ash."
[/message]
[message]
speaker=Mal Keshar
message= _ "Pah, you sound so sure of yourself. Hear me, then: some day, this kid will bite the dust, and I will be free to do as I wish. Then we shall duel to the death and show the world that not even the Lady of Light can banish Mal Keshar the Eternal from Irdya. Just you wait."
[/message]
[/event]
[event]
name=side 2 turn 7 end
[message]
speaker=Elynia
message= _ "Oh, please. It’s not as if Anlindë cast some sort of curse on you that compels you to obey and follow Galas as long as he lives... right?"
[/message]
[message]
speaker=Mal Keshar
message= _ "... right."
[/message]
[/event]
#define DOW_IS_ENEMY
[filter_side]
[enemy_of]
side=1
[/enemy_of]
[not]
side=8,9
[/not]
[/filter_side]
#enddef
#define DOW_FIRE_EVENT_CHANCE _CHANCE _EVENT
{VARIABLE_RANDOM temp_event_chance 0..100}
[if]
{VARIABLE_NUMERICAL_LESS_THAN_OR_EQUAL temp_event_chance {_CHANCE}}
[then]
[fire_event]
name={_EVENT}
[primary_unit]
x,y=$x1,$y1
[/primary_unit]
# We don't need the second unit for the use cases below -- which, in fact,
# don't have a second unit at all.
#[secondary_unit]
# x,y=$x2,$y2
#[/secondary_unit]
[/fire_event]
[/then]
[/if]
{CLEAR_VARIABLE temp_event_chance}
#enddef
#define DOW_FIRE_EVENT_CHANCE_SLF _CHANCE _EVENT _SLF
[if]
[have_unit]
x,y=$x1,$y1
[filter_location]
{_SLF}
[/filter_location]
[/have_unit]
[then]
{DOW_FIRE_EVENT_CHANCE {_CHANCE} {_EVENT}}
[/then]
[/if]
#enddef
#
# Village pillaging logic.
#
[event]
name=capture
first_time_only=no
[filter]
{DOW_IS_ENEMY}
[/filter]
{DOW_FIRE_EVENT_CHANCE 20 ("pillage village")}
[/event]
[event]
name=pillage village
#first_time_only=yes
[message]
side=$unit.side
canrecruit=yes
scroll=no
message= _ "Leave nothing standing! Burn the heathens alive!"
[/message]
[message]
race=aragwaith
scroll=no
message= _ "They are burning the villages of our people! This atrocity will not go unpunished. Don’t bother taking prisoners, just crush them all!"
[/message]
[/event]
#define DOW_BURN_SOUNDS _DELAY
[sound]
name="torch.ogg"
[/sound]
[delay]
time={_DELAY}
[/delay]
[sound]
name="wose-die.ogg"
[/sound]
#enddef
[event]
name=pillage village
first_time_only=no
{DOW_BURN_SOUNDS 200}
[terrain]
x,y=$x1,$y1
terrain=^Dr
layer=overlay
[/terrain]
{ADD_GOLD $unit.side 16 32 48}
[redraw][/redraw]
[/event]
#
# Terrain destruction logic.
#
#define DOW_GRASSLAND_DAMAGE_CASE _CASE _REPLACEMENT
[if]
{VARIABLE_LEXICAL_CONTAINS loc.terrain {_CASE}^}
[then]
[terrain]
x,y=$loc.x,$loc.y
terrain={_REPLACEMENT}
layer=base
[/terrain]
[/then]
[/if]
#enddef
[event]
name=damage grassland
first_time_only=no
[remove_terrain_overlays]
terrain=*^Gvs,*^Efm
[and]
x,y=$x1,$y1
radius=1
[/and]
[/remove_terrain_overlays]
[store_locations]
terrain=G*^*
[and]
x,y=$x1,$y1
radius=1
[/and]
variable=locs
[/store_locations]
[foreach]
array=locs
variable=loc
[do]
{DOW_GRASSLAND_DAMAGE_CASE Gg Gs} # Green -> semi-dry
{DOW_GRASSLAND_DAMAGE_CASE Gs Gd} # Semi-dry -> dry
{DOW_GRASSLAND_DAMAGE_CASE Gll Gd} # Leafy -> dry
{DOW_GRASSLAND_DAMAGE_CASE Gd Re} # Dry -> regular dirt
[/do]
[/foreach]
{CLEAR_VARIABLE locs}
[/event]
[event]
name=destroy windmill
first_time_only=no
{DOW_BURN_SOUNDS 200}
[terrain]
x,y=$x1,$y1
terrain=^Dr
layer=overlay
[/terrain]
[/event]
[event]
name=destroy roads
first_time_only=no
[terrain]
[and]
terrain=Rd,Rp,Rd^*,Rp^*
[and]
x,y=$x1,$y1
radius=1
[/and]
[/and]
terrain=Rd
layer=base
[/terrain]
[/event]
[event]
name=moveto
first_time_only=no
[filter]
{DOW_IS_ENEMY}
[/filter]
{DOW_FIRE_EVENT_CHANCE_SLF 60 ("damage grassland") terrain=G*,G*^*,*^Gvs,*^Efm,!,*^F*}
{DOW_FIRE_EVENT_CHANCE_SLF 75 ("destroy windmill") terrain=*^Wm}
{DOW_FIRE_EVENT_CHANCE_SLF 33 ("destroy roads") terrain=Rd,Rp,Rd^*,Rp^*}
[redraw][/redraw]
[/event]
#
# Enemies burn forests (100% chance).
#
[event]
name=moveto
first_time_only=no
[filter]
{DOW_IS_ENEMY}
[filter_location]
terrain=*^F*
[/filter_location]
[/filter]
[terrain]
[and]
terrain=*^F*
[and]
x,y=$x1,$y1
radius=1
[/and]
[/and]
terrain=Rb
[/terrain]
[redraw][/redraw]
[fire_event]
name=discuss burning forests
[primary_unit]
x,y=$x1,$y1
[/primary_unit]
[/fire_event]
[/event]
[event]
name=discuss burning forests
[message]
#
# Try to have this line be read by a faerie other than Elynia.
#
race=faerie
[not]
id=Elynia
[/not]
[or]
id=Elynia
[/or]
scroll=no
message= _ "Those monsters are burning down the forest! Why would people do this in a world where all verdant land is more precious than gold?"
[/message]
[message]
speaker=Galas
scroll=no
message= _ "We shall make them pay dearly for this."
[/message]
[/event]
#
# Moving south of the river.
#
[event]
name=moveto
[filter]
id=Galas,Elynia,Mal Keshar
x=1-100
y=40-53
[/filter]
[allow_undo][/allow_undo]
[message]
speaker=unit
message= _ "We are almost there..."
[/message]
[/event]
[event]
name=moveto
first_time_only=no
[filter]
id=Galas,Elynia,Mal Keshar
x=1-100
y=54
[/filter]
[filter_condition]
{DOW_ENEMIES_NOT_DEFEATED}
[/filter_condition]
[message]
speaker=Elynia
message= _ "Galas, are you sure we should proceed south before finishing the battle here?"
[/message]
[message]
speaker=Galas
message= _ "Hm..."
[option]
label= _ "You are right, it would not be good form for us to leave our allies to fight on their own."
[command]
[message]
speaker=Galas
message= _ "We shall stay for a little longer."
[/message]
[/command]
[/option]
[option]
label= _ "Time is of the essence. We shall proceed south as swiftly as we may."
[command]
[message]
speaker=Elynia
message= _ "Very well, then."
[/message]
{ENDLEVEL_VICTORY no}
[/command]
[/option]
[/message]
[/event]
[event]
name=moveto
[filter]
id=Galas,Elynia,Mal Keshar
x=1-100
y=54
[/filter]
[filter_condition]
{DOW_ENEMIES_DEFEATED}
[/filter_condition]
{ENDLEVEL_VICTORY yes}
[/event]
#
# Ally leaders death.
#
[event]
name=die
[filter]
canrecruit=yes
[filter_side]
[allied_with]
side=1
[/allied_with]
[/filter_side]
[/filter]
[filter_condition]
[not]
[have_unit]
canrecruit=yes
[filter_side]
[allied_with]
side=1
[/allied_with]
[/filter_side]
[not]
x,y=$x1,$y1
[/not]
[/have_unit]
[/not]
[/filter_condition]
[message]
speaker=Galas
message= _ "The alliance forces are being decimated! We must fall back and call for reinforcements now, otherwise the legions of Uria will surely lay waste to the Aragwaith country!"
[/message]
{ENDLEVEL_DEFEAT}
[/event]
#
# Shaxthal-related events.
#
[event]
name=recruit
[filter]
race=shaxthal
[/filter]
#
# Defer talk event until the AI side's turn ends so that there are
# hopefully a few more Shaxthal units in sight.
#
[event]
name=side turn end
delayed_variable_substitution=no
[fire_event]
name=shaxthal sighted
[primary_unit]
x,y=$x1,$y1
[/primary_unit]
[/fire_event]
[/event]
[/event]
[event]
name=shaxthal sighted
[scroll_to]
x,y=$x1,$y1
[/scroll_to]
[delay]
time=750
[/delay]
[message]
speaker=Zirshe
message= _ "Look out! They brought numbers of some sort of metallic war-beast with them!"
[/message]
[message]
speaker=Elynia
message= _ "What in the world are those things? Wait, could it be those creatures Lord Torancyn mentioned?"
[/message]
[message]
speaker=Erathan
message= _ "Indeed. ‘Shaxthals’, as the enemy calls them. The name supposedly means ‘Invincibles’ in some dead language. Rumor has it that all settlements upon which they are unleashed fall in a matter of hours, leaving no survivors; thus their existence remains one of the best guarded secrets of the Chaos Empire."
[/message]
[scroll_to]
x,y=$x1,$y1
[/scroll_to]
[/event]
[event]
name=attacker hits
[filter]
race=shaxthal
[/filter]
[filter_attack]
name=energy shock
[/filter_attack]
[fire_event]
name=shaxthal ranged attack
[primary_unit]
x,y=$x1,$y1
[/primary_unit]
[secondary_unit]
x,y=$x2,$y2
[/secondary_unit]
[/fire_event]
[/event]
[event]
name=defender hits
[filter_second]
race=shaxthal
[/filter_second]
[filter_second_attack]
name=energy shock
[/filter_second_attack]
[fire_event]
name=shaxthal ranged attack
[primary_unit]
x,y=$x2,$y2
[/primary_unit]
[secondary_unit]
x,y=$x1,$y1
[/secondary_unit]
[/fire_event]
[/event]
[event]
name=shaxthal ranged attack
[message]
# May match low level undead, this is intentional.
speaker=second_unit
message= _ "Aiyeee!!!" # wmllint: no spellcheck
[/message]
[message]
speaker=Galas
scroll=no
message= _ "What was that? I have never seen anything like it before!"
[/message]
[/event]
[event]
name=die
[filter]
type=Skeleton Archer,Bone Shooter,Banebow,Skeleton,Deathblade,Revenant,Draug,Death Baron,Death Knight,Skeleton Rider,Bone Knight
[/filter]
[filter_second]
race=shaxthal
[/filter_second]
[message]
speaker=Mal Keshar
scroll=no
message= _ "Ugh. Galas, what the hell? You ought to know better than this! Do you have any idea how much it costs me to summon these skeleton warriors?!"
[/message]
[message]
speaker=Galas
scroll=no
message= _ "You are right, that wasn’t my brightest move. Sorry."
[/message]
[/event]
[event]
name=die
[filter]
race=shaxthal
[/filter]
[if]
[have_unit]
x,y=$x2,$y2
race=bats,undead
[not]
type=Lich
[/not]
[/have_unit]
[then]
[fire_event]
name=shaxthal fell
[primary_unit]
id=Mal Keshar
[/primary_unit]
[/fire_event]
[/then]
[else]
[fire_event]
name=shaxthal fell
[primary_unit]
x,y=$x2,$y2
[/primary_unit]
[/fire_event]
[/else]
[/if]
[/event]
[event]
name=shaxthal fell
[message]
speaker=unit
female_message= _ "female^Well, so much for the ‘invincible’ part. But what is this? I have managed to remove one of its armor plates and there is living flesh inside, although it smells much like a rotting corpse... So it is a living creature after all! But it seems completely unlike anything I have ever seen. What kind of foul sorcery is this?"
male_message= _ "Well, so much for the ‘invincible’ part. But what is this? I have managed to remove one of its armor plates and there is living flesh inside, although it smells much like a rotting corpse... So it is a living creature after all! But it seems completely unlike anything I have ever seen. What kind of foul sorcery is this?"
[/message]
[message]
id=Erathan
[not]
x,y=$x1,$y1
[/not]
[or]
id=Ivancyn
[/or]
message= _ "I haven’t the slightest idea. Nobody from our country has ever seen one of these abominations in the flesh. It’s very likely that they specifically created them to serve as the Empire’s living weapons. I shudder to think there might be thousands of them en route to our lands..."
[/message]
[message]
speaker=Elynia
message= _ "I simply cannot begin to fathom the sort of twisted mind that would create a new form of life for the express purpose of slaughtering whole civilizations. These are slaves!"
[/message]
[message]
speaker=Mal Keshar
message= _ "Hm. Their flesh begins to disintegrate once you breach their metallic exteriors. And it seems they don’t even have a skeleton inside, much like insects. Pah! What a waste of time. I can’t work with this!"
[/message]
[message]
speaker=Elynia
message= _ "I would not let you anyway."
[/message]
[message]
speaker=Mal Keshar
message= _ "Oh, Elynia, you truly are the life of the party."
[/message]
[/event]
#
# Enemy leader deaths.
#
[event]
name=last breath
[filter]
id=Ben
[/filter]
[message]
speaker=Ben
message= _ "Your boldness has sealed your doom, elf. Even if you manage to survive the trials that await you at the Pass of Ilgrid, the Master and the Warlord will ensure you pay dearly for your insolence, yes..."
[/message]
[message]
speaker=Galas
# po: Again, the warlord's gender has not revealed to Galas & co.
# po: yet, at this point in the story.
message= _ "The Warlord is... alive? Where is he?!"
[/message]
[message]
speaker=Ben
message= _ "Heh, heh, I am not telling you heathens anything... May Uria bless the souls of the fallen!"
[/message]
[/event]
[event]
name=die
[filter]
id=Ben
[/filter]
[message]
speaker=Galas
message= _ "So he committed suicide. The coward."
[/message]
[message]
speaker=Elynia
message= _ "I suppose it comes with the territory of worshiping demon goddesses that instigate death and destruction on a world scale. The things I have heard from the northerners’ spies are truly horrifying."
[/message]
[message]
speaker=Mal Keshar
message= _ "Such as?"
[/message]
[message]
speaker=Elynia
message= _ "Binding the souls of fallen powerful demons to the bodies of other creatures like humans, orcs, even beasts; pulling the spirits of deceased warriors of past ages back into this world; torturing and experimenting on large numbers of all manner of living creatures and feeding upon their energy... Galas?"
[/message]
[message]
speaker=Mal Keshar
message= _ "Perhaps he would prefer to not be reminded of his comrades’ fate back at your eponymous valley, don’t you think?"
[/message]
[message]
speaker=Elynia
message= _ "Yes... that was highly improper of me. I am sorry, Galas."
[/message]
[/event]
[event]
name=last breath
[filter]
id=Zulthor
[/filter]
[message]
speaker=Zulthor
message= _ "Argh, such a shameful death! I beg your mercy, Uria..."
[/message]
[/event]
[event]
name=last breath
[filter]
id=Karin-Ilyanai
[/filter]
[message]
speaker=Karin-Ilyanai
# po: The Voice of Uria is the Chaos Emperor, and the Fire is the Warlord
message= _ "Oooooh, striking me down hardly makes a difference in the grand scheme of things. May the Voice and the Fire of Uria have mercy on your pitiful souls..."
[/message]
[/event]
[event]
name=last breath
[filter]
id=Obandur
[/filter]
[message]
speaker=Obandur
message= _ "Yechnagoth shall feast on your souls some day, you unworthy fools... some day... some... day..."
[/message]
[/event]
[event]
name=die
[filter]
id=Obandur
[/filter]
[message]
speaker=Mal Keshar
message= _ "How about we make sure to cut their windpipes open from now on so they cannot give these irritating cookie-cutter dying speeches?"
[/message]
[/event]
[event]
name=victory
#
# Set the new recruit list for the next scenarios.
#
[modify_side]
side=1
recruit="Faerie Sprite,Skeleton,Skeleton Archer,Skeleton Rider,Ghost,Vampire Bat,Walking Corpse"
[/modify_side]
#
# Clear the whole recall list.
#
[kill]
side=1
x,y=recall,recall
[/kill]
[role]
role=talking_elf
race=elf
[not]
id=Galas
[/not]
side=1
[/role]
[if]
[have_unit]
role=talking_elf
[/have_unit]
[then]
[message]
role=talking_elf
message= _ "Galas, sir, we can’t just say farewell and let you go on alone. Even though you have stepped down, we have followed and served you for so long that it doesn’t feel right to part ways here."
[/message]
[message]
speaker=Galas
message= _ "Well..."
[/message]
[message]
speaker=Elynia
message={ASIDE ( _ "Galas, this is supposed to be an <b>infiltration</b> mission. It would be unwise to let your men come with us. We can’t even guarantee our own survival!")}
[/message]
[message]
speaker=Galas
message= _ "... I..."
[/message]
[message]
role=talking_elf
message= _ "My lord, we understand well the risks involved in this mission. This is not a choice we made lightly. But you will need all the help you can get to reach the Empire’s capital alive. Please! Let us accompany you one last time."
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Galas
message= _ "(<i>chuckles</i>) I doubt I will ever convince you otherwise. Very well, you may come with us if you wish. But understand that the odds are not in our favor; it’s likely you will never see your loved ones again."
[/message]
[message]
role=talking_elf
message= _ "We know, sir, and they do as well. But hasn’t it always been this way since Uria’s followers first set foot in our valley?"
[/message]
[message]
speaker=Galas
message= _ "Perhaps—"
[/message]
[/then]
[/if]
{MYSTERIOUS_VOICE ( _ "You are bold for coming to my domain, Galas. But, how long will it be before you succumb to the temptation of the power of Uria?")}
[message]
speaker=Galas
message= _ "Only time can tell... what fate has in store for us..."
[/message]
{CLEAR_VARIABLE initial_turn,shadowm_talk}
[/event]
[/scenario]
#undef DOW_SHADOWM_TALK_EVENT
#undef DOW_ENEMIES_NOT_DEFEATED
#undef DOW_ENEMIES_DEFEATED
#undef DOW_NOTE_ONLY_ON_FIRST_TURN
#undef DOW_NOTE_ONLY_ON_GAMEPLAY_TURNS
#undef DOW_IS_ENEMY
#undef DOW_FIRE_EVENT_CHANCE
#undef DOW_FIRE_EVENT_CHANCE_SLF
#undef DOW_BURN_SOUNDS
#undef DOW_GRASSLAND_DAMAGE_CASE
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
[scenario]
id=17_Voice_of_the_Armageddon
name= _ "Voice of the Armageddon"
{MAP 17_Voice_of_the_Armageddon.map}
{TURNS 25 24 23}
next_scenario=18_Ashes_of_Wesmere
{SCENARIO_MUSIC "climactic_contemplation.ogg"}
{EXTRA_SCENARIO_MUSIC "breaking_the_chains.ogg"}
{LONGDARK1}
{SHAXTHAL_SET_SURFACE_VARIATIONS_FLAG}
{STORYTXT_VOICE_OF_THE_ARMAGEDDON}
{DEATHS_ACT_3}
# wmllint: validate-off
[side]
side=1
controller=human
team_name=good
user_team_name= _ "team_name^Galas"
shroud=yes
{GOLD 180 170 160}
{INCOME 5 5 4}
# wmllint: recognize Galas
{CHARACTER_STATS_GALAS}
[/side]
# wmllint: validate-on
# Boss
[side]
side=2
team_name=foes
user_team_name= _ "team_name^Chaos Empire"
{CHAOS_FLAG}
color=gold
hidden=yes
{NO_ECONOMY}
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 9.00}
{AI_SIMPLE_ALWAYS_ASPECT leader_aggression 9.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
{AI_SIMPLE_ALWAYS_ASPECT leader_ignores_keep yes}
{AI_SIMPLE_ALWAYS_ASPECT grouping no}
{AI_BOSS_TARGETING_ENGINE <<{"Galas","Elynia","Mal Keshar"}>>}
[/ai]
canrecruit=yes
type=Armageddon Imp
id=Kalazar
name= _ "Kalazar"
facing=ne
{IS_BOSS}
[modifications]
{TRAIT_STRONG}
{TRAIT_RESILIENT}
{BOSS_BOOST 60% 2 0 2 0}
[/modifications]
#ifndef EASY
[unit]
x,y=20,32
type=Gutwrencher Imp
name= _ "Pythias"
facing=ne
[modifications]
{TRAIT_DIM}
{TRAIT_STRONG}
[/modifications]
[/unit]
#endif
[unit]
x,y=21,34
type=Blood Imp
name= _ "Beras"
facing=ne
[modifications]
{TRAIT_INTELLIGENT}
{TRAIT_SLOW}
[/modifications]
[/unit]
[/side]
[side]
side=3
team_name=foes
user_team_name= _ "team_name^Chaos Empire"
{CHAOS_FLAG}
{GOLD 180 190 200}
recruit=Skeleton,Ghost,Skeleton Archer,Ghoul,Demon
canrecruit=yes
type=Necromancer
id=Mal Laraghor
name= _ "Mal Laraghor"
facing=nw
[modifications]
{TRAIT_STRONG}
{TRAIT_QUICK}
[/modifications]
{SIDE_GENERIC_GUARD (Chaos Longbowman) 24 29} {FACING ne}
{SIDE_GENERIC_GUARD (Chaos Longbowman) 27 31} {FACING nw}
{SIDE_GENERIC_GUARD (Shaxthal Protector Drone) 14 35}
{SIDE_GENERIC_GUARD (Shaxthal Protector Drone) 20 38}
#ifndef EASY
{SIDE_GENERIC_GUARD (Shaxthal Rayblade) 16 38}
{SIDE_GENERIC_GUARD (Shaxthal Protector Drone) 34 21}
{SIDE_GENERIC_GUARD (Shaxthal Rayblade) 26 16}
#endif
[/side]
# wmllint: validate-off
[side]
side=4
team_name=foes
user_team_name= _ "team_name^Chaos Empire"
{CHAOS_FLAG}
{GOLD 150 170 200}
recruit=Elvish Warrior Spirit,Necrophage,Soulless
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 9.00}
{AI_SIMPLE_ALWAYS_ASPECT leader_aggression 9.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
#{AI_SIMPLE_ALWAYS_ASPECT leader_ignores_keep yes}
#{AI_SIMPLE_ALWAYS_ASPECT grouping no}
{AI_BOSS_TARGETING_ENGINE <<{"Galas","Elynia","Mal Keshar"}>>}
[/ai]
canrecruit=yes
facing=ne
# wmllint: recognize Mal Hekuba
{CHARACTER_STATS_MAL_HEKUBA}
{SIDE_GENERIC_GUARD (Ghast) 18 32} {FACING ne}
{SIDE_GENERIC_GUARD (Ghast) 23 35} {FACING ne}
{SIDE_GENERIC_GUARD (Elvish Forefather) 12 37} {FACING se}
{SIDE_GENERIC_GUARD ({DIFF Wraith Spectre Spectre}) 15 32} {FACING se}
{SIDE_GENERIC_GUARD (Elvish Forefather) 25 36} {FACING nw}
{SIDE_GENERIC_GUARD ({DIFF Wraith Spectre Spectre}) 23 39} {FACING nw}
[/side]
# wmllint: validate-on
[side]
side=5
team_name=foes
user_team_name= _ "team_name^Wild Animals"
color=black
no_leader=yes
hidden=yes
{NO_ECONOMY}
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 100.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes}
{AI_SIMPLE_ALWAYS_ASPECT grouping no}
[/ai]
{SIDE_GENERIC_UNIT (Shaxthal Thunderbird) 9 25}
{SIDE_GENERIC_UNIT (Shaxthal Thunderbird) 3 30}
{SIDE_GENERIC_UNIT (Shaxthal Thunderbird) 36 38}
{SIDE_GENERIC_UNIT (Shaxthal Thunderbird) 37 43}
{SIDE_GENERIC_UNIT (Shaxthal Thunderbird) 36 11}
{SIDE_GENERIC_UNIT (Shaxthal Thunderbird) 3 3}
{SIDE_GENERIC_UNIT (Shaxthal Razorbird) 3 12}
{SIDE_GENERIC_UNIT (Shaxthal Razorbird) 26 11}
{SIDE_GENERIC_UNIT (Shaxthal Razorbird) 14 21}
{SIDE_GENERIC_UNIT (Shaxthal Razorbird) 39 3}
[/side]
{NPC_BIRD_BEHAVIOR_WHOLE_MAP 5}
{STARTING_VILLAGES_ALL 4}
{STARTING_VILLAGES 1 5}
{STARTING_VILLAGES 3 6}
[event]
name=prestart
# We need to disable these sides here, otherwise their leaders are not
# spawned by the game if controller=null is set in the side defs.
[modify_side]
side=2,4
controller=null
[/modify_side]
#
# Recall heroes
#
# wmllint: recognize Elynia
{RECALL_ELYNIA}
# wmllint: recognize Mal Keshar
{RECALL_MAL_KESHAR}
# wmllint: recognize Erathan
{RECALL_ERATHAN}
# wmllint: recognize Igor
{RECALL_IGOR}
{OBJECTIVES (
{OBJECTIVE_VICTORY ( _ "Defeat all enemy leaders")}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Elynia")}
{OBJECTIVE_DEFEAT ( _ "Death of Mal Keshar")}
{OBJECTIVE_DEFEAT ( _ "Death of Erathan")}
{TURNS_RUN_OUT}
{OBJECTIVE_CARRYOVER}
)}
[/event]
[event]
name=start
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "The air trembles as a loud roar echoes throughout the mountain pass."
[/message]
[message]
speaker=Elynia
message= _ "Have any of you heard anything like that before?"
[/message]
[message]
speaker=Galas
message= _ "No, not really. Whatever it is, it must be enormous. Be on your keenest guard, everyone."
[/message]
[/event]
{FIRE_EVENT_ON_STUMBLE_UPON "gauntlet start" (id=Mal Laraghor)}
[event]
name=gauntlet start
[message]
speaker=Mal Laraghor
message= _ "There they are, those foul miscreants. You know what to do. Crush them! Crush them all!"
[/message]
[/event]
[event]
name=last breath
[filter]
id=Mal Laraghor
[/filter]
[message]
speaker=Mal Laraghor
message= _ "Damn you, pathetic sub-creatures— Noooo!!!"
[/message]
[/event]
{FIRE_EVENT_ON_STUMBLE_UPON "boss start" (side=2,4)}
[event]
name=boss start
{LOCK_VIEW}
# Re-enable both Hekuba's and the boss's sides.
[modify_side]
side=2,4
controller=ai
[/modify_side]
#
# TODO: Need actual giant footsteps instead of this.
#
{QUAKE rumble.ogg}
[message]
speaker=Galas
message= _ "Only a creature heavy as a mountain would make such loud steps. Wait. Is that... Look, over there!"
[/message]
[remove_shroud]
side=1
[filter]
id=Kalazar
[/filter]
radius=8
[or]
[filter]
id=Mal Hekuba
[/filter]
radius=6
[/or]
[/remove_shroud]
{BOSS_AMBIENTANCE}
[redraw]
side=1
[/redraw]
[scroll_to_unit]
id=Kalazar
[/scroll_to_unit]
[delay]
time=1000
[/delay]
[message]
speaker=Igor
scroll=no
message= _ "Eek! It’s a giant! A demon giant!"
[/message]
[message]
speaker=Mal Hekuba
scroll=no
message= _ "Oh my, what do we have here?"
[/message]
[scroll_to_unit]
id=Mal Hekuba
[/scroll_to_unit]
[message]
speaker=Mal Hekuba
message= _ "It’s none other than the elves’ popular comedy trio: the young lord, his pet lich, and the Lady of Light. I see you have finally decided to accept our invitation. How considerate of you. Trust me, our Master is <i>dying</i> to see your faces."
[/message]
[message]
speaker=Mal Keshar
message= _ "Enough with the grating quips, you pathetic zealot. Did you not learn to not trifle with us after last time?"
[/message]
[message]
speaker=Mal Hekuba
message= _ "Me? <i>Pathetic</i>, you say? Ho! You are but a stain on the long line of grand necromancers who have ever walked the land. Look at yourself — allying with these pitiful vermin. For what purpose? What has possessed you to defer to the will of Xia’el’s children?"
[/message]
[delay]
time=750
[/delay]
[scroll_to_unit]
id=Mal Keshar
[/scroll_to_unit]
[message]
speaker=Mal Hekuba
scroll=no
message= _ "How can a magnificent being such as you have fallen so low as to turn himself into a mockery of the legend he was in the times before Naia? How can the universe allow such a disgrace to even <i>exist</i>?"
[/message]
[message]
speaker=Mal Keshar
message= _ "<b>Shut up!</b> I am <b>not</b> a mindless servant following the orders of a cult of degenerates worshiping a deceased goddess. I am my <b>own</b> person, I have chosen my own fate, and, before you know it, the entirety of Irdya shall kneel before me... starting with <b>you!</b>"
[/message]
[message]
speaker=Galas
message= _ "Let us put an end to this folly. Take that foul behemoth down and capture the dark priest!"
[/message]
{UNLOCK_VIEW}
[event]
name=new turn
[fire_event]
name=mysterious voice
[/fire_event]
[/event]
[/event]
[event]
name=mysterious voice
[message]
speaker=Mal Hekuba
message= _ "Oh Galas, sweet, little misguided Galas. Don’t you feel his power around you? How can you expect to strike him down when he is already peering into your head?"
[/message]
[message]
speaker=Galas
message= _ "I don’t know what you are talking about."
[/message]
[message]
speaker=Mal Hekuba
message= _ "You only waste your time fighting his power. Do you not know why he is called the Voice of Uria? Do you not know what fate awaits those fools who choose to ignore his sacred words?"
[/message]
[message]
speaker=Elynia
message= _ "Galas, what is this lich talking about?"
[/message]
[message]
speaker=Galas
message= _ "I have no idea. It’s just more of his religious bravado."
[/message]
[/event]
[event]
name=last breath
[filter]
id=Kalazar
[/filter]
[message]
speaker=Kalazar
message= _ "Master, nooooooooooo... (<i>gurgle</i>)"
[/message]
[/event]
[event]
name=die
[filter]
id=Kalazar
[/filter]
[filter_condition]
[have_unit]
id=Mal Hekuba
[/have_unit]
[/filter_condition]
[message]
speaker=Elynia
message= _ "We still have the lich left to deal with!"
[/message]
[/event]
#
# Mal Hekuba escape logic.
#
#define VOTA_GO_BYEBYE
[fire_event]
name=hekuba escapes
[/fire_event]
#enddef
#define VOTA_BYEBYE_COND _UNIT_STORE
[filter_condition]
{VARIABLE_NUMERICAL_LESS_THAN_OR_EQUAL {_UNIT_STORE}.hitpoints "$(0.2 * ${_UNIT_STORE}.max_hitpoints)"}
[/filter_condition]
#enddef
[event]
name=attacker_hits
first_time_only=no
[filter_second]
id=Mal Hekuba
[/filter_second]
{VOTA_BYEBYE_COND second_unit}
{VOTA_GO_BYEBYE}
[/event]
[event]
name=defender hits
first_time_only=no
[filter]
id=Mal Hekuba
[/filter]
{VOTA_BYEBYE_COND unit}
{VOTA_GO_BYEBYE}
[/event]
[event]
name=last breath
[filter]
id=Mal Hekuba
[/filter]
{VOTA_GO_BYEBYE}
[/event]
#define VOTA_SET_HEKUBA_OPACITY _VALUE
[object]
silent=yes
[filter]
id=Mal Hekuba
[/filter]
[effect]
apply_to=image_mod
replace="RC(magenta>purple)~O("+{_VALUE}+")"
[/effect]
[/object]
#enddef
[event]
name=hekuba escapes
{LOCK_VIEW}
[message]
speaker=Mal Hekuba
message= _ "Today is not the day you will see me fall, heretics. Send my regards to our Master... if you can get to the Heart alive, that is..."
[/message]
# Go dark.
{FADE_STEP -32 25}
{VOTA_SET_HEKUBA_OPACITY 0.9}
{FADE_STEP -64 25}
{VOTA_SET_HEKUBA_OPACITY 0.8}
{FADE_STEP -96 25}
{VOTA_SET_HEKUBA_OPACITY 0.7}
{FADE_STEP -128 25}
{VOTA_SET_HEKUBA_OPACITY 0.6}
{FADE_STEP -160 25}
{VOTA_SET_HEKUBA_OPACITY 0.5}
{FADE_STEP -192 25}
{VOTA_SET_HEKUBA_OPACITY 0.4}
{FADE_STEP -224 25}
{VOTA_SET_HEKUBA_OPACITY 0.3}
{FADE_STEP -256 25}
# Keep going in case we are on a daytime ToD with a positive lighting
# color shift.
[hide_unit][/hide_unit]
{FADE_STEP -280 25}
{FADE_STEP -340 25}
{FADE_STEP -500 25}
[kill]
id=Mal Hekuba
[/kill]
[delay]
time=750
[/delay]
{FADE_STEP -340 25}
{FADE_STEP -280 25}
[unhide_unit][/unhide_unit]
{FADE_STEP -256 25}
{FADE_STEP -224 25}
{FADE_STEP -192 25}
{FADE_STEP -160 25}
{FADE_STEP -128 25}
{FADE_STEP -96 25}
{FADE_STEP -64 25}
{FADE_STEP -32 25}
{FADE_STEP 0 500}
[message]
speaker=Mal Keshar
message= _ "Damn it all! He did it again! Why do you keep allowing this to happen, Galas!"
[/message]
[message]
speaker=Galas
message= _ "Hey, I am not the spell-caster here!"
[/message]
{UNLOCK_VIEW}
[/event]
[event]
name=enemies defeated
{ENDLEVEL_VICTORY yes}
[/event]
[event]
name=victory
# TODO
[/event]
[/scenario]
#undef VOTA_GO_BYEBYE
#undef VOTA_BYEBYE_COND
#undef VOTA_SET_HEKUBA_OPACITY
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
[scenario]
id=18_Ashes_of_Wesmere
name= _ "Ashes of Wesmere"
{MAP 18_Ashes_of_Wesmere.map}
{TURNS 34 32 30}
next_scenario=19_Under_the_Sands
victory_when_enemies_defeated=no
{SCENARIO_MUSIC "suspense.ogg"}
{LONGDARK1}
{LONGDARK2}
{LONGDARK3}
{LONGDARK4}
{SHORTDARK}
{SHORTDARK}
{SHORTDARK}
{SHORTDARK}
{SHORTDARK}
{SHORTDARK}
{SHORTDARK}
{SHORTDARK}
{SHORTDARK}
{SHORTDARK}
{SHORTDARK}
{SHAXTHAL_SET_SURFACE_VARIATIONS_FLAG}
{STORYTXT_WESMERE}
{DEATHS_ACT_3}
{SPAWN_CONTROLLER}
# wmllint: validate-off
[side]
side=1
controller=human
team_name=good
user_team_name= _ "team_name^Galas"
shroud=no
fog=yes
{GOLD 150 140 130}
{INCOME 12 9 8}
# wmllint: recognize Galas
{CHARACTER_STATS_GALAS}
[/side]
# wmllint: validate-on
#define AOW_MOBILE_DRONE _TYPE _X _Y
[unit]
type={_TYPE}
x={_X}
y={_Y}
random_traits=yes
generate_name=yes
random_gender=yes
variation=surface
upkeep=free
[/unit]
#enddef
# Drones - notably dumb
[side]
side=2
team_name=enemies
user_team_name= _ "team_name^Chaos Empire"
{CHAOS_FLAG}
hidden=yes
no_leader=yes
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
{AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes}
{AI_SIMPLE_ALWAYS_ASPECT grouping no}
[/ai]
#ifndef EASY
{AOW_MOBILE_DRONE (Shaxthal Assault Drone) 29 19}
#endif
{AOW_MOBILE_DRONE (Shaxthal Assault Drone) 11 42}
#ifndef EASY
{AOW_MOBILE_DRONE (Shaxthal Sentry Drone) 15 35}
{AOW_MOBILE_DRONE (Shaxthal Sentry Drone) 34 33}
#endif
{AOW_MOBILE_DRONE (Shaxthal Sentry Drone) 31 29}
{AOW_MOBILE_DRONE (Shaxthal Sentry Drone) 16 26}
[/side]
[side]
side=3
team_name=enemies
user_team_name= _ "team_name^Chaos Empire"
{CHAOS_FLAG}
hidden=yes
no_leader=yes
recruit=Imp,Demon,Chaos Hound,Shaxthal Drone
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
[/ai]
{SIDE_GENERIC_GUARD (Psy Crawler) 28 30}
{SIDE_GENERIC_GUARD (Psy Crawler) 28 28}
{SIDE_GENERIC_GUARD (Psy Crawler) 30 28}
{SIDE_GENERIC_GUARD (Psy Crawler) 14 39}
{SIDE_GENERIC_GUARD (Psy Crawler) 15 37}
{SIDE_GENERIC_GUARD (Psy Crawler) 16 40}
{SIDE_GENERIC_GUARD (Psy Crawler) 3 32}
{SIDE_GENERIC_GUARD (Psy Crawler) 38 24}
{SIDE_GENERIC_GUARD (Psy Crawler) 37 26}
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 17 38}
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 23 40}
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 39 32}
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 35 25}
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 3 31}
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 17 40}
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 13 36}
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 33 35}
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 29 22}
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 8 22}
{SIDE_GENERIC_GUARD (Shadow Minion) 29 43}
{SIDE_GENERIC_GUARD (Shadow Minion) 35 40}
{SIDE_GENERIC_GUARD (Shadow Minion) 29 39}
{SIDE_GENERIC_GUARD (Shadow Minion) 23 35}
[/side]
#define AOW_WC _TYPE _VARIATION _X _Y
[unit]
type={_TYPE}
variation={_VARIATION}
x={_X}
y={_Y}
random_traits=yes
generate_name=yes
random_gender=yes
ai_special=guardian
[/unit]
#enddef
# Walking corpses
[side]
side=4
team_name=enemies
user_team_name= _ "team_name^Chaos Empire"
{CHAOS_FLAG}
color=black
hidden=yes
no_leader=yes
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 9.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
{AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes}
{AI_SIMPLE_ALWAYS_ASPECT grouping no}
[/ai]
{AOW_WC (Soulless) wose 24 25}
{AOW_WC (Soulless) wose 32 20}
{AOW_WC (Soulless) wose 13 21}
{AOW_WC (Soulless) wose 3 21}
{AOW_WC (Soulless) wose 25 41}
{AOW_WC (Soulless) drake 19 30}
{AOW_WC (Soulless) () 11 23}
{AOW_WC (Soulless) () 19 20}
{AOW_WC (Soulless) () 29 12}
{AOW_WC (Soulless) () 30 19}
{AOW_WC (Soulless) troll 16 30}
{AOW_WC (Soulless) mounted 31 42}
{AOW_WC (Soulless) mounted 37 34}
{AOW_WC (Soulless) mounted 4 27}
{AOW_WC (Soulless) goblin 17 27}
[/side]
{TIMED_DRONE_SPAWNER 4 (type,variation="Shaxthal Drone",surface) 2 17 34}
{TIMED_DRONE_SPAWNER 4 (type,variation="Shaxthal Drone",surface) 2 17 41}
{TIMED_DRONE_SPAWNER 4 (type,variation="Shaxthal Drone",surface) 2 26 40}
{TIMED_DRONE_SPAWNER 4 (type,variation="Shaxthal Drone",surface) 2 25 18}
{TIMED_DRONE_SPAWNER 4 (type,variation="Shaxthal Drone",surface) 2 15 19}
{TIMED_DRONE_SPAWNER 4 (type,variation="Shaxthal Drone",surface) 2 12 19}
{TIMED_DRONE_SPAWNER 4 (type,variation="Shaxthal Drone",surface) 2 17 23}
{TIMED_DRONE_SPAWNER 4 (type,variation="Shaxthal Drone",surface) 2 4 17}
{TIMED_DRONE_SPAWNER 4 (type,variation="Shaxthal Drone",surface) 2 3 16}
{TIMED_DRONE_SPAWNER 4 (type,variation="Shaxthal Drone",surface) 2 4 22}
{TIMED_DRONE_SPAWNER 4 (type,variation="Shaxthal Drone",surface) 2 35 15}
{TIMED_DRONE_SPAWNER 4 (type,variation="Shaxthal Drone",surface) 2 36 16}
{TIMED_DRONE_SPAWNER 4 (type,variation="Shaxthal Drone",surface) 2 32 14}
{TIMED_DRONE_SPAWNER 4 (type,variation="Shaxthal Drone",surface) 2 34 12}
{PLACE_IMAGE items/gohere.png 36 44}
[event]
name=prestart
# wmllint: recognize Elynia
{RECALL_ELYNIA}
# wmllint: recognize Mal Keshar
{RECALL_MAL_KESHAR}
# wmllint: recognize Erathan
{RECALL_ERATHAN}
# wmllint: recognize Igor
{RECALL_IGOR}
[fire_event]
name=reset objectives
[/fire_event]
[/event]
[event]
name=reset objectives
first_time_only=no
{OBJECTIVES (
{OBJECTIVE_VICTORY ( _ "Move Galas, Mal Keshar, or Elynia to the cavern at the southeastern corner of the map")}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Elynia")}
{OBJECTIVE_DEFEAT ( _ "Death of Mal Keshar")}
{OBJECTIVE_DEFEAT ( _ "Death of Erathan")}
{TURNS_RUN_OUT}
{OBJECTIVE_CARRYOVER_NO_BONUS}
)}
[/event]
[event]
name=start
[message]
speaker=Mal Keshar
message= _ "Behold, the great forest of Wesmere! Home to the Ka’lian, the Great Council of the Elves — as well as the sacred capital of the Blood Apostle, the Fair Leader of the Wise People, the Ninth Bane of Inferno and Herald of Irdya’s New Awakening, Demon Lord Zhangor!"
[/message]
[message]
speaker=Elynia
message= _ "... Never utter his titles again, Malin Keshar, unless you would rather see me test your silly theory about transcending life and death."
[/message]
[message]
speaker=Galas
message= _ "So this is the place. It is quite... desolated now."
[/message]
[message]
speaker=Elynia
message= _ "Nothing was left of the former glory of Wesmere after that night. Trees, beasts, elves and all other civilized life... all that stood in Zhangor’s path of destruction was burned to ashes, leaving nothing behind for us to bury as elvish custom demands. That would have been the end of all elvish civilization if Argan and I... if we hadn’t..."
[/message]
[message]
speaker=Erathan
message= _ "Well, we didn’t come here to weep for the fallen of wars past. The enemy knows we are here and will be searching for us shortly, I imagine. Where should we head to?"
[/message]
[message]
speaker=Elynia
message= _ "I... well, I am not sure if it’s still intact, but back then there used to be a cave system leading to the lands of Wesnoth. If we can find it, we might be able to use it to skirt the Chaos patrols... that is, assuming they are unaware of its existence in the first place."
[/message]
[message]
speaker=Mal Keshar
message= _ "That does seem highly unlikely, don’t you think? How long has it been again? Thousands, millions of years? Does anyone know?"
[/message]
[message]
speaker=Elynia
message= _ "Anyway, if we make it past the end of the caverns, we will be halfway to the empire’s capital, and... the Chaos Emperor. It seems odd they would choose the ruins of the old empire’s capital to establish their own. Anything of value that was left in it after the Fall must have been taken by scavengers and thieves since then."
[/message]
[message]
speaker=Galas
message= _ "Let us find that cave, then— Wait, why is the ground glimmering under the moonlight?"
[/message]
[/event]
[event]
name=side 1 turn 1 end
[message]
speaker=Elynia
message= _ "It would seem our ‘friends’ have been busy at work in the ruins. All these structures are artificial in nature and weren’t here at the time. What purpose could they serve?"
[/message]
[/event]
[event]
name=turn 5
[message]
speaker=Galas
message= _ "It should be dawn by now — the moon has set and Naia should have already appeared in the sky."
[/message]
[message]
speaker=Elynia
message= _ "Zhangor’s curse, a side-effect of the powerful magic he used to tear the earth asunder. Even Argan with his thorough understanding of dark magic could not properly explain what Zhangor did that night. It seemed as though the very fabric of reality was coming apart with each successive blow. I fear that no matter what we do, the suns will never touch these lands ever again — perhaps for the best."
[/message]
[/event]
#define AOW_SCROLL_TO
[scroll_to]
x,y=$x2,$y2
[/scroll_to]
[delay]
time=750
[/delay]
#enddef
#define AOW_SCROLL_BACK
[scroll_to]
x,y=$x1,$y1
[/scroll_to]
#enddef
{FIRE_EVENT_ON_STUMBLE_UPON "spotted hive dwellers"
(type="Shaxthal Drone,Shaxthal Assault Drone,Shaxthal Sentry Drone")}
[event]
name=spotted hive dwellers
{AOW_SCROLL_TO}
[message]
speaker=Erathan
message= _ "Those infernal flying creatures! What are they?! How can they float if they are as heavy as their land cousins?!"
[/message]
[message]
speaker=Elynia
message= _ "They come from the holes in the ground, like ants!"
[/message]
[message]
speaker=Mal Keshar
message= _ "Pah, just what we needed... let us hope they don’t come in similar numbers."
[/message]
{AOW_SCROLL_BACK}
[/event]
[event]
name=moveto
[filter]
x=1-100
y=20-100
side=1
[/filter]
{RANDOM_PLACEMENT_AREA x,y,radius=35,25,4}
{PLACE_UNITS_RANDOMLY (Shaxthal Drone) 2 {DIFF 3 4 5} {SHAXTHAL_SURFACE_VARIATION} }
{RANDOM_PLACEMENT_AREA x,y,radius=17,25,4}
{PLACE_UNITS_RANDOMLY (Shaxthal Drone) 2 {DIFF 3 4 5} {SHAXTHAL_SURFACE_VARIATION} }
{RANDOM_PLACEMENT_AREA x,y,radius=8,28,4}
{PLACE_UNITS_RANDOMLY (Shaxthal Drone) 2 {DIFF 3 4 5} {SHAXTHAL_SURFACE_VARIATION} }
{CLEAR_PLACEMENT_AREA}
[message]
speaker=unit
{UNIT_SPEAKS_FOR_UNDEAD_MINION (id=Mal Keshar)}
message= _ "Argh! We attracted the attention of more of these monsters."
[/message]
#
# Spawn Oz.
#
[modify_side]
side=3
{GOLD 90 110 140}
[/modify_side]
[unit]
canrecruit=yes
side=3
placement=leader
type=Gutwrencher Imp
id=Oz-Deamal
name= _ "Oz-Deamal"
[modifications]
{TRAIT_QUICK}
{TRAIT_INTELLIGENT}
[/modifications]
[/unit]
# wmllint: local spelling grargh
[message]
speaker=Oz-Deamal
message= _ "The rebels are here, huh? Grargh, why do I get to do all the hard work around here while those lazy bastards in Kalari sleep off? Don’t let any single one of them escape!"
[/message]
[message]
speaker=Galas
message= _ "Ugh, does this ever stop? We probably should take care of that imp and his minions before proceeding underground."
[/message]
{OBJECTIVES (
{OBJECTIVE_VICTORY ( _ "Kill Oz-Deamal before proceeding to the caves")}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Elynia")}
{OBJECTIVE_DEFEAT ( _ "Death of Mal Keshar")}
{OBJECTIVE_DEFEAT ( _ "Death of Erathan")}
{TURNS_RUN_OUT}
{OBJECTIVE_CARRYOVER_NO_BONUS}
)}
[/event]
[event]
name=die
[filter]
id=Oz-Deamal
[/filter]
[fire_event]
name=reset objectives
[/fire_event]
[message]
speaker=Galas
message= _ "Phew! That was a close call. But I doubt your plan will help us much now, Elynia."
[/message]
[message]
speaker=Elynia
message= _ "Well, look at it this way. Once we leave these plains, sooner or later we will have to endure the desert. I would rather fight demons and these metallic fiends for a while underground than let the suns burn my wings and skin off. Surely you will agree with me on this."
[/message]
[message]
speaker=Galas
message= _ "... Yes... Yes, you are right."
[/message]
[/event]
{FIRE_EVENT_ON_STUMBLE_UPON "spotted hive stem" (type="Verlissh Matrix Flow System")}
[event]
name=spotted hive stem
{AOW_SCROLL_TO}
[message]
speaker=Galas
message= _ "There may not be any living trees left on these plains, but those alien structures sure play the part."
[/message]
{AOW_SCROLL_BACK}
[/event]
{FIRE_EVENT_ON_STUMBLE_UPON "spotted zombie tree" (
side=4
type=Walking Corpse,Soulless
variation=wose
)}
[event]
name=spotted zombie tree
{AOW_SCROLL_TO}
[message]
speaker=Erathan
message= _ "There’s something very wrong going on here... Why are there dead tree-folk wandering around?"
[/message]
{AOW_SCROLL_BACK}
[/event]
{FIRE_EVENT_ON_STUMBLE_UPON "spotted zombie drake" (
side=4
type=Walking Corpse,Soulless
variation=drake
)}
[event]
name=spotted zombie drake
{AOW_SCROLL_TO}
[message]
speaker=Galas
message= _ "Is that... Could it be? A dragon’s corpse?"
[/message]
[message]
speaker=Mal Keshar
message= _ "Not quite. There once was a race of dragon-like creatures, the Drakes. Most of them were quite large and could fly and breath fire, so they would easily pass for dragons to a casual observer. Ah, it’s a pity that none of them survived the events of the Fall... as far as I know, at least."
[/message]
[message]
speaker=Elynia
message= _ "Hm. I would not be surprised if they still existed somewhere on Irdya. It is a quite large world, after all, and they proved to be quite adaptable in the past."
[/message]
{AOW_SCROLL_BACK}
[/event]
[event]
name=moveto
[filter]
side=1
[filter_location]
[filter_adjacent_location]
terrain=Qxv # wmllint: ignore
[/filter_adjacent_location]
[/filter_location]
[/filter]
[if]
[have_unit]
x,y=$x1,$y1
race=bats,undead
[not]
type=Lich
[/not]
[/have_unit]
[then]
[fire_event]
name=discuss cracks
[primary_unit]
id=Mal Keshar
[/primary_unit]
[/fire_event]
[/then]
[else]
[fire_event]
name=discuss cracks
[primary_unit]
x,y=$x1,$y1
[/primary_unit]
[/fire_event]
[/else]
[/if]
[/event]
[event]
name=discuss cracks
[message]
speaker=unit
female_message= _ "female^A current of hot air ascends from the bottom of this chasm. It is as though the very earth is boiling inside. I reckon this is why the plains are relatively warm in spite of the unending darkness that envelops the land?"
male_message= _ "A current of hot air ascends from the bottom of this chasm. It is as though the very earth is boiling inside. I reckon this is why the plains are relatively warm in spite of the unending darkness that envelops the land?"
[/message]
[/event]
[event]
name=moveto
first_time_only=no
[filter]
x=36-40
y=44-46
id=Galas,Mal Keshar,Elynia
[/filter]
[filter_condition]
[have_unit]
id=Oz-Deamal
[/have_unit]
[/filter_condition]
[message]
speaker=Galas
message= _ "I said we should take down the imp and his lackeys before continuing!"
[/message]
[/event]
[event]
name=moveto
first_time_only=no
[filter]
x=36-40
y=44-46
id=Galas,Mal Keshar,Elynia
[/filter]
[filter_condition]
[not]
[have_unit]
id=Oz-Deamal
[/have_unit]
[/not]
[/filter_condition]
{ENDLEVEL_VICTORY no}
[/event]
[event]
name=victory
[message]
speaker=Galas
message= _ "That stomping... It sounds like two or three more of those giant imps are coming! We ought to hurry and seal up the entrance!"
[/message]
[/event]
[event]
name=time over
[message]
speaker=Erathan
message= _ "Look! A huge swarm of drones approaches!"
[/message]
[message]
speaker=Galas
message= _ "We’re not equipped to handle a threat of this scale! We should have found the cave entrance faster..."
[/message]
[/event]
[/scenario]
#undef AOW_MOBILE_DRONE
#undef AOW_WC
#undef AOW_SCROLL_TO
#undef AOW_SCROLL_BACK
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
[scenario]
id=19x_Crossroads
name= _ "Crossroads"
{MAP 19x_Crossroads.map}
turns=-1
next_scenario=20_The_Heart
{CUTSCENE_UI}
{SCENARIO_MUSIC "revelation.ogg"}
{DAWN1}
{STORYTXT_CROSSROADS}
# wmllint: validate-off
[side]
side=1
controller=human
team_name=good
user_team_name= _ "team_name^Galas"
{NO_ECONOMY}
# wmllint: recognize Galas
{CHARACTER_STATS_GALAS}
[/side]
[side]
side=2
team_name=good
user_team_name= _ "team_name^Dwarves"
{DWARVISH_FLAG}
{NO_ECONOMY}
# wmllint: recognize Althurin
canrecruit=yes
{CHARACTER_STATS_ALTHURIN}
[/side]
# wmllint: validate-on
[event]
name=prestart
# wmllint: recognize Elynia
{RECALL_ELYNIA}
# wmllint: recognize Mal Keshar
{RECALL_MAL_KESHAR}
# wmllint: recognize Erathan
{RECALL_ERATHAN}
# wmllint: recognize Igor
{RECALL_IGOR}
[if]
{VARIABLE_NUMERICAL_EQUALS s14_althurin_store.length 1}
[then]
[kill]
id=Althurin
[/kill]
[store_starting_location]
side=2
[/store_starting_location]
{VARIABLE s14_althurin_store.canrecruit yes}
{VARIABLE s14_althurin_store.side 2}
{CLEAR_VARIABLE s14_althurin_store.overlays,s14_althurin_store.ellipse}
[unstore_unit]
variable=s14_althurin_store
x,y=$location.x,$location.y
[/unstore_unit]
{CLEAR_VARIABLE location}
[/then]
[/if]
{LOCK_VIEW}
[/event]
[event]
name=start
[message]
speaker=Galas
message= _ "Hail, Althurin! What business brings you to enemy territory, so far from the Heart Mountains?"
[/message]
[message]
speaker=Althurin
message= _ "I would like to ask ye the same question if I may, lord Galas. We received word that the Alliance of the Peoples of the Far North sent a team of assassins to the Chaos capital, but they did not tell us ye were part of it. This is a pleasant surprise!"
[/message]
[message]
speaker=Elynia
message= _ "Althurin, did the King really send you to these lands knowing that you might never be able to return?"
[/message]
[message]
speaker=Althurin
message= _ "Uh, no, it’s not like that, fair lady. In truth, I volunteered for this mission out of my own volition, along with the others. The idea did not come from our King either — it’s the Valgran council’s response to the Alliance’s call for help. So... What do ye say, lord Galas, have ye concocted an action plan yet?"
[/message]
[message]
speaker=Galas
message= _ "I have to admit we haven’t. We were hoping to get to the Heart region and assess the situation first."
[/message]
[message]
speaker=Althurin
message= _ "Oh ho! Well, ye might be interested in knowing that the legions of Uria appear to be fully preoccupied with the Alliance’s troops in the Glamdrol region. The Empire’s lands are very poorly guarded right now, and even though the enemy’s prepared to defend the capital against potential attacks, their numbers are not too impressive. If we act fast, they will not have the time to call for reinforcements from the border outposts. On the other hand, we’ve heard dark rumors..."
[/message]
[message]
speaker=Althurin
message= _ "The Chaos Emperor is in the capital, guarding what is said to be a large portal to Inferno. If this is true..."
[/message]
[message]
speaker=Elynia
message= _ "Failing to take the Emperor down <i>and</i> close the portal would have disastrous consequences for everyone, indeed. Say, Althurin, do you have the resources to mount a distraction?"
[/message]
[message]
speaker=Althurin
message= _ "Hm... The thing is, we don’t have much ourselves, as we were only intended to serve as support. I figure a distraction is not out of the question, but it probably won’t help for long. What do ye suggest?"
[/message]
[message]
speaker=Elynia
message= _ "I believe I might have a plan that will allow us to get into the capital without having to face the entirety of their defenses, but I will need your help and Mal Keshar’s."
[/message]
[message]
speaker=Mal Keshar
message= _ "Hah! My help, you say? If you have to stoop to ask <i>me</i> for assistance then you must have truly run out of ideas!"
[/message]
[message]
speaker=Elynia
message= _ "It involves raising many undead soldiers, disguising a few, and unleashing them on nearby enemy settlements while we flank the capital from two different directions. Hopefully this will keep most of their available troops entertained while we deal with the Emperor and his men ourselves. We will need you to assault the capital together with us, though."
[/message]
[message]
speaker=Mal Keshar
message= _ "The longer my minions are allowed to roam free without my supervision, the more destructive and disorganized they become. Don’t take me wrong, though; there’s nothing I enjoy more than a chaotic bloodbath, but I would be concerned about this interfering with your ‘plan’ somehow."
[/message]
[message]
speaker=Elynia
message= _ "Not at all. In fact, the more noise they make and the more dark soldiers of Uria they strike off the face of Irdya the better. Surely a necromancer of your caliber can figure something out."
[/message]
[message]
speaker=Mal Keshar
message= _ "He he he he, yes, yes! I will make sure to not disappoint."
[/message]
[message]
speaker=Galas
message= _ "I suppose it’s time to get moving then. We have a long day ahead of us."
[/message]
{ENDLEVEL_CONTINUE} {NO_REPLAY_SAVE}
[/event]
[/scenario]
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
[scenario]
id=19_Under_the_Sands
name= _ "Under the Sands"
{MAP 19_Under_the_Sands.map}
{TURNS 66 65 64}
next_scenario=19x_Crossroads
victory_when_enemies_defeated=no
{SCENARIO_MUSIC "snowfall.ogg"}
{EXTRA_SCENARIO_MUSIC "nunc_dimittis.ogg"}
{EXTRA_SCENARIO_MUSIC "into_the_shadows.ogg"}
{UNDERGROUND}
[+time]
red,green,blue=-30,-60,-60
[/time]
{STORYTXT_UNDER_THE_SANDS}
{DEATHS_ACT_3}
{SPAWN_CONTROLLER}
# wmllint: validate-off
[side]
side=1
controller=human
team_name=good
user_team_name= _ "team_name^Galas"
shroud=yes
{GOLD 160 150 140}
# wmllint: recognize Galas
{CHARACTER_STATS_GALAS}
[/side]
# wmllint: validate-on
[side]
side=2
team_name=enemies
user_team_name= _ "team_name^Chaos Empire"
{CHAOS_FLAG}
recruit=Chaos Invader,Chaos Invoker,Imp,Demon,Chaos Headhunter,Shadow Minion,Abomination
{GOLD 50 100 150}
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT leader_value 10.00}
{AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern "fighter,mixed fighter,scout,fighter,mixed fighter,scout,archer,archer"}
[/ai]
canrecruit=yes
type=Chaos Razerman
id=Renan
name= _ "Renan"
[modifications]
{TRAIT_STRONG}
{TRAIT_QUICK}
[/modifications]
[/side]
#
# A few L0 matrices are set to have ZoC.
#
#define UTS_FORCE_ZOC
[+unit]
[modifications]
[trait]
id=force_zoc_trait
[effect]
apply_to=zoc
value=yes
[/effect]
[/trait]
[/modifications]
[/unit]
#enddef
[side]
side=3
team_name=enemies
user_team_name= _ "team_name^Monsters"
{CHAOS_FLAG}
recruit=Shaxthal Runner Drone,Shaxthal Assault Drone,Psy Crawler,Shadow Minion,Imp,Abomination
{GOLD 50 100 150}
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT leader_value 20.00}
{AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern "mixed fighter,scout,mixed fighter,mixed fighter,fighter"}
[/ai]
canrecruit=yes
type=Verlissh Matrix Core
id=Alien Matrix
name= _ "Alien Matrix"
{SIDE_GENERIC_GUARD (Verlissh Matrix Core) 25 51}
{SIDE_GENERIC_GUARD (Verlissh Matrix Core) 24 42}
{SIDE_GENERIC_GUARD (Verlissh Matrix Core) 26 31}
{SIDE_GENERIC_GUARD (Verlissh Matrix Core) 2 24}
{SIDE_GENERIC_GUARD (Psy Crawler) 20 4} {FACING sw}
{SIDE_GENERIC_GUARD (Psy Crawler) 23 4}
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 8 16}
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 18 19}
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 24 28}
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 16 29}
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 23 30}
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 28 28}
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 31 31}
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 24 33}
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 15 33}
# Hive units
# Note that Matrix parts may have ZoC being L0 for exploration purposes
# Matrix conducts on "shortcut" hive channels, mainly placed to discourage the player
# from taking the "shortcut", therefore forcing him/her to navigate thru the whole hive
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 25 41} {UTS_FORCE_ZOC}
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 26 41} {UTS_FORCE_ZOC}
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 26 42} {UTS_FORCE_ZOC}
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 26 43} {UTS_FORCE_ZOC}
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 28 41} {UTS_FORCE_ZOC}
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 28 42} {UTS_FORCE_ZOC}
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 27 43} {UTS_FORCE_ZOC}
# Conducts on the eastern side passage; mainly placed to discourage the player
# from exploring that zone
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 38 48} {UTS_FORCE_ZOC}
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 39 49} {UTS_FORCE_ZOC}
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 39 50} {UTS_FORCE_ZOC}
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 38 50} {UTS_FORCE_ZOC}
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 39 51} {UTS_FORCE_ZOC}
# In village chamber
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 28 53}
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 34 54}
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 32 53}
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 28 52} {UTS_FORCE_ZOC}
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 35 52} {UTS_FORCE_ZOC}
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 35 53} {UTS_FORCE_ZOC}
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 35 54} {UTS_FORCE_ZOC}
[/side]
[side]
side=4
team_name=enemies
user_team_name= _ "team_name^Monsters"
{CHAOS_FLAG}
recruit=Shaxthal Runner Drone,Shaxthal Drone,Abomination,Chaos Hound
{GOLD 50 100 150}
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT leader_value 20.00}
{AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern "mixed fighter,mixed fighter,fighter"}
[/ai]
canrecruit=yes
type=Shaxthal Protector Drone
[modifications]
{TRAIT_BIOMECHANICAL}
{TRAIT_ARMORED}
[/modifications]
{SIDE_GENERIC_GUARD (Shaxthal Assault Drone) 21 3}
{SIDE_GENERIC_GUARD (Psy Crawler) 25 10} {FACING sw}
{SIDE_GENERIC_GUARD (Psy Crawler) 20 11}
{SIDE_GENERIC_GUARD (Psy Crawler) 28 7} {FACING sw}
{SIDE_GENERIC_GUARD (Shaxthal Assault Drone) 17 10} {FACING sw}
{SIDE_GENERIC_GUARD (Shadow Minion) 16 9} {FACING sw}
{SIDE_GENERIC_GUARD (Shadow Minion) 17 11}
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 16 13}
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 29 7}
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 17 8}
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 29 15}
[/side]
[side]
side=5
team_name=enemies
user_team_name= _ "team_name^Chaos Empire"
{CHAOS_FLAG}
no_leader=yes
hidden=yes
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 4 44}
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 14 44}
{SIDE_GENERIC_GUARD (Verlissh Matrix Flow System) 6 47}
{SIDE_GENERIC_GUARD (Abomination) 5 41}
{SIDE_GENERIC_GUARD (Abomination) 10 42} {FACING sw}
{SIDE_GENERIC_GUARD (Soulless) 11 46} {FACING sw} {VARIATION swimmer}
{SIDE_GENERIC_GUARD (Walking Corpse) 4 45} {VARIATION swimmer}
{SIDE_GENERIC_GUARD (Giant Leech) 9 50}
{SIDE_GENERIC_GUARD (Leech) 21 36} {FACING sw}
{SIDE_GENERIC_GUARD (Leech) 14 16} {FACING sw}
{SIDE_GENERIC_GUARD (Eyestalk) 6 17}
{SIDE_GENERIC_GUARD (Eyestalk) 8 36}
{SIDE_GENERIC_GUARD (Fire Guardian) 11 25}
{SIDE_GENERIC_GUARD (Fire Guardian) 18 23} {FACING sw}
{SIDE_GENERIC_GUARD (Fire Guardian) 24 20} {FACING sw}
{SIDE_GENERIC_GUARD (Fire Wisp) 20 26}
{SIDE_GENERIC_GUARD (Fire Wisp) 26 24} {FACING sw}
{SIDE_GENERIC_GUARD (Fire Wisp) 14 26}
[/side]
{STARTING_VILLAGES_ALL 3}
{STARTING_VILLAGES 1 6}
{STARTING_VILLAGES 2 6}
{STARTING_VILLAGES 4 6}
{TIMED_DRONE_SPAWNER 9 (type="Shaxthal Drone") 3 22 18}
{TIMED_DRONE_SPAWNER 4 (type="Shaxthal Drone,Shaxthal Runner Drone") 3 3 22}
{TIMED_DRONE_SPAWNER 2 (type="Shaxthal Drone,Shaxthal Runner Drone") 3 5 23}
{TIMED_DRONE_SPAWNER 4 (type="Shaxthal Drone,Shaxthal Runner Drone") 3 3 24}
#ifdef HARD
{TIMED_DRONE_SPAWNER 3 (type="Shaxthal Drone,Shaxthal Runner Drone") 3 8 21}
#endif
{TIMED_DRONE_SPAWNER 5 (type="Shaxthal Drone,Shaxthal Runner Drone") 3 1 18}
{TIMED_DRONE_SPAWNER 3 (type="Shaxthal Drone,Shaxthal Runner Drone") 3 4 28}
{TIMED_DRONE_SPAWNER 3 (type="Shaxthal Drone,Shaxthal Runner Drone") 3 3 30}
#ifndef EASY
{TIMED_DRONE_SPAWNER 3 (type="Shaxthal Drone,Shaxthal Runner Drone") 3 3 33}
#endif
{TIMED_DRONE_SPAWNER 3 (type="Shaxthal Drone,Shaxthal Runner Drone") 3 17 42}
{TIMED_DRONE_SPAWNER 5 (type="Shaxthal Drone,Shaxthal Runner Drone") 3 18 43}
#ifdef HARD
{TIMED_DRONE_SPAWNER 3 (type="Shaxthal Drone,Shaxthal Runner Drone") 3 21 47}
{TIMED_DRONE_SPAWNER 4 (type="Shaxthal Drone,Shaxthal Runner Drone") 3 32 45}
{TIMED_DRONE_SPAWNER 6 (type="Shaxthal Drone,Shaxthal Runner Drone") 3 40 44}
{TIMED_DRONE_SPAWNER 4 (type="Shaxthal Drone,Shaxthal Runner Drone") 3 7 51}
#endif
{TIMED_DRONE_SPAWNER 4 (type="Shaxthal Drone,Shaxthal Runner Drone") 3 24 43}
{TIMED_DRONE_SPAWNER 5 (type="Shaxthal Drone,Shaxthal Runner Drone") 3 22 39}
{TIMED_DRONE_SPAWNER 4 (type="Shaxthal Drone,Shaxthal Runner Drone") 3 27 40}
{TIMED_DRONE_SPAWNER 6 (type="Shaxthal Drone,Shaxthal Runner Drone") 3 29 35}
{TIMED_DRONE_SPAWNER 5 (type="Shaxthal Drone,Shaxthal Runner Drone") 3 33 38}
#ifndef EASY
{TIMED_DRONE_SPAWNER 3 (type="Shaxthal Drone,Shaxthal Runner Drone") 3 36 40}
{TIMED_DRONE_SPAWNER 5 (type="Shaxthal Drone,Shaxthal Runner Drone") 3 29 44}
{TIMED_DRONE_SPAWNER 4 (type="Shaxthal Drone,Shaxthal Runner Drone") 3 35 46}
{TIMED_DRONE_SPAWNER 5 (type="Shaxthal Drone,Shaxthal Runner Drone") 3 38 43}
{TIMED_DRONE_SPAWNER 4 (type="Shaxthal Drone,Shaxthal Runner Drone") 3 5 50}
{TIMED_DRONE_SPAWNER 7 (type="Shaxthal Drone,Shaxthal Runner Drone") 3 2 55}
#endif
{TIMED_DRONE_SPAWNER 5 (type="Shaxthal Drone,Shaxthal Runner Drone") 3 30 41}
{TIMED_DRONE_SPAWNER 4 (type="Shaxthal Drone,Shaxthal Runner Drone") 3 34 44}
{TIMED_DRONE_SPAWNER 3 (type="Shaxthal Drone,Shaxthal Runner Drone") 3 35 48}
{TIMED_DRONE_SPAWNER 1 (type="Shaxthal Drone,Shaxthal Runner Drone") 3 40 57}
{TIMED_DRONE_SPAWNER 2 (type="Shaxthal Drone,Shaxthal Runner Drone") 3 34 59}
{TIMED_DRONE_SPAWNER 2 (type="Shaxthal Drone,Shaxthal Runner Drone") 3 36 60}
{TIMED_DRONE_SPAWNER 1 (type="Shaxthal Drone,Shaxthal Runner Drone") 3 38 61}
{SETUP_SHAXTHAL_ROAMING_SOUND_EFFECTS}
# These sound sources need to be removed for the final cutscene.
{CAVE_NOISE_SOUND_SOURCE}
[+sound_source]
id=cave_ambience # wmllint: ignore
[/sound_source]
{CAVE_WATER_SOUND_SOURCE 39 53}
[+sound_source]
id=water1 # wmllint: ignore
[/sound_source]
{CAVE_WATER_SOUND_SOURCE 11 61}
[+sound_source]
id=water2 # wmllint: ignore
[/sound_source]
[event]
name=prestart
{VARIABLE enemy_casualties 0}
{VARIABLE destroyed_matrices 0}
[count_units]
type=Verlissh Matrix Core
variable=total_matrices
[/count_units]
[time_area]
id=outside
x,y=11,73
radius={INFINITY}
[filter_radius]
terrain=!,X*,X*^*,U*,U*^*
[/filter_radius]
{TWO_SUNS_DEFAULT_SCHEDULE}
[/time_area]
# wmllint: recognize Elynia
{RECALL_ELYNIA}
# wmllint: recognize Mal Keshar
{RECALL_MAL_KESHAR}
# wmllint: recognize Erathan
{RECALL_ERATHAN}
# wmllint: recognize Igor
{RECALL_IGOR}
{OBJECTIVES (
{OBJECTIVE_VICTORY ( _ "Proceed south to the cave exit with Elynia and Mal Keshar")}
{OBJECTIVE_DEFEAT ( _ "Death of Elynia")}
{OBJECTIVE_DEFEAT ( _ "Death of Mal Keshar")}
{OBJECTIVE_DEFEAT ( _ "Death of Erathan")}
{TURNS_RUN_OUT}
{OBJECTIVE_CARRYOVER_NO_BONUS}
)}
{LOCK_VIEW}
[/event]
[event]
name=start
[message]
speaker=Galas
message= _ "I am starting to think that this wasn’t such a good idea after all. The place reeks of decomposing flesh and sewage — I can hardly breathe! This impenetrable darkness does not help matters either."
[/message]
[message]
speaker=Mal Keshar
message= _ "Hey, the stench of putrefaction never hurt anybody before — not me, at least. But you are right, this darkness is... unnatural. We ought to be careful."
[/message]
[message]
speaker=Elynia
message= _ "The more I see the horrors created by the demons and the Chaos humans, the more I fear for Irdya’s fate. What will become of the prosperous northlands if we cannot put a stop to their invasion at its source? Why do they do this? Is there a purpose to this senseless decay and destruction? What are they going to do next if they manage to turn the entire continent into a barren wasteland?"
[/message]
{MYSTERIOUS_VOICE ( _ "Galas, I can do more than merely speak to you.")}
[message]
speaker=Galas
message= _ "I... I’m feeling ill..."
[/message]
[message]
speaker=Elynia
message= _ "Galas? Oh, please, not again. We need to be moving, and fast. I don’t know for certain how long it will take those demons to find another way into these caves."
[/message]
{MYSTERIOUS_VOICE ( _ "Have you ever wondered what it would feel like if a greater being could reach into your mind and simply... crush it?")}
[harm_unit]
[filter]
id=Galas
[/filter]
kill=no
amount="$($this_unit.hitpoints * 0.75)"
animate=yes
[/harm_unit]
[message]
speaker=Galas
message= _ "<b>Aaaaaaaaaaaaaaaah!!!</b> It hurts— Get out of my head... Please... Elynia!!!" # wmllint: no spellcheck
[/message]
[message]
speaker=Elynia
message= _ "G— Galas!? I... What should I do?"
[/message]
{MYSTERIOUS_VOICE ( _ "On the surface or underground, it makes no difference to me, Galas. You will not last long if you stay in my domain, unless you abandon this foolish quest of yours and pledge allegiance to Uria and me!")}
[message]
speaker=Galas
message= _ "N— n— never! Ack!"
[/message]
[message]
speaker=Mal Keshar
message= _ "Elynia, can’t you see the darkness is trying to get into his body?! Do something to dispel the shadows or we’ll lose him!"
[/message]
[message]
speaker=Galas
message= _ "No... <b>No!</b> I will <b>not</b> do it!!! Please!"
[/message]
[store_unit]
[filter]
id=Galas
[/filter]
kill=no
variable=galas_store
[/store_unit]
[kill]
id=Galas
fire_event=no
animate=yes
[/kill]
[item]
x,y=$galas_store.x,$galas_store.y
image="scenery/galas-unconscious.png~RC(magenta>brown)"
[/item]
{THUNDER ()}
[delay]
time=750
[/delay]
[message]
speaker=Elynia
message= _ "Galas, please don’t die, we need you! Why, why couldn’t I see this? Right in front of me... For how long?!"
[/message]
[message]
speaker=Mal Keshar
message= _ "Don’t despair, we have not lost him yet. He’s still alive, just unconscious. Just... make sure to keep him by your side until we find a way back to the surface. Your light might be the only thing that can protect him from the darkness of this place."
[/message]
[message]
speaker=Elynia
message= _ "I understand. Let’s not tarry here any longer."
[/message]
[remove_item]
x,y=$galas_store.x,$galas_store.y
[/remove_item]
{MOVE_UNIT id=Elynia $galas_store.x $galas_store.y}
[store_unit]
[filter]
id=Elynia
[/filter]
variable=elynia_store
[/store_unit]
{VARIABLE elynia_store.canrecruit yes}
# Remove hero overlay and ellipse for now.
{CLEAR_VARIABLE elynia_store.overlays,elynia_store.ellipse}
[unstore_unit]
find_vacant=no
variable=elynia_store
[/unstore_unit]
{CLEAR_VARIABLE elynia_store}
{UNLOCK_VIEW}
[/event]
[event]
name=turn 3
[message]
speaker=Elynia
message= _ "Ugh, carrying Galas around is exhausting. Perhaps you could lend me a hand, Mal Keshar?"
[/message]
[message]
speaker=Mal Keshar
message= _ "That had better not be a poor attempt at cracking a joke at my expense."
[/message]
[message]
speaker=Elynia
message= _ "I... What? Oh! ... Of course not, you fool! I am asking you to help me!"
[/message]
[/event]
[event]
name=turn 5
[message]
speaker=Erathan
message= _ "I sorely regret accepting the council’s mission to follow you people. This is a truly dreadful place to be for someone who is neither a necromancer nor a walking light source."
[/message]
[/event]
[event]
name=turn 9
# wmllint: local spelling Soooo
[message]
speaker=Mal Keshar
message= _ "Soooo, Elynia... How did you not see the shadows closing in on Galas?"
[/message]
[message]
speaker=Elynia
message= _ "You have to understand I spent... who knows how many thousands of years asleep underground, Mal Keshar. I have not fully regained control of my powers, and perhaps I never will. I don’t understand the magic that the enemy used against Galas, and it’s probable that only someone well attuned to the essence of darkness like yourself can sense its power."
[/message]
[message]
speaker=Mal Keshar
message= _ "It worries me that Yechnagoth was said to possess the ability to infect people’s minds with her darkness. Do you believe she could have survived the fight with those elves and be behind this? Mal Hekuba did say her power still lives thanks to Uria."
[/message]
[message]
speaker=Elynia
message= _ "It is a possibility we should consider, indeed. But I’m not looking forward to confronting another false god."
[/message]
[/event]
[event]
name=turn 12
[message]
speaker=Mal Keshar
message= _ "This is taking us far too long. Make haste, you fools!"
[/message]
[/event]
[event]
name=time over
[place_shroud]
side=1
[/place_shroud]
[redraw]
side=1
[/redraw]
[message]
speaker=Mal Keshar
message= _ "Argh! We have spent far too long in these caves and the darkness has surrounded us! Elynia, do something!"
[/message]
[message]
speaker=Elynia
message= _ "I am sorry, Galas... This is all my fault..."
[/message]
[/event]
{FIRE_EVENT_ON_STUMBLE_UPON "spotted core"
type="Verlissh Matrix Core"}
[event]
name=spotted core
[message]
speaker=Mal Keshar
message= _ "What in name of the Dark Gods is that thing? It seems to be filled with larvae of those hideous creatures. Shall we destroy it?"
[/message]
[message]
speaker=Erathan
message= _ "It shouldn’t hurt to get rid of a few of them before they have a chance to hatch."
[/message]
[/event]
[event]
name=die
[filter]
canrecruit=yes
side=3
[/filter]
[terrain]
x=18,17
y=54,55
terrain=Urb
[/terrain]
[terrain]
x=21-23,22
y= 59,58
terrain=Wwf
[/terrain]
[redraw][/redraw]
[message]
speaker=narrator
image=wesnoth-icon.png
message=_"Touchplate triggered. A wall moves."
[/message]
[/event]
[event]
name=die
first_time_only=no
[filter]
type=Verlissh Matrix Core
[/filter]
{VARIABLE_INC destroyed_matrices}
[/event]
[event]
name=die
first_time_only=no
[filter]
[not]
side=1
[/not]
[/filter]
{VARIABLE_INC enemy_casualties}
[/event]
[event]
name=die
first_time_only=no
[filter]
[not]
side=1
[/not]
[/filter]
[filter_condition]
{VARIABLE_NUMERICAL_EQUALS enemy_casualties 10}
[/filter_condition]
[message]
speaker=Erathan
message= _ "Please do not forget that we came to these lands to accomplish a specific goal. Disposing of every single foe we encounter is an impossible task and can only serve to delay us."
[/message]
[message]
speaker=Mal Keshar
message= _ "Right, right, but it will prove impossible to get through these caverns otherwise, what with them constantly crawling out of the walls. Besides, I could use the entertainment."
[/message]
[/event]
[event]
name=moveto
[filter]
id=Elynia,Mal Keshar
x=20-42,24-42
y=38-61,35-45
[/filter]
[allow_undo][/allow_undo]
[redraw][/redraw]
[message]
speaker=Erathan
message= _ "Where are you going? We didn’t come here to fight these creeps! We ought to focus on getting back to the surface."
[/message]
[/event]
# Victory trigger
[event]
name=moveto
first_time_only=no
[filter]
id=Elynia,Mal Keshar
[filter_location]
area=outside
[/filter_location]
[/filter]
# Don't allow the player to escape the hive if one of the heroes are in it.
[if]
[have_unit]
id=Elynia,Mal Keshar
x=20-42,24-42,20-42,24-42
y=38-61,35-45,38-61,35-45
[/have_unit]
[then]
[if]
{VARIABLE_LEXICAL_EQUALS unit.id "Mal Keshar"}
[then]
[message]
speaker=Mal Keshar
message= _ "Wait! We can’t leave Elynia behind in the alien hive!"
[/message]
[/then]
[else]
[message]
speaker=Elynia
message= _ "Wait! We can’t leave Mal Keshar behind in the alien hive!"
[/message]
[/else]
[/if]
[/then]
[else]
[message]
speaker=unit
message= _ "Are we ready to exit these caverns?"
[option]
label={I18N:YES} # wmllint: ignore
[command]
{ENDLEVEL_VICTORY no}
[/command]
[/option]
[option]
label={I18N:NO} # wmllint: ignore
[/option]
[/message]
[/else]
[/if]
[/event]
#define UTS_STORE_AND_SET_LOCATION _ID _STORE_ID _X _Y _FACING
[store_unit]
[filter]
id={_ID}
[/filter]
variable={_STORE_ID}
kill=yes
[/store_unit]
{VARIABLE {_STORE_ID}.x {_X} }
{VARIABLE {_STORE_ID}.y {_Y} }
{VARIABLE {_STORE_ID}.facing {_FACING} }
#enddef
[event]
name=victory
{LOCK_VIEW}
#
# Clean the map.
#
[kill]
[not]
side=1
[/not]
[/kill]
{RESET_AND_SEND_TO_RECALL_LIST (
side=1
[not]
id=Elynia,Mal Keshar,Erathan,Igor
[/not]
[not]
x,y=recall,recall
[/not]
)}
{UTS_STORE_AND_SET_LOCATION (Elynia) elynia_store 11 73 s }
{UTS_STORE_AND_SET_LOCATION (Mal Keshar) malin_store 10 73 se}
{UTS_STORE_AND_SET_LOCATION (Erathan) erathan_store 14 71 se}
[if]
[have_unit]
id=Igor
[/have_unit]
[then]
{UTS_STORE_AND_SET_LOCATION Igor igor_store 12 75 nw}
[/then]
[/if]
[set_variables]
name=elynia_store
mode=merge
[value]
{IS_HERO}
canrecruit=no
[/value]
[/set_variables]
{FADE_TO_BLACK}
[place_shroud]
side=1
[/place_shroud]
[redraw]
side=1
[/redraw]
[fade_out_sound_effects][/fade_out_sound_effects]
{REMOVE_SOUND_SOURCE cave_ambience,water1,water2}
[reset_sound_effects][/reset_sound_effects]
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "Time passes."
[/message]
{VARIABLE galas_store.x 11}
{VARIABLE galas_store.y 74}
[scroll_to]
x,y=$galas_store.x,$galas_store.y
{WARP}
[/scroll_to]
[item]
x,y=$galas_store.x,$galas_store.y
image="scenery/galas-unconscious.png~RC(magenta>brown)"
[/item]
[remove_shroud]
side=1
area=outside
[/remove_shroud]
[redraw]
side=1
[/redraw]
{FADE_IN}
[unstore_unit]
variable=elynia_store
[/unstore_unit]
[unstore_unit]
variable=malin_store
[/unstore_unit]
[unstore_unit]
variable=erathan_store
[/unstore_unit]
[if]
{VARIABLE_NUMERICAL_EQUALS igor_store.length 1}
[then]
[unstore_unit]
variable=igor_store
[/unstore_unit]
[/then]
[/if]
{CLEAR_VARIABLE elynia_store,malin_store,erathan_store,igor_store}
[redraw][/redraw]
[delay]
time=2000
[/delay]
[message]
speaker=Elynia
message= _ "Galas, please wake up..."
[/message]
{MOVE_UNIT id=Erathan 12 72}
[message]
speaker=Erathan
message= _ "(<i>irritated</i>) He still hasn’t regained consciousness? Huh. I have to say, I always thought you elves were more resilient than this. For how much longer do you believe we are going to have to wait here in the open, faerie?"
[/message]
[message]
speaker=Elynia
message= _ "For as long as need be, of course. But if you really want us to go—"
[/message]
[message]
speaker=Mal Keshar
message= _ "You know, human guy, you are a very obnoxious character. If you don’t think you can help us then perhaps you should have stayed back in your cozy home in the Far North. Or at the very least keep your mouth shut!"
[/message]
[message]
speaker=Erathan
message= _ "Huh, <i>you</i> of all people are calling me obnoxious, lich? I knew you were not the sharpest tool in the shed, but I may have overestimated your self-awareness."
[/message]
[message]
speaker=Mal Keshar
message= _ "Never mind what I just said, I will shut your mouth myself—"
[/message]
[if]
[have_unit]
id=Igor
[/have_unit]
[then]
[message]
speaker=Igor
message= _ "Please stop! You don’t need to fight each other! We’re all in this together, aren’t we?"
[/message]
[message]
speaker=Elynia
message= _ "Yes, please. If you really must kill each other, do so in silence. I am trying to focus on bringing Galas back."
[/message]
[/then]
[else]
[message]
speaker=Elynia
message= _ "Could you two just <b>behave</b> for a moment? I am trying to focus here on bringing Galas back. If you really must kill each other, do so in silence."
[/message]
[/else]
[/if]
[hide_unit][/hide_unit]
{BLACK_SCREEN}
[delay]
time=1000
[/delay]
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "A whisper..."
[/message]
[delay]
time=750
[/delay]
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "And a light..."
[/message]
[delay]
time=1500
[/delay]
{FADE_IN}
[unhide_unit][/unhide_unit]
[delay]
time=750
[/delay]
[remove_item]
x,y=$galas_store.x,$galas_store.y
[/remove_item]
[unstore_unit]
variable=galas_store
find_vacant=yes
[/unstore_unit]
{CLEAR_VARIABLE galas_store}
[delay]
time=1500
[/delay]
[message]
speaker=Galas
message= _ "What... happened to me?"
[/message]
[message]
speaker=Igor
message= _ "Oh, master Galas! I’m really happy to see you awake again!"
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Galas
message= _ "Elynia, what happened? Where are we? Why... Weren’t we in the caves?"
[/message]
[message]
speaker=Mal Keshar
message= _ "“What happened?” Why the hell are you asking <b>us</b>?! What happened to you, is the question!"
[/message]
[message]
speaker=Elynia
message= _ "Galas, I thought for a moment you would never open your eyes again! What did the darkness do to you?"
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Galas
message= _ "You... you would not believe me if I told you. You would think I was insane, or that I had been possessed by the enemy."
[/message]
[message]
speaker=Mal Keshar
message= _ "Really kid, there is nothing to hide. We saw the shadows trying to enter your body. I mean, I saw them. Elynia did not."
[/message]
[message]
speaker=Elynia
message= _ "Galas, please tell us. We are your friends — we have followed you this far, and we will help you no matter what."
[/message]
[delay]
time=1500
[/delay]
[message]
speaker=Galas
message= _ "I should not have turned a deaf ear to the warnings... Coming to these lands on this assassination mission was ill-advised. Elynia, I saw him... I saw the dark Emperor... that metal-covered face and... He tried to tear into my mind, boasting about his power... He tried to convince me to kill you. He... he almost took control of my body."
[/message]
[message]
speaker=Galas
message= _ "I tried to resist his power, but..."
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Galas
message= _ "I am not strong enough to do this, Elynia. I— I am not strong enough to avenge Anlindë... I am not..."
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Elynia
message= _ "Galas, don’t feel guilty. What you experienced... Very few people have ever managed to fend off that kind of magic. You should be proud of what you did. Even if it could have killed you, you stayed loyal to your friends long enough for me to realize what was going on and protect you with my light."
[/message]
[message]
speaker=Galas
message= _ "I am truly sorry for causing you so much trouble Elynia. I really am."
[/message]
[message]
speaker=Elynia
message= _ "We have a mission to complete, don’t we? Please don’t fret about it. Some day, your kinsmen will tell stories of how the Grand Lord Galas of the Elves helped save Irdya from certain destruction by the creatures of Uria. I think it will be worth it. Just... try to stay close to us at all times and let Malin and I protect you from the darkness. Would that be all right with you?"
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Galas
message= _ "Yes, I will do as you say, Elynia. Thank you... thank you all..."
[/message]
[message]
speaker=Mal Keshar
message= _ "Pah, suit yourself."
[/message]
{CLEAR_VARIABLE enemy_casualties}
# Keep destroyed_matrices for next scenario.
{UNLOCK_VIEW}
[/event]
[/scenario]
#undef UTS_FORCE_ZOC
#undef UTS_STORE_AND_SET_LOCATION
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
[scenario]
id=20_The_Heart
name= _ "The Heart"
{MAP 20_The_Heart.map}
{TURNS 32 30 28}
next_scenario=21_Innuendo
{SCENARIO_MUSIC "battle-epic.ogg"}
{EXTRA_SCENARIO_MUSIC "loyalists.ogg"}
{DUSK1}
{SHORTDARK}
{DAWN2}
{MORNING2}
{MIDDAY2}
{AFTERNOON2}
{DUSK2}
{LONGDARK1}
{LONGDARK1}
{LONGDARK1}
{LONGDARK1}
{LONGDARK1}
{LONGDARK1}
{LONGDARK2}
{LONGDARK2}
{LONGDARK2}
{LONGDARK2}
{LONGDARK2}
{LONGDARK2}
{LONGDARK3}
{LONGDARK3}
{LONGDARK3}
{LONGDARK3}
{LONGDARK3}
{LONGDARK3}
{LONGDARK4}
{LONGDARK4}
{LONGDARK4}
{LONGDARK4}
{LONGDARK4}
{LONGDARK4}
{DAWN1}
{MORNING1}
{MIDDAY1}
{AFTERNOON1}
{SHAXTHAL_SET_SURFACE_VARIATIONS_FLAG}
{STORYTXT_THE_HEART}
{DEATHS_ACT_3}
{DEATHS_DWARVES}
{SPAWN_CONTROLLER}
# wmllint: validate-off
[side]
side=1
controller=human
team_name=good
user_team_name= _ "team_name^Galas"
{GOLD 320 310 300}
{INCOME 7 5 3}
# wmllint: recognize Galas
{CHARACTER_STATS_GALAS}
[/side]
[side]
side=2
controller=human
persistent=no
team_name=good
user_team_name= _ "team_name^Dwarves"
{DWARVISH_FLAG}
{GOLD 330 320 310}
{INCOME 8 6 4}
recruit=Dwarvish Runesmith,Dwarvish Flamethrower,Dwarvish Guardsman,Dwarvish Scout,Dwarvish Fighter,Dwarvish Thunderer,Dwarvish Ulfserker,Gryphon Rider
# wmllint: recognize Althurin
canrecruit=yes
{CHARACTER_STATS_ALTHURIN}
[/side]
# wmllint: validate-on
#define TH_ENEMY_AI_TARGETS
[goal]
[criteria]
id=Galas
[/criteria]
value=8.0
[/goal]
[goal]
[criteria]
id=Elynia
[/criteria]
value=9.0
[/goal]
[goal]
[criteria]
id=Mal Keshar
[/criteria]
value=10.0
[/goal]
#enddef
[side]
side=3
team_name=enemies
user_team_name= _ "team_name^Central Garrison"
{CHAOS_FLAG}
recruit=Demon,Blood Imp,Demon Grunt,Demon Zephyr,Chaos Invader,Chaos Invoker,Chaos Headhunter,Chaos Hound,Shaxthal Runner Drone,Shaxthal Protector Drone
{GOLD 320 340 360}
{INCOME 7 9 10}
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.05}
{AI_SIMPLE_ALWAYS_ASPECT leader_value 10.00}
{AI_RECRUITMENT_ALWAYS_ASPECT (
{AI_RECRUIT_LIMIT "Shaxthal Protector Drone" 4}
{AI_RECRUIT_LIMIT "Demon Zephyr" 4}
{AI_RECRUIT_LIMIT "Demon Grunt" 4}
{AI_RECRUIT_LIMIT "Blood Imp" 4}
)}
{TH_ENEMY_AI_TARGETS}
[/ai]
canrecruit=yes
type=Hell Overlord
id="General Erval"
name= _ "General Erval"
[modifications]
{TRAIT_SLOW}
{TRAIT_STRONG}
[/modifications]
[/side]
[side]
side=4
team_name=enemies
user_team_name= _ "team_name^Base Defenses"
{CHAOS_FLAG}
recruit=Chaos Hound,Demonic Hound,Chaos Invoker,Chaos Magus,Chaos Headhunter,Abomination,Imp,Automaton,Iron Golem
{GOLD 320 340 375}
{INCOME 6 7 8}
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.05}
{AI_SIMPLE_ALWAYS_ASPECT leader_value 10.00}
{AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern "fighter,archer,archer,fighter,archer,scout,archer,scout,fighter,fighter,fighter"}
{AI_RECRUITMENT_ALWAYS_ASPECT (
{AI_RECRUIT_LIMIT "Chaos Magus" 3}
{AI_RECRUIT_LIMIT "Abomination" 2}
{AI_RECRUIT_LIMIT "Iron Golem" 4}
)}
{TH_ENEMY_AI_TARGETS}
[/ai]
canrecruit=yes
type=Hell Guardian
id="Limzer"
name= _ "Limzer"
[modifications]
{TRAIT_QUICK}
{TRAIT_RESILIENT}
[/modifications]
[/side]
[side]
side=5
team_name=enemies
user_team_name= _ "team_name^Base Defenses"
{CHAOS_FLAG}
recruit=Chaos Bowman,Chaos Crossbowman,Doom Guard,Chaos Headhunter,Chaos Raider,Chaos Cavalier,Demon Zephyr
{GOLD 320 340 360}
{INCOME 5 7 8}
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT leader_value 10.00}
{AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern "fighter,mixed fighter,mixed fighter,archer,scout,fighter,scout,archer"}
{AI_RECRUITMENT_ALWAYS_ASPECT (
{AI_RECRUIT_LIMIT "Doom Guard" 4}
{AI_RECRUIT_LIMIT "Chaos Crossbowman" 4}
{AI_RECRUIT_LIMIT "Chaos Cavalier" 2}
{AI_RECRUIT_LIMIT "Demon Zephyr" 2}
)}
{TH_ENEMY_AI_TARGETS}
[/ai]
canrecruit=yes
type=Chaos Cataphract
id="Ilrymaea"
name= _ "Ilrymaea"
[modifications]
{TRAIT_QUICK}
{TRAIT_RESILIENT}
[/modifications]
[/side]
#define TH_TOWER _X _Y
[unit]
type=Sentry Tower
x={_X}
y={_Y}
upkeep=free
[/unit]
#enddef
[side]
side=6
team_name=enemies
user_team_name= _ "team_name^Base Defenses"
{CHAOS_FLAG}
scroll_to_leader=no
no_leader=yes
hidden=yes
defeat_condition=never
# Has about 24 income initially from villages and is immune to the S19
# enemy gold factor.
recruit=Demon Zephyr,Shaxthal Rayblade,Demon Grunt,Chaos Invoker,Demon,Chaos Hound,Chaos Invader
{GOLD 180 200 220}
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
[/ai]
{TH_TOWER 49 23}
{TH_TOWER 51 24}
{TH_TOWER 52 25}
{TH_TOWER 53 27}
{TH_TOWER 54 28}
{TH_TOWER 55 30}
{TH_TOWER 55 32}
{TH_TOWER 54 33}
{TH_TOWER 50 35}
{TH_TOWER 48 35}
{TH_TOWER 46 36}
{TH_TOWER 44 36}
{TH_TOWER 42 37}
{TH_TOWER 40 37}
{TH_TOWER 38 36}
{TH_TOWER 36 35}
{TH_TOWER 32 33}
{TH_TOWER 30 32}
{TH_TOWER 28 32}
{TH_TOWER 26 31}
{TH_TOWER 25 28}
{TH_TOWER 24 26}
{TH_TOWER 25 25}
{TH_TOWER 23 24}
{TH_TOWER 27 22}
{TH_TOWER 29 22}
{TH_TOWER 31 21}
{TH_TOWER 33 20}
{TH_TOWER 35 20}
{TH_TOWER 37 20}
{TH_TOWER 39 20}
{TH_TOWER 41 20}
{TH_TOWER 43 20}
{TH_TOWER 45 21}
{SIDE_GENERIC_GUARD (Goliath) 41 32}
{SIDE_GENERIC_GUARD (Goliath) 47 23}
{SIDE_GENERIC_GUARD (Goliath) 27 25}
{SIDE_GENERIC_GUARD (Goliath) 33 32}
{SIDE_GENERIC_GUARD ({DIFF (Iron Golem) Goliath Goliath}) 36 26} {FACING se}
{SIDE_GENERIC_GUARD ({DIFF (Iron Golem) Goliath Goliath}) 35 28} {FACING se}
{SIDE_GENERIC_GUARD (Demon Warrior) 37 30} {FACING se}
{SIDE_GENERIC_GUARD (Demon Warrior) 39 27} {FACING se}
{SIDE_GENERIC_GUARD (Gutwrencher Imp) 39 32}
{SIDE_GENERIC_GUARD (Gutwrencher Imp) 46 29}
{SIDE_GENERIC_GUARD (Gutwrencher Imp) 47 33}
{SIDE_GENERIC_GUARD (Gutwrencher Imp) 37 22}
{SIDE_GENERIC_UNIT (Demon Warrior) 45 27}
{SIDE_GENERIC_UNIT (Demon Warrior) 31 23}
#ifndef EASY
{SIDE_GENERIC_GUARD (Chaos Marauder) 38 28}
{SIDE_GENERIC_GUARD (Chaos Marauder) 29 31}
{SIDE_GENERIC_GUARD (Chaos Marauder) 40 21}
#endif
[/side]
[side]
side=7
team_name=enemies
user_team_name= _ "team_name^Heart Hive"
{CHAOS_FLAG}
no_leader=yes
hidden=yes
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 9.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
{AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes}
{AI_SIMPLE_ALWAYS_ASPECT grouping no}
[/ai]
[/side]
[side]
side=8
team_name=enemies
user_team_name= _ "team_name^Wild Animals"
no_leader=yes
hidden=yes
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 100.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes}
{AI_SIMPLE_ALWAYS_ASPECT grouping no}
[/ai]
{SIDE_GENERIC_UNIT (Shaxthal Thunderbird) 22 1}
{SIDE_GENERIC_UNIT (Shaxthal Razorbird) 7 41}
{SIDE_GENERIC_UNIT (Shaxthal Thunderbird) 71 43}
{SIDE_GENERIC_UNIT (Shaxthal Thunderbird) 64 25}
[/side]
[side]
side=9
team_name=enemies
user_team_name= _ "team_name^Uria"
{CHAOS_FLAG}
no_leader=yes
hidden=yes
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 9.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
{AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes}
{AI_SIMPLE_ALWAYS_ASPECT grouping no}
[/ai]
[/side]
{NPC_BIRD_BEHAVIOR_WHOLE_MAP 8}
#define TH_DRONE_SPAWNER _TURNS _X _Y
{TIMED_DRONE_SPAWNER {_TURNS} (variation,type=surface,"Shaxthal Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Assault Drone,Shaxthal Sentry Drone") 7 {_X} {_Y} }
#enddef
{TH_DRONE_SPAWNER 9 35 4}
{TH_DRONE_SPAWNER 9 27 6}
{TH_DRONE_SPAWNER 9 33 11}
{TH_DRONE_SPAWNER 9 42 11}
{TH_DRONE_SPAWNER 7 47 26}
{TH_DRONE_SPAWNER 14 43 31}
{TH_DRONE_SPAWNER 10 44 31}
{TH_DRONE_SPAWNER 14 49 32}
{TH_DRONE_SPAWNER 14 31 31}
{TH_DRONE_SPAWNER 10 30 29}
{TH_DRONE_SPAWNER 7 35 22}
{TH_DRONE_SPAWNER 7 38 21}
{TH_DRONE_SPAWNER 15 15 26}
{TH_DRONE_SPAWNER 15 23 18}
{TH_DRONE_SPAWNER 5 61 36}
{TH_DRONE_SPAWNER 5 65 37}
{TH_DRONE_SPAWNER 5 68 40}
{TH_DRONE_SPAWNER 5 67 39}
{TH_DRONE_SPAWNER 5 70 39}
{TH_DRONE_SPAWNER 5 53 40}
{TH_DRONE_SPAWNER 5 60 42}
{TH_DRONE_SPAWNER 5 59 39}
{TH_DRONE_SPAWNER 5 51 45}
{TH_DRONE_SPAWNER 5 64 44}
{TH_DRONE_SPAWNER 5 69 45}
{TH_DRONE_SPAWNER 5 38 43}
{TH_DRONE_SPAWNER 5 43 45}
{TH_DRONE_SPAWNER 5 31 42}
{TH_DRONE_SPAWNER 5 21 45}
{TH_DRONE_SPAWNER 5 27 25}
{TH_DRONE_SPAWNER 5 20 38}
{TH_DRONE_SPAWNER 5 21 35}
{TH_DRONE_SPAWNER 5 11 35}
{TH_DRONE_SPAWNER 5 19 32}
{TH_DRONE_SPAWNER 5 12 31}
{TH_DRONE_SPAWNER 5 17 29}
{TH_DRONE_SPAWNER 5 11 30}
{STARTING_VILLAGES_ALL 6}
{STARTING_VILLAGES 1 6}
{STARTING_VILLAGES 2 6}
{STARTING_VILLAGES 3 3}
{STARTING_VILLAGES 4 5}
{STARTING_VILLAGES 5 5}
{PLACE_IMAGE items/altar-evil.png 42 29}
{PLACE_IMAGE items/altar-evil.png 28 30}
{PLACE_IMAGE items/altar-bloody.png 36 23}
{PLACE_IMAGE items/burial.png 42 35}
{PLACE_IMAGE items/burial.png 57 14}
{PLACE_IMAGE items/burial.png 60 14}
{PLACE_IMAGE items/burial.png 13 20}
{PLACE_IMAGE items/bonestack.png 44 28}
{PLACE_IMAGE items/bonestack.png 37 34}
{PLACE_IMAGE items/bonestack.png 30 24}
{PLACE_IMAGE items/bonestack.png 46 24}
{PLACE_IMAGE "items/bones.png" 71 28}
{PLACE_IMAGE "items/bones.png~FL(horiz)" 62 44}
{PLACE_IMAGE "items/bones.png~FL(horiz)" 15 33}
{PLACE_IMAGE "items/bones.png~FL(horiz)" 3 16}
{PLACE_IMAGE scenery/signpost.png 6 23}
{PLACE_IMAGE scenery/rock-cairn.png 37 4}
{PLACE_IMAGE scenery/monolith1.png 17 36}
{PLACE_IMAGE scenery/monolith3.png 39 23}
{PLACE_IMAGE scenery/village-human-burned3.png 64 33}
{PLACE_IMAGE scenery/village-human-burned1.png 18 28}
{PLACE_IMAGE scenery/banner-uria-standing-sw.png 35 32}
{PLACE_IMAGE scenery/banner-uria-standing-sw.png 43 26}
{PLACE_IMAGE scenery/banner-uria-standing.png 52 17}
{PLACE_IMAGE scenery/banner-yechnagoth-standing.png 54 19}
{PLACE_IMAGE scenery/banner-uria-standing-sw.png 20 19}
{PLACE_IMAGE scenery/banner-yechnagoth-standing-sw.png 20 21}
[event]
name=prestart
[store_starting_location]
side=9
variable=goal_loc
[/store_starting_location]
[time_area]
id=indoors
x,y=$goal_loc.x,$goal_loc.y
radius=2
{INDOORS}
[/time_area]
# Location of the goal marker plate.
{VARIABLE goal_loc.x 35}
{VARIABLE goal_loc.y 27}
#
# Apply matrix bonus from S19 (%matrices*40%).
#
[lua]
code=<<
local destroyed = wml.variables["destroyed_matrices"]
local total = wml.variables["total_matrices"]
local gfactor = 1 - 40*(destroyed/total)/100
wprintf(W_DBG, "gold factor is %s", tostring(gfactor))
for i = 3, 5 do
local side = wesnoth.sides[i]
side.gold = side.gold * gfactor
end
>>
[/lua]
{CLEAR_VARIABLE destroyed_matrices,total_matrices}
#
# Set-up abyss demon spawning.
#
[set_variables]
name=demon_spawning
[literal]
next_turn=3
turns={DIFF 10 8 6}
population_limit_percent={DIFF 0.40 0.75 0.90}
[/literal]
[/set_variables]
[store_locations]
terrain=Qxua
variable=demon_spawning.locs
[/store_locations]
{LOG_IFTU_DBG ("S20 spawns: configured $demon_spawning.locs.length spawn locations")}
[terrain]
[and]
terrain=Qxua
[/and]
terrain=Qxu
[/terrain]
#
# Recall heroes
#
# wmllint: recognize Elynia
{RECALL_ELYNIA}
# wmllint: recognize Mal Keshar
{RECALL_MAL_KESHAR}
# wmllint: recognize Erathan
{RECALL_ERATHAN}
# wmllint: recognize Igor
{RECALL_IGOR}
[unit]
side=2
type=Dwarvish Pathfinder
id=Molur
name= _ "Molur"
{IS_LOYAL}
upkeep=free
placement=leader
[modifications]
{TRAIT_LOYAL}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[unit]
side=2
type=Gryphon Rider
id=Elegrild
name= _ "Elegrild"
{IS_LOYAL}
upkeep=free
placement=leader
[modifications]
{TRAIT_LOYAL}
{TRAIT_STRONG}
[/modifications]
[/unit]
[unit]
side=2
type=Dwarvish Thunderer
id=Redbart
name= _ "Redbart"
{IS_LOYAL}
upkeep=free
placement=leader
[modifications]
{TRAIT_LOYAL}
{TRAIT_HEALTHY}
[/modifications]
[/unit]
[if]
{VARIABLE_NUMERICAL_EQUALS s14_althurin_store.length 1}
[then]
[kill]
id=Althurin
[/kill]
[store_starting_location]
side=2
[/store_starting_location]
{VARIABLE s14_althurin_store.canrecruit yes}
{VARIABLE s14_althurin_store.side 2}
{CLEAR_VARIABLE s14_althurin_store.overlays,s14_althurin_store.ellipse}
[unstore_unit]
variable=s14_althurin_store
x,y=$location.x,$location.y
[/unstore_unit]
{CLEAR_VARIABLE location,s14_althurin_store}
[/then]
[/if]
{FACE_DIRECTION (side=1) sw}
{FACE_DIRECTION (side=2) se}
{FACE_UNIT id=Ilrymaea id=Galas}
{FACE_UNIT id=Limzer id=Althurin}
{FACE_UNIT id="General Erval" id=Galas}
{OBJECTIVES (
side=1
{OBJECTIVE_VICTORY ( _ "Move Galas, Elynia, or Mal Keshar into the dark keep")}
{OBJECTIVE_OR}
{OBJECTIVE_VICTORY ( _ "Defeat all enemy leaders")}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Elynia")}
{OBJECTIVE_DEFEAT ( _ "Death of Mal Keshar")}
{OBJECTIVE_DEFEAT ( _ "Death of Erathan")}
{TURNS_RUN_OUT}
{OBJECTIVE_CARRYOVER_NO_BONUS}
)}
{OBJECTIVES (
side=2
{OBJECTIVE_VICTORY ( _ "Distract the enemy while Galas, Elynia, or Mal Keshar enter the dark keep")}
{OBJECTIVE_OR}
{OBJECTIVE_VICTORY ( _ "Defeat all enemy leaders")}
{OBJECTIVE_DEFEAT ( _ "Death of Althurin")}
{TURNS_RUN_OUT}
{OBJECTIVE_NO_CARRYOVER}
)}
[/event]
#ifdef CAMPAIGN_INVASION_FROM_THE_UNKNOWN_EPISODE_II
{ALTHURIN_1ST_TIME_HELP}
#endif
[event]
name=start
[message]
speaker=Galas
message= _ "There it is, the Heart of the Chaos Empire."
[/message]
[message]
speaker=Mal Keshar
message= _ "I figured the rumors weren’t too far from the truth, but this is ridiculous. How can these people afford such a ludicrous construction in the middle of the desert? Perhaps they only ever enlisted Uria’s demons in the first place as cheap work force..."
[/message]
[message]
speaker=Galas
message= _ "The dwarven scouts report that another large battalion departed for the northwest just a few hours ago. So... I believe the time has come."
[/message]
[message]
speaker=Elynia
message= _ "Looking at it in hindsight, there really was no way our infiltration mission wouldn’t turn into a full-fledged assault on the enemy capital. Perhaps it’s better this way, after all. Now, Galas, will you do the honors?"
[/message]
[message]
speaker=Galas
message= _ "Eh..."
[/message]
[message]
speaker=Elynia
message= _ "You know, ask us whether we are ready and then give us an overly dramatic discourse about the importance of this battle for the future of Irdya. It’s the kind of thing a good leader is expected to do."
[/message]
[message]
speaker=Galas
message= _ "Right. Are we all ready for the battle ahead?"
[/message]
[message]
speaker=Igor
message= _ "Yes! I’m ready, master Galas!"
[/message]
[message]
speaker=Erathan
message= _ "My bow obediently awaits your orders, Lord Galas."
[/message]
[message]
speaker=Mal Keshar
message= _ "Let’s get this over with!"
[/message]
[message]
speaker=Elynia
message= _ "(<i>nods</i>)"
[/message]
[message]
speaker=Galas
message= _ "Then the battle for Irdya begins now. <b>Charge!!!</b>"
[/message]
[message]
speaker=Igor
message= _ "Wait, and what about the dramatic discourse the lady mentioned?"
[/message]
[message]
speaker=Althurin
message= _ "It appears Lord Galas has just given the order, lads. Ye know what to do! Don’t hold back! Kill every single one of these fiends! Avenge our fallen brethren! For the King! For Herthgar! <b>Charge!!!</b>"
[/message]
{REPLACE_SCENARIO_MUSIC casualties_of_war.ogg}
{APPEND_MUSIC northerners.ogg}
{APPEND_MUSIC battle.ogg}
{APPEND_MUSIC siege_of_laurelmor.ogg}
[message]
speaker=Ilrymaea
message= _ "The elf lord and his consorts approach from the northeast, sir!"
[/message]
[message]
speaker=Limzer
message= _ "Dwarves! Dwarves on the northwestern hills! We are under attack!"
[/message]
[message]
speaker=General Erval
message= _ "Oh, ha ha! Are they truly this naïve? Do they believe we were not prepared for this contingency? Prepare for battle! Crush all these vermin to the ground! For Yechnagoth! For the glory of Uria and the Chaos Empire!"
[/message]
{HIGHLIGHT_IMAGE $goal_loc.x $goal_loc.y items/gohere.png ()}
{CLEAR_VARIABLE goal_loc}
[/event]
[event]
name=side 1 turn 1 end
[message]
speaker=Elynia
message= _ "(<i>bitterly</i>) And so my time has come again to serve as the elves’ living weapon. Even if I can hardly stand this much death and destruction..."
[/message]
[message]
speaker=Galas
message= _ "I hope you can forgive me for bringing you here."
[/message]
[message]
speaker=Elynia
message= _ "Oh, Galas, don’t fret about it — by now this almost feels like daily routine. Besides, I told you before, I would have come on my own anyway."
[/message]
[/event]
[event]
name=attack
[filter]
race=dwarf
[/filter]
[message]
speaker=unit
message= _ "<b>For Herthgar!!!</b>"
[/message]
[/event]
[event]
name=attack
[filter]
race=elf
[/filter]
[message]
speaker=unit
message= _ "For Lord Lédinor and our fallen comrades!"
[/message]
[/event]
[event]
name=attack
[filter]
id=Mal Keshar
[/filter]
[message]
speaker=Mal Keshar
message= _ "He, he, he, he... It’s about time this place got a do-over befitting of gods who relish in death and destruction, don’t you think?"
[/message]
[/event]
[event]
name=attack
[filter]
id=Galas
[/filter]
[message]
speaker=Galas
message= _ "For Anlindë!"
[/message]
[/event]
[event]
name=turn 2
[message]
speaker=General Erval
message= _ "Let us show these non-believers the real might of the Empire!"
[/message]
[message]
speaker=Elynia
message= _ "Galas, enemy troops are coming from behind!"
[/message]
[store_starting_location]
side=6
[/store_starting_location]
[store_direction]
from_x,from_y=$location.x,$location.y
[to]
[filter]
id=Galas
[/filter]
[/to]
[/store_direction]
[move_unit_fake]
side=6
type=Demon Warrior
gender=female
x="$($location.x - 1),$location.x"
y="1,$location.y"
[/move_unit_fake]
[unit]
canrecruit=yes
side=6
type=Demon Warrior
id=Umlayla
name= _ "Umlayla"
gender=female
level=4
facing=$direction
x,y=$location.x,$location.y
[modifications]
{TRAIT_STRONG}
{TRAIT_RESILIENT}
{BOSS_BOOST 60% 3 1 2 1}
[object]
silent=yes
[effect]
apply_to=new_ability
[abilities]
{ABILITY_LEADERSHIP}
{ABILITY_REGENERATES}
[/abilities]
[/effect]
[/object]
[/modifications]
[/unit]
[terrain]
x,y=$location.x,$location.y
radius=1
terrain=Ce
[/terrain]
[terrain]
x,y=$location.x,$location.y
terrain=Ke
[/terrain]
[redraw][/redraw]
[unit]
animate=yes
side=6
type=Chaos Magus
id=Ellerian
name= _ "Ellerian"
x,y=$location.x,$location.y
facing=$direction
[modifications]
{TRAIT_STRONG}
{TRAIT_DEXTROUS}
[/modifications]
[/unit]
#ifndef EASY
[unit]
animate=yes
side=6
type=Chaos Lorekeeper
id=Mal Cyriath
name= _ "Mal Cyriath"
x,y=$location.x,$location.y
facing=$direction
[modifications]
{TRAIT_RESILIENT}
{TRAIT_INTELLIGENT}
[/modifications]
[/unit]
#endif
[modify_side]
side=6
hidden=no
[/modify_side]
{CLEAR_VARIABLE location,direction}
[message]
speaker=Umlayla
message= _ "Surprise, Irdyan maggots!"
[/message]
[message]
speaker=Igor
message= _ "Uh-oh."
[/message]
[/event]
[event]
name=turn 7
[message]
speaker=Althurin
message= _ "Brace yourselves, boys! The Long Dark is upon our heels and ready to liven up this hell of a battle!"
[/message]
[/event]
[event]
name=turn 11
[message]
speaker=Galas
message= _ "Even though it’s taking us much longer than expected, the Chaos Emperor has yet to make an appearance. What if our information is incorrect and he is not even in the capital?"
[/message]
[message]
speaker=Mal Keshar
message= _ "Nah, he’s probably in his chamber running in circles and flailing his arms like a lunatic while begging the goddesses for forgiveness! (<i>cackles</i>) He knows we’ve won this fight."
[/message]
[message]
speaker=Elynia
message= _ "Hm, yes. He is most certainly down there. He... and something else whose nature I cannot ascertain yet. Mal Keshar, you can feel it too, right?"
[/message]
[message]
speaker=Mal Keshar
message= _ "I try not to worry too much about these things, girl. Besides, what power could possibly stop two walking legends like us?"
[/message]
[/event]
[event]
name=last breath
[filter]
canrecruit=yes
[not]
side=1,2
[/not]
[/filter]
[filter_second]
id=Galas
[/filter_second]
[message]
speaker=Galas
message= _ "Do you see how this dark fortress crumbles down already? Tell your goddess that <b>this</b> is the fate that awaits those who dare cross the peoples of Irdya!"
[/message]
[/event]
[event]
name=last breath
[filter]
canrecruit=yes
[not]
side=1,2
[/not]
[/filter]
[filter_second]
id=Elynia
[/filter_second]
[message]
speaker=Elynia
message= _ "If you meet your demon gods on the other side, tell them I will not stop until I have erased the very last trace of their influence on Irdya! Begone, filth!"
[/message]
[/event]
[event]
name=last breath
[filter]
canrecruit=yes
[not]
side=1,2
[/not]
[/filter]
[filter_second]
id=Mal Keshar
[/filter_second]
[message]
speaker=unit
message= _ "We’ve failed the Master... How can this be... No... no!"
[/message]
[message]
speaker=Mal Keshar
message= _ "Yes, <b>yes</b>, <b>YES! AhahahahahahahaHAHAHAHAHA!!!</b>"
[/message]
[/event]
#
# Periodic demon spawning logic
#
[event]
name=side 9 turn end
first_time_only=no
[filter_condition]
{VARIABLE_NUMERICAL_EQUALS turn_number $demon_spawning.next_turn}
[/filter_condition]
{VARIABLE demon_spawning.next_turn "$($turn_number + $demon_spawning.turns)"}
{VARIABLE_ADD demon_spawning.turns {DIFF 4 3 2}}
[count_units]
[filter_wml]
[variables]
is_auto_spawned=yes
[/variables]
[/filter_wml]
variable=temp_spawn_count
[/count_units]
{VARIABLE temp_spawns_needed "$($demon_spawning.locs.length * $demon_spawning.population_limit_percent - $temp_spawn_count)"}
# TODO: use [set_variable] round once I figure out how it works.
[lua]
code=<<
wml.variables["temp_spawns_needed"] = mathx.round(tonumber(wml.variables["temp_spawns_needed"]))
>>
[/lua]
{LOG_IFTU_DBG "S20 spawns: need to spawn $temp_spawns_needed/$demon_spawning.locs.length demons"}
#
# Randomize spawn locations table every time. The shuffled table is
# written into $temp_spawn_locs.
#
[lua]
code=<<
-- Don't do anything here if there's no need to spawn anything.
if wml.variables["temp_spawns_needed"] > 0 then
local function wml_array_len(array_id)
return wml.variables[("%s.length"):format(array_id)]
end
local function copy_wml_array_to(src_id, src_n, dst_id, dst_n)
wesnoth.wml_actions.set_variables {
name = ("%s[%d]"):format(dst_id, dst_n),
mode = "replace",
to_variable = ("%s[%d]"):format(src_id, src_n),
}
end
-- List of random 0-based subscripts to $demon_spawning.locs.
local locs_table = {}
local num_locs = wml.variables["demon_spawning.locs.length"]
assert(num_locs > 0)
for j = 1, num_locs do
locs_table[j] = j - 1
end
mathx.shuffle(locs_table)
for j, n in ipairs(locs_table) do
local m = j -1
copy_wml_array_to("demon_spawning.locs", n, "temp_spawn_locs", m)
end
assert(wml_array_len("temp_spawn_locs") == wml_array_len("demon_spawning.locs"))
end
>>
[/lua]
[while]
{VARIABLE_NUMERICAL_GREATER_THAN temp_spawns_needed 0}
[do]
{VARIABLE_RANDOM temp_spawn_type "Shadow Minion,Ghost,Ghost,Demon Zephyr,Demon Zephyr,Demon Zephyr,Demon Zephyr,Demon Zephyr,Demon Zephyr,Demon Zephyr,Demon Zephyr,Demon Zephyr,Shaxthal Assault Drone"}
{VARIABLE k "$($temp_spawn_locs.length - $temp_spawns_needed)"}
[store_direction]
from_x,from_y=$temp_spawn_locs[$k].x,$temp_spawn_locs[$k].y
[to]
[filter]
id=Galas
[/filter]
[/to]
[/store_direction]
[unit]
side=9
type=$temp_spawn_type
facing=$direction
x,y=$temp_spawn_locs[$k].x,$temp_spawn_locs[$k].y
random_traits=yes
random_gender=yes
generate_name=yes
animate=yes
[variables]
is_auto_spawned=yes
[/variables]
[/unit]
{VARIABLE_DEC temp_spawns_needed}
[/do]
[/while]
{CLEAR_VARIABLE temp_spawn_locs,temp_spawns_needed,temp_spawn_count,temp_spawn_type,k,direction}
[/event]
#
# Keep proximity spawn logic.
#
[event]
name=side 9 turn
first_time_only=no
[filter_condition]
[have_unit]
side=1
[filter_location]
area=indoors
radius={DIFF 5 7 9}
[/filter_location]
[/have_unit]
[not]
[have_unit]
side=9
[filter_wml]
[variables]
is_proximity_spawn=yes
[/variables]
[/filter_wml]
[filter_location]
area=indoors
radius={DIFF 5 7 9}
[/filter_location]
[/have_unit]
[/not]
[/filter_condition]
{LOG_IFTU_DBG "S20 spawns: proximity spawn triggered!"}
[store_starting_location]
side=9
variable=spawn_loc
[/store_starting_location]
#ifndef EASY
{VARIABLE_RANDOM spawn_type "Demon,Demon,Demon,Demon Grunt,Demon Warrior,Chaos Headhunter,Chaos Bowman,Chaos Invader,Chaos Invader,Doom Guard,Dark Knight,Chaos Magus,Chaos Invoker,Chaos Invoker"}
#else
{VARIABLE_RANDOM spawn_type "Demon,Demon,Demon,Demon,Demon Grunt,Chaos Headhunter,Chaos Bowman,Chaos Invader,Chaos Invader,Chaos Invader,Chaos Invader,Doom Guard,Chaos Invoker,Chaos Invoker"}
#endif
[unit]
animate=yes
side=9
type=$spawn_type
x,y=$spawn_loc.x,$spawn_loc.y
generate_name=yes
random_traits=yes
random_gender=yes
[variables]
is_proximity_spawn=yes
[/variables]
[/unit]
{CLEAR_VARIABLE spawn_loc,spawn_type}
[/event]
#
# Victory events.
#
[event]
name=moveto
[filter]
id=Galas,Elynia,Mal Keshar
[filter_location]
area=indoors
[/filter_location]
[/filter]
[message]
speaker=unit
message= _ "Quickly! We have no time to waste."
[/message]
{ENDLEVEL_VICTORY no}
[/event]
# This should be an 'enemies defeated' event handler, by all means, but as
# side 6 is set up as an undefeatable side without leader, it will prevent
# the event from ever triggering.
[event]
name=die
[filter]
canrecruit=yes
[not]
side=1,2
[/not]
[/filter]
[filter_condition]
[not]
[have_unit]
canrecruit=yes
[filter_side]
[enemy_of]
side=1
[/enemy_of]
[not]
side=6
[/not]
[/filter_side]
[not]
x,y=$x1,$y1
[/not]
[/have_unit]
[/not]
[/filter_condition]
{ENDLEVEL_VICTORY no}
[/event]
[event]
name=victory
[message]
speaker=Elynia
message= _ "You know, Galas... It’s very strange for somebody like me to say this but..."
[/message]
[message]
speaker=Galas
message= _ "What is it?"
[/message]
[message]
speaker=Elynia
message= _ "... Just stay close to me at all times. It would do us no good if the shadows took over your body again."
[/message]
[message]
speaker=Galas
message= _ "... Very well."
[/message]
[message]
speaker=Althurin
message= _ "Alas, if Galas and the Lady are to succeed in their mission we must stay here and fend off the enemy reinforcements. I can’t help but wonder what kind of foe awaits that courageous bunch in there..."
[/message]
{CLEAR_VARIABLE demon_spawning}
[/event]
[event]
name=time over
[message]
speaker=Elynia
message= _ "This is hopeless, Galas. We took too long, and now enemy reinforcements are approaching from all directions!"
[/message]
[/event]
[/scenario]
#undef TH_TOWER
#undef TH_DRONE_SPAWNER
#undef TH_ENEMY_AI_TARGETS
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
[scenario]
id=21_Innuendo
name= _ "Innuendo"
{MAP 21_Innuendo.map}
{TURNS 98 93 90}
next_scenario=22A_Face_of_the_Enemy
victory_when_enemies_defeated=no
{SCENARIO_MUSIC "siege_of_laurelmor.ogg"}
{EXTRA_SCENARIO_MUSIC "the_deep_path.ogg"}
{EXTRA_SCENARIO_MUSIC "western_theme2.ogg"}
{EXTRA_SCENARIO_MUSIC "knalgan_theme.ogg"}
{INDOORS} {SCHEDULE_LIGHTING -30 -40 -20}
{STORYTXT_INNUENDO}
{DEATHS_ACT_4}
# wmllint: validate-off
[side]
side=1
controller=human
team_name=good
user_team_name= _ "team_name^Galas"
shroud=yes
{NO_ECONOMY}
# Minimum gold for 8 recalls
gold=160
# wmllint: recognize Galas
{CHARACTER_STATS_GALAS}
[/side]
# wmllint: validate-on
[side]
side=2
team_name=enemies
user_team_name= _ "team_name^Central Garrison"
{CHAOS_FLAG}
color=gold
hidden=yes
{NO_ECONOMY}
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 9.00}
{AI_SIMPLE_ALWAYS_ASPECT leader_aggression 9.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
{AI_SIMPLE_ALWAYS_ASPECT leader_ignores_keep yes}
{AI_SIMPLE_ALWAYS_ASPECT grouping no}
{AI_BOSS_TARGETING_ENGINE <<{"Galas","Elynia","Mal Keshar"}>>}
[/ai]
canrecruit=yes
type=Armageddon Imp
id=Cragworg
name= _ "Cragworg"
facing=sw
{IS_BOSS}
[modifications]
{TRAIT_SLOW}
{TRAIT_RESILIENT}
{BOSS_BOOST 100% 3 1 2 0}
[/modifications]
{SIDE_GENERIC_UNIT (Shaxthal Assault Drone) 34 14} {FACING sw}
{SIDE_GENERIC_UNIT (Shaxthal Assault Drone) 37 16} {FACING sw}
{SIDE_GENERIC_UNIT (Demon Grunt) 38 14} {FACING sw}
#ifdef EASY
{SIDE_GENERIC_UNIT (Demon Grunt) 37 14} {FACING sw}
#else
{SIDE_GENERIC_UNIT (Demon Warrior) 37 14} {FACING sw}
#endif
{SIDE_GENERIC_UNIT (Demon Grunt) 36 13} {FACING sw}
{SIDE_GENERIC_UNIT (Blood Imp) 39 16} {FACING sw}
{SIDE_GENERIC_UNIT (Blood Imp) 33 13} {FACING sw}
[unit]
type=Demon Grunt
id=Aelyriun-Balal
name= _ "Aelyriun-Balal"
gender=female
x,y=39,13
upkeep=free
facing=sw
[modifications]
{TRAIT_STRONG}
{TRAIT_DEXTROUS}
[/modifications]
[/unit]
[/side]
[side]
side=3
team_name=enemies
user_team_name= _ "team_name^Central Garrison"
{CHAOS_FLAG}
recruit=Ghoul,Skeleton Archer,Ghost,Vampire Bat,Bone Shooter,Walking Corpse
{INCOME 5 6 6}
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
[/ai]
canrecruit=yes
type=Ancient Lich
id=Mal Vritra
name= _ "Mal Vritra"
gender=female
[modifications]
{TRAIT_UNDEAD}
{TRAIT_QUICK}
[/modifications]
{SIDE_GENERIC_GUARD (Abomination) 13 11} {FACING se}
{SIDE_GENERIC_GUARD (Abomination) 10 12} {FACING se}
{SIDE_GENERIC_GUARD (Ghast) 13 13} {FACING se}
{SIDE_GENERIC_GUARD ({DIFF Necrophage Ghast Ghast}) 17 17} {FACING sw}
{SIDE_GENERIC_GUARD (Revenant) 16 14} {FACING sw}
{SIDE_GENERIC_GUARD (Banebow) 14 15} {FACING se}
{SIDE_GENERIC_GUARD (Necrophage) 63 28}
{SIDE_GENERIC_GUARD (Soulless) 60 31} {VARIATION bat}
{SIDE_GENERIC_GUARD (Soulless) 64 21} {VARIATION bat}
{SIDE_GENERIC_GUARD (Blood Bat) 63 23}
#ifndef EASY
{SIDE_GENERIC_GUARD (Wraith) 47 10} {FACING sw}
{SIDE_GENERIC_GUARD (Wraith) 48 20} {FACING nw}
#endif
{SIDE_GENERIC_GUARD (Spectre) 51 4} {FACING sw}
{SIDE_GENERIC_GUARD (Shadow) 59 7} {FACING sw}
{SIDE_GENERIC_GUARD (Draug) 32 10} {FACING se}
{SIDE_GENERIC_GUARD (Draug) 34 9} {FACING sw}
{SIDE_GENERIC_GUARD (Wraith) 8 8} {FACING sw}
{SIDE_GENERIC_GUARD (Wraith) 11 7} {FACING sw}
{SIDE_GENERIC_GUARD (Spectre) 14 18} {FACING sw}
{SIDE_GENERIC_GUARD (Spectre) 61 29} {FACING ne}
[/side]
[side]
side=4
team_name=enemies
user_team_name= _ "team_name^Central Garrison"
{CHAOS_FLAG}
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
{AI_SIMPLE_ALWAYS_ASPECT leader_ignores_keep yes}
[/ai]
type=Shaxthal Sentry Drone
id=Nemaara
name= _ "Nemaara"
{IS_BOSS}
[modifications]
{TRAIT_BIOMECHANICAL}
{TRAIT_ARMORED}
{TRAIT_RESILIENT}
{BOSS_BOOST 90% 2 0 1 1}
[object]
[effect]
apply_to=image_mod
add="PAL(shaxthal_drone_base>shaxthal_drone_brown)"
[/effect]
[/object]
[/modifications]
{SIDE_GENERIC_GUARD (Shaxthal Sentry Drone) 24 26} {FACING sw}
{SIDE_GENERIC_GUARD (Shaxthal Sentry Drone) 24 28} {FACING sw}
{SIDE_GENERIC_GUARD (Shaxthal Sentry Drone) 2 18} {FACING se}
{SIDE_GENERIC_GUARD (Shaxthal Sentry Drone) 6 18} {FACING sw}
{SIDE_GENERIC_GUARD (Shaxthal Assault Drone) 27 8} {FACING se}
{SIDE_GENERIC_GUARD (Shaxthal Assault Drone) 38 3} {FACING sw}
{SIDE_GENERIC_GUARD (Shaxthal Drone) 40 5} {FACING sw}
{SIDE_GENERIC_GUARD (Shaxthal Drone) 65 4}
{SIDE_GENERIC_GUARD (Shaxthal Drone) 65 8}
{SIDE_GENERIC_GUARD (Shaxthal Drone) 68 8}
#ifndef EASY
{SIDE_GENERIC_GUARD (Shaxthal Sentry Drone) 68 5} {FACING sw}
{SIDE_GENERIC_GUARD (Shaxthal Sentry Drone) 63 8} {FACING nw}
#endif
{SIDE_GENERIC_GUARD (Shaxthal Assault Drone) 64 15}
#ifndef EASY
{SIDE_GENERIC_GUARD (Shaxthal Rayblade) 4 40} {FACING ne}
#endif
{SIDE_GENERIC_GUARD (Shaxthal Rayblade) 6 25} {FACING sw}
{SIDE_GENERIC_GUARD (Shaxthal Rayblade) 19 28} {FACING sw}
#ifndef EASY
{SIDE_GENERIC_GUARD (Shaxthal Rayblade) 23 11} {FACING sw}
#endif
{SIDE_GENERIC_GUARD ({DIFF (Shaxthal Runner Drone) (Shaxthal Protector Drone) (Shaxthal Protector Drone)}) 21 8} {FACING se}
{SIDE_GENERIC_GUARD (Shaxthal Rayblade) 32 7} {FACING se}
{SIDE_GENERIC_GUARD (Shaxthal Rayblade) 34 7} {FACING se}
{SIDE_GENERIC_GUARD (Shaxthal Protector Drone) 33 5} {FACING se}
{SIDE_GENERIC_GUARD (Shaxthal Protector Drone) 31 6} {FACING se}
{SIDE_GENERIC_GUARD (Shaxthal Protector Drone) 35 6} {FACING se}
{SIDE_GENERIC_GUARD (Shaxthal Rayblade) 24 18} {FACING se}
{SIDE_GENERIC_GUARD (Shaxthal Protector Drone) 28 17} {FACING sw}
{SIDE_GENERIC_GUARD (Shaxthal Protector Drone) 30 18} {FACING sw}
[/side]
[side]
side=5
team_name=enemies
user_team_name= _ "team_name^Central Garrison"
{CHAOS_FLAG}
recruit=Chaos Invader,Chaos Headhunter,Chaos Invoker,Demon
{INCOME 4 5 6}
canrecruit=yes
type=Chaos Arbalestier
id="Ra'aldir"
name= _ "Ra’aldir"
[modifications]
{TRAIT_DEXTROUS}
{TRAIT_STRONG}
[object]
[effect]
apply_to=attack
range=ranged
[set_specials]
mode=append
{WEAPON_SPECIAL_POISON}
[/set_specials]
[/effect]
[/object]
[/modifications]
{SIDE_GENERIC_GUARD (Chaos Razerman) 5 24}
{SIDE_GENERIC_GUARD (Chaos Razerman) 17 23}
{SIDE_GENERIC_UNIT (Doom Guard) 40 34} {FACING se}
{SIDE_GENERIC_UNIT (Hell Guardian) 37 32} {FACING se}
{SIDE_GENERIC_UNIT (Chaos Longbowman) 35 25} {FACING sw}
{SIDE_GENERIC_UNIT (Chaos Longbowman) 32 25} {FACING se}
{SIDE_GENERIC_GUARD (Chaos Magus) 27 34} {FACING se}
{SIDE_GENERIC_GUARD (Chaos Magus) 26 39} {FACING nw}
{SIDE_GENERIC_GUARD (Chaos Magus) 22 27} {FACING sw}
[unit]
type=Lich
id=Mal Abbadur
name= _ "Mal Abbadur"
upkeep=free
ai_special=guardian
x,y=22,25
facing=sw
[modifications]
{TRAIT_UNDEAD}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
{SIDE_GENERIC_UNIT (Demon Zephyr) 43 15}
{SIDE_GENERIC_UNIT (Demon Zephyr) 40 18}
{SIDE_GENERIC_UNIT (Demon Zephyr) 41 12}
{SIDE_GENERIC_UNIT (Demon Zephyr) 31 4}
{SIDE_GENERIC_GUARD (Demon Warrior) 20 36} {FACING ne}
{SIDE_GENERIC_GUARD (Demon Grunt) 18 39} {FACING ne}
{SIDE_GENERIC_GUARD (Demon Warrior) 15 35} {FACING ne}
{SIDE_GENERIC_GUARD (Demon Warrior) 11 38} {FACING ne}
{SIDE_GENERIC_GUARD (Imp) 20 33}
{SIDE_GENERIC_GUARD (Imp) 12 32}
{SIDE_GENERIC_GUARD (Imp) 13 41}
{SIDE_GENERIC_GUARD (Imp) 20 39}
{SIDE_GENERIC_GUARD (Imp) 8 39}
{SIDE_GENERIC_GUARD (Blood Imp) 16 36} {FACING se}
{SIDE_GENERIC_GUARD (Gutwrencher Imp) 14 38} {FACING ne}
{SIDE_GENERIC_GUARD (Hell Guardian) 6 43} {FACING nw}
{SIDE_GENERIC_GUARD (Chaos Magus) 4 35} {FACING se}
[/side]
[side]
side=6
team_name=enemies
user_team_name= _ "team_name^Heart Hive"
{CHAOS_FLAG}
no_leader=yes
hidden=yes
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 9.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
{AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes}
{AI_SIMPLE_ALWAYS_ASPECT grouping no}
[/ai]
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 20 14}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 21 15}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 21 11}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 22 11}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 25 18}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 68 11}
{SIDE_GENERIC_GUARD (Psy Crawler) 23 10}
{SIDE_GENERIC_GUARD (Psy Crawler) 26 14}
{SIDE_GENERIC_GUARD (Psy Crawler) 67 12}
{SIDE_GENERIC_GUARD (Psy Crawler) 63 17} {FACING ne}
{SIDE_GENERIC_GUARD (Psy Crawler) 51 25}
{SIDE_GENERIC_GUARD (Psy Crawler) 3 17} {FACING se}
{SIDE_GENERIC_GUARD (Psy Crawler) 5 17} {FACING sw}
{SIDE_GENERIC_GUARD (Psy Mindraider) 4 16} {FACING s}
[/side]
[side]
side=7
team_name=enemies
user_team_name= _ "team_name^Central Garrison"
{CHAOS_FLAG}
no_leader=yes
hidden=yes
{NO_ECONOMY}
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 9.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
{AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes}
{AI_SIMPLE_ALWAYS_ASPECT grouping no}
[/ai]
{SIDE_GENERIC_GUARD (Shadow Spawn) 7 10}
{SIDE_GENERIC_GUARD (Shadow Spawn) 15 9}
{SIDE_GENERIC_GUARD (Shadow Spawn) 32 2}
{SIDE_GENERIC_GUARD (Goliath) 34 2}
{SIDE_GENERIC_GUARD (Goliath) 26 19} {FACING sw}
{SIDE_GENERIC_GUARD (Goliath) 5 31} {FACING se}
{SIDE_GENERIC_GUARD (Iron Golem) 17 29} {FACING sw}
{SIDE_GENERIC_GUARD (Iron Golem) 24 35} {FACING ne}
{SIDE_GENERIC_GUARD (Automaton) 12 34}
{SIDE_GENERIC_GUARD (Automaton) 18 34}
{SIDE_GENERIC_GUARD (Automaton) 18 37}
{SIDE_GENERIC_GUARD (Automaton) 15 40}
{SIDE_GENERIC_GUARD (Death Knight) 14 36} {FACING se}
[/side]
[side]
side=8
team_name=enemies
user_team_name= _ "team_name^Central Garrison"
{CHAOS_FLAG}
no_leader=yes
hidden=yes
{NO_ECONOMY}
[/side]
{STARTING_VILLAGES_ALL 2}
{STARTING_VILLAGES 3 6}
{CAVE_NOISE_SOUND_SOURCE}
{CAVE_WATER_SOUND_SOURCE 32 38}
{CAVE_WATER_SOUND_SOURCE 64 30}
{CAVE_WATER_SOUND_SOURCE 5 10}
{CAVE_WATER_SOUND_SOURCE 12 4}
{CAVE_WATER_SOUND_SOURCE 51 4}
{CAVE_WATER_SOUND_SOURCE 59 6}
{SET_LABEL 48 8 ( _ "Dungeon")}
{SET_LABEL 53 18 ( _ "Dungeon")}
{PLACE_IMAGE ("items/bones.png") 53 12}
{PLACE_IMAGE ("items/bones.png") 64 24}
{PLACE_IMAGE ("items/bones.png") 6 10}
{PLACE_IMAGE ("items/bones.png~FL(horiz)") 16 7}
{PLACE_IMAGE ("items/bones.png~FL(horiz)") 28 23}
{PLACE_IMAGE ("scenery/rock3.png") 63 30}
{FINAL_SCENARIO_PLAYER_RECRUITMENT}
#define IN_NOTE_ONLY_ON_FIRST_TURN
{OBJECTIVE_NOTE_SHOW_IF ({VARIABLE_NUMERICAL_LESS_THAN turn_number 2})}
#enddef
#define IN_NOTE_ONLY_ON_GAMEPLAY_TURNS
{OBJECTIVE_NOTE_SHOW_IF ({VARIABLE_NUMERICAL_GREATER_THAN turn_number 1})}
#enddef
#define IN_NOTE_NO_RECRUIT_RECALL
{OBJECTIVE_NOTE ( _ "You may not recall or recruit units")} {IN_NOTE_ONLY_ON_GAMEPLAY_TURNS}
#enddef
[event]
name=prestart
{PLACE_IMAGE ("items/gohere.png") 32-34 1}
{SCATTER_RANDOM_IMAGE (
terrain=!,*^Xp,!,Urb,Urb^*,Yh*,Yh*^*
x=43-73
y= 1-25
) 24 scenery/gibs1.png,scenery/gibs2.png,scenery/gibs3.png}
[setup_doors]
side=8
[/setup_doors]
[store_locations]
terrain=C*
[and]
x,y=44,28
radius=8
[/and]
[not]
x=39,40,41
y=30,30,31
[/not]
variable=entrance_spawn_locs
[/store_locations]
[foreach]
array=entrance_spawn_locs
variable=loc
[do]
{VARIABLE spawn "$(if($i % 2 = 0, 'yes', 'no'))"}
[if]
{VARIABLE_BOOLEAN_EQUALS spawn yes}
[then]
{RANDOM "Chaos Invader,Chaos Invader,Chaos Invader,Chaos Invader,Chaos Invader,Chaos Invoker,Chaos Invoker,Chaos Bowman,Chaos Bowman,Chaos Bowman,Doom Guard,Demon,Demon,Demon,Blood Imp,Imp,Demon Zephyr,Demon Grunt"}
[unit]
side=5
type=$random
generate_name=yes
random_traits=yes
random_gender=yes
x,y=$loc.x,$loc.y
[/unit]
[/then]
[/if]
[/do]
[/foreach]
{CLEAR_VARIABLE entrance_spawn_locs,random}
[store_locations]
[filter]
type=Shaxthal Sentry Drone,Shaxthal Drone
[not]
canrecruit=yes
[/not]
[/filter]
variable=shaxthal_repal_locs
[/store_locations]
[foreach]
array=shaxthal_repal_locs
variable=loc
[do]
[object]
silent=yes
[filter]
x,y=$loc.x,$loc.y
[/filter]
[effect]
apply_to=image_mod
add="PAL(shaxthal_drone_base>shaxthal_drone_cyan)"
[/effect]
[/object]
[/do]
[/foreach]
{CLEAR_VARIABLE shaxthal_repal_locs}
#
# Disable some sides that get activated by events later.
#
[modify_side]
side=2,3
controller=null
[/modify_side]
# These sides get used for sentries all over the map, so we can't lump
# them together with the rest in the filter above.
[store_unit]
[filter]
id=Nemaara
[/filter]
kill=yes
variable=nemaara_store
[/store_unit]
[store_unit]
[filter]
id="Ra'aldir"
[/filter]
kill=yes
variable=raaldir_store
[/store_unit]
#
# Recall heroes
#
# wmllint: recognize Elynia
{RECALL_ELYNIA_AT 46 36}
# wmllint: recognize Mal Keshar
{RECALL_MAL_KESHAR_AT 46 37}
# wmllint: recognize Erathan
{RECALL_ERATHAN_AT 45 37}
# wmllint: recognize Igor
{RECALL_IGOR_AT 48 37}
{FACE_DIRECTION (side=1) nw}
[store_unit]
[filter]
id=Galas
[/filter]
kill=no
variable=galas_store
[/store_unit]
[store_locations]
terrain=*^Cov
[and]
x,y=$galas_store.x,$galas_store.y
radius=8
[/and]
variable=player_castle_locs
[/store_locations]
{OBJECTIVES (
{OBJECTIVE_VICTORY ( _ "Explore and descend deeper underground with Galas, Elynia, or Mal Keshar")}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Elynia")}
{OBJECTIVE_DEFEAT ( _ "Death of Mal Keshar")}
{TURNS_RUN_OUT}
{OBJECTIVE_FULL_CARRYOVER}
{OBJECTIVE_NOTE ( _ "In this scenario, you may only recall or recruit units during the first turn, in your starting area")}
{IN_NOTE_ONLY_ON_FIRST_TURN}
{OBJECTIVE_NOTE ( _ "Only those units you recall or recruit during the first turn will be available for the remainder of the campaign")}
{IN_NOTE_ONLY_ON_FIRST_TURN}
{IN_NOTE_NO_RECRUIT_RECALL}
)}
{CLEAR_CAVE_SHROUD x,y,radius=52,39,5}
[mute_sound_effects][/mute_sound_effects]
[hide_unit][/hide_unit]
{BLACK_SCREEN}
{LOCK_VIEW}
[/event]
[event]
name=start
[fade_in_sound_effects]
duration=500
[/fade_in_sound_effects]
{FADE_IN}
[move_unit_fake]
side=1
type=$galas_store.type
x=57,$galas_store.x
y=42,$galas_store.y
image_mods="RC(magenta>brown)"
force_scroll=no
[/move_unit_fake]
[unhide_unit][/unhide_unit]
{CLEAR_VARIABLE galas_store}
[delay]
time=750
[/delay]
[message]
speaker=Elynia
message= _ "A presence... A strong, dark presence fills this whole place, as if the floor and walls had a life of their own. I don’t like this."
[/message]
{MYSTERIOUS_VOICE ( _ "Thus you dare enter my stronghold. You truly are a foolish hero, Galas.")}
[message]
speaker=Galas
message= _ "... It’s that voice again."
[/message]
[message]
speaker=Elynia
message= _ "Reveal yourself, coward who hides in the darkness! We have come here to put an end to your reign of chaos and suffering!"
[/message]
{QUAKE rumble.ogg}
[sound]
name=dwarf-laugh.wav
[/sound]
[message]
speaker=Erathan
message= _ "That metallic laughter sure sounded real to me."
[/message]
[message]
speaker=Galas
message= _ "He seems to want us to move forward, so let us be on the look out for traps. And... we need to find a way to open this gate."
[/message]
[message]
speaker=Mal Keshar
message= _ "Oh, please, courtesy is wasted in a place like this. Just blast them down or something."
[/message]
{MOVE_UNIT id=Erathan 44 36}
[animate_unit]
[filter]
id=Erathan
[/filter]
flag=attack
hits=kill
with_bars=yes
[primary_attack]
range=melee
[/primary_attack]
[facing]
[filter]
type=Door
[filter_adjacent]
id=Erathan
[/filter_adjacent]
[/filter]
[/facing]
[animate]
[filter]
type=Door
[filter_adjacent]
id=Erathan
[/filter_adjacent]
[/filter]
flag=defend
with_bars=yes
[/animate]
[/animate_unit]
[sound]
name=gate-fall.ogg
[/sound]
[kill]
type=Door
[filter_adjacent]
id=Erathan
[/filter_adjacent]
fire_event=yes
animate=no
[/kill]
[redraw]
side=1
[/redraw]
[delay]
time=750
[/delay]
[message]
x,y=40,34
message= _ "Drop your weapons this instant, elf, and the Master may yet show you and your friends mercy!"
[/message]
[message]
speaker=Galas
message= _ "Never! Onwards, everyone!"
[/message]
[transient_message]
message= _ "Choose your recruits and recalls carefully. They will not require upkeep, but you should try to keep them alive for as long as possible; no other units will be available to you for the remainder of the campaign."
[/transient_message]
[item]
image=items/gohere.png
find_in=player_castle_locs
[/item]
{HIGHLIGHT_GOAL find_in=player_castle_locs}
{UNLOCK_VIEW}
[/event]
[event]
name=turn 2
[remove_item]
find_in=player_castle_locs
[/remove_item]
[remove_terrain_overlays]
find_in=player_castle_locs
[/remove_terrain_overlays]
{CLEAR_VARIABLE player_castle_locs}
#
# Store side 1's recall list for use later.
#
[store_unit]
[filter]
side=1
x,y=recall,recall
[/filter]
kill=yes
variable=recall_list
[/store_unit]
{REMOVE_RECRUIT_LIST 1}
[show_objectives][/show_objectives]
[/event]
#define IN_SPEAKER_IS_UNIT_OR_MAL_KESHAR
x,y=$x1,$y1
{UNIT_SPEAKS_FOR_UNDEAD_MINION (id=Mal Keshar)}
#enddef
############################################################################
# #
# ITEMS AND TRIGGERS #
# #
############################################################################
#
# Event-triggering items
#
{PLACE_IMAGE ("items/box.png") 4 39}
[event]
name=moveto
[filter]
side=1
x,y=4,39
[/filter]
[allow_undo][/allow_undo]
[message]
{IN_SPEAKER_IS_UNIT_OR_MAL_KESHAR}
message= _ "The crate is full of metal parts. I guess they are meant for some kind of machine."
[/message]
[/event]
{PLACE_IMAGE ("items/box.png") 3 41}
[event]
name=moveto
[filter]
side=1
x,y=3,41
[/filter]
[allow_undo][/allow_undo]
[message]
{IN_SPEAKER_IS_UNIT_OR_MAL_KESHAR}
message= _ "Books? What business do these fiends have reading <i>books</i>?"
[/message]
[/event]
{PLACE_IMAGE ("items/box.png") 9 44}
[event]
name=moveto
[filter]
side=1
x,y=9,44
[/filter]
[allow_undo][/allow_undo]
[message]
{IN_SPEAKER_IS_UNIT_OR_MAL_KESHAR}
message= _ "It’s an empty crate."
[/message]
[/event]
{PLACE_IMAGE ("items/box.png") 9 23}
[event]
name=moveto
[filter]
side=1
x,y=9,23
[/filter]
[allow_undo][/allow_undo]
[message]
{IN_SPEAKER_IS_UNIT_OR_MAL_KESHAR}
message= _ "It’s full of bread. Very stale bread."
[/message]
[/event]
{PLACE_IMAGE ("items/barrel.png") 7 43}
[event]
name=moveto
[filter]
side=1
x,y=7,43
[/filter]
[allow_undo][/allow_undo]
[message]
{IN_SPEAKER_IS_UNIT_OR_MAL_KESHAR}
message= _ "It’s an empty barrel."
[/message]
[/event]
{PLACE_IMAGE ("items/barrel.png") 7 45}
[event]
name=moveto
[filter]
side=1
x,y=7,45
[/filter]
[allow_undo][/allow_undo]
[message]
{IN_SPEAKER_IS_UNIT_OR_MAL_KESHAR}
message= _ "Oh gods... It’s full of fish! Argh! But we are in the middle of a desert, so where did they get them from?"
[/message]
[/event]
{PLACE_IMAGE ("items/barrel.png") 14 6}
[event]
name=moveto
[filter]
side=1
x,y=14,6
[/filter]
[allow_undo][/allow_undo]
[message]
{IN_SPEAKER_IS_UNIT_OR_MAL_KESHAR}
message= _ "There seems to be nothing but coal in here."
[/message]
[/event]
{PLACE_IMAGE ("items/barrel.png") 7 12}
[event]
name=moveto
[filter]
side=1
x,y=7,12
[/filter]
[allow_undo][/allow_undo]
[message]
{IN_SPEAKER_IS_UNIT_OR_MAL_KESHAR}
message= _ "It gives off such a foul smell I don’t think I want to see the contents. Let’s leave it alone, shall we?"
[/message]
[/event]
{PLACE_IMAGE ("items/barrel.png") 32 21}
[event]
name=moveto
[filter]
side=1
x,y=32,21
[/filter]
[allow_undo][/allow_undo]
[message]
{IN_SPEAKER_IS_UNIT_OR_MAL_KESHAR}
message= _ "... Eyes. It’s full of eyes."
[/message]
[/event]
{PLACE_IMAGE ("items/armor-golden.png") 3 40}
[event]
name=moveto
[filter]
side=1
x,y=3,40
[/filter]
[allow_undo][/allow_undo]
[message]
{IN_SPEAKER_IS_UNIT_OR_MAL_KESHAR}
message= _ "Hmph, why would anyone craft armor out of pure gold? Everyone knows it’s one of the softest materials on Irdya. These ostentatious fiends..."
[/message]
[/event]
{PLACE_IMAGE ("items/chest-plain-open.png") 4 34}
[event]
name=moveto
[filter]
side=1
x,y=4,34
[/filter]
[allow_undo][/allow_undo]
[message]
{IN_SPEAKER_IS_UNIT_OR_MAL_KESHAR}
message= _ "This chest is empty."
[/message]
[/event]
{PLACE_IMAGE ("items/chest-plain-open.png") 9 45}
[event]
name=moveto
[filter]
side=1
x,y=9,45
[/filter]
[allow_undo][/allow_undo]
[message]
{IN_SPEAKER_IS_UNIT_OR_MAL_KESHAR}
message= _ "Yep, nothing to see here."
[/message]
[/event]
{PLACE_IMAGE ("items/chest-plain-closed.png") 8 45}
[event]
name=moveto
[filter]
side=1
x,y=8,45
[/filter]
[remove_item]
x,y=$x1,$y1
[/remove_item]
{PLACE_IMAGE ("items/chest-plain-open.png") $x1 $y1}
[sound]
name=open-chest.wav
[/sound]
[delay]
time=500
[/delay]
{RETRIEVE_GOLD {DIFF 180 160 140} }
[message]
{IN_SPEAKER_IS_UNIT_OR_MAL_KESHAR}
message= _ "It’s not like we will need the gold any time soon, but there is nothing wrong with a little plundering, right?"
[/message]
[/event]
{PLACE_IMAGE ("scenery/bookshelf-full.png") 6 42}
[event]
name=moveto
[filter]
side=1
x,y=6,42
[/filter]
[allow_undo][/allow_undo]
# wmllint: local spellings alvorian lancespade
# wmllint: display on
# Text by vultraz.
[message]
speaker=narrator
image=icons/scroll_red.png
caption= _ "Invisibility Tonic"
message= _ " • 1× clipped faerie wing
• 1× eye of blood bat
• 2× sprig of alvorian shade flower
• 1× lancespade powder
• 3× blue moon wisps
Combine faerie wings with blood bat eye. Mix well and boil in iron cauldron for two hours. Add rest of ingredients, stirring. Makes 5 beakers of invisibility tonic."
[/message]
# wmllint: display off
[/event]
{PLACE_IMAGE ("scenery/bookshelf-full.png") 3 35}
[event]
name=moveto
[filter]
side=1
x,y=3,35
[/filter]
[allow_undo][/allow_undo]
# Text by vultraz.
[message]
speaker=narrator
image=icons/scroll_red.png
caption= _ "Chaos Warlord Field Report #452"
message= _ "The elf sorceress is dead. I did not expect her to bring the entire cavern down on us; sadly for her, I simply dug my way out of the rubble with the help of a few drone servants. Even had I not seen her crushed and broken body, I knew there was no way she could have saved herself — not that the vacuous creature would have done so anyway. A curious trait, self-sacrifice. Unfortunately, she managed to buy the Lady of Light time to escape. But no matter. In the end, they will come to us..."
[/message]
[/event]
#
# Collectables.
#
{POTION_OF_DEFTNESS_S21 31 21}
{POTION_OF_STRENGTH_S21 6 44}
{ACCURACY_BOW 8 43}
{ARCANE_SHOT_AMULET 69 8}
{CHILLING_BLADE 61 31}
#
# Dungeon prisoners.
#
[event]
name=prestart
{VARIABLE prisoners_remaining 0}
[/event]
#define IN_CAGE _IMG _COLOR _X _Y _EVENT_NAME
{PLACE_IMAGE {_IMG}+"~RC(magenta>"+{_COLOR}+")" {_X} {_Y} }
{PLACE_IMAGE items/cage.png {_X} {_Y} }
[event]
name=prestart
{VARIABLE_INC prisoners_remaining}
[terrain]
x={_X}
y={_Y}
terrain=^Xo
layer=overlay
[/terrain]
[/event]
[event]
name=moveto
[filter]
side=1
[filter_location]
[filter_adjacent_location]
x={_X}
y={_Y}
[/filter_adjacent_location]
[/filter_location]
[/filter]
{VARIABLE cage.x {_X} }
{VARIABLE cage.y {_Y} }
[remove_terrain_overlays]
x,y=$cage.x,$cage.y
[/remove_terrain_overlays]
[remove_item]
x,y=$cage.x,$cage.y
[/remove_item]
[redraw]
side=1
[/redraw]
[sound]
name=gate-fall.ogg
[/sound]
[store_direction]
from_x,from_y=$cage.x,$cage.y
to_x,to_y=$x1,$y1
[/store_direction]
[fire_event]
name={_EVENT_NAME}
[primary_unit]
x,y=$x1,$y1
[/primary_unit]
[/fire_event]
{CLEAR_VARIABLE cage,direction}
{VARIABLE_DEC prisoners_remaining}
[fire_event]
name=dungeon prisoners check
[/fire_event]
[/event]
#enddef
{IN_CAGE units/undead/soulless-troll.png red 55 2 "release zombie troll"}
{IN_CAGE units/undead/soulless-swimmer.png red 46 3 "release merzombie" }
{IN_CAGE units/undead/zombie-drake.png green 61 11 "release zombie drake"}
{IN_CAGE "units/elves-wood/lord.png~FL(horiz)" teal 65 16 "release ledinor" }
[event]
name=release zombie troll
{LOYAL_UNIT 1 Soulless $cage.x $cage.y} {VARIATION troll} {FACING $direction}
[+unit]
animate=yes
[/unit]
[/event]
[event]
name=release merzombie
{LOYAL_UNIT 1 Soulless $cage.x $cage.y} {VARIATION swimmer} {FACING $direction}
[+unit]
animate=yes
[/unit]
[/event]
[event]
name=release zombie drake
{LOYAL_UNIT 3 Soulless $cage.x $cage.y} {VARIATION drake} {FACING $direction}
[+unit]
name= _ "Rurhló"
animate=yes
[/unit]
[message]
x,y=$cage.x,$cage.y
message= _ "Graurgh... Argh gaaaaa... (<i>roars</i>)" # wmllint: no spellcheck
[/message]
[message]
{IN_SPEAKER_IS_UNIT_OR_MAL_KESHAR}
scroll=no
message= _ "It’s hostile! Kill it!"
[/message]
[/event]
[event]
name=release ledinor
[unit]
# wmllint: recognize Lédinor
{CHARACTER_STATS_LEDINOR}
animate=yes
facing=$direction
hitpoints=4
x,y=$cage.x,$cage.y
[/unit]
[message]
speaker=Galas
message= _ "Lord Lédinor! Is that really you? What have these beasts done to you?!"
[/message]
[kill]
animate=yes
fire_event=no
id=Lédinor
[/kill]
[message]
speaker=Elynia
message= _ "He seems extremely unwell — no doubt he has been constantly tortured by his captors during all this time. I will have to treat him before he’ll be able to stand on his own again."
[/message]
[message]
speaker=Galas
message= _ "If only we could take him back outside... Damn it!"
[/message]
[/event]
#
# Secret passage touchplate
#
{ITEM_TOUCHPLATE 58 29}
[event]
name=moveto
[filter]
side=1
x,y=58,29
[/filter]
[remove_item]
x,y=$x1,$y1
[/remove_item]
[terrain]
x=57-58,52,51,49
y= 28,25,23,26
terrain=Urb
[/terrain]
[message]
speaker=narrator
image=wesnoth-icon.png
message=_"Touchplate triggered. A wall moves."
[/message]
[redraw]
side=1
[/redraw]
[/event]
[event]
name=DEBUG3
{VARIABLE prisoners_remaining 0}
[fire_event]
name=dungeon prisoners check
[/fire_event]
[/event]
############################################################################
# #
# SCENARIO PROGRESSION #
# #
############################################################################
#
# Central chamber
#
[event]
name=die
[filter]
type=Door
x=25-26,27
y= 34,35
[/filter]
[fire_event]
name=enter central chamber
[primary_unit]
x,y=$x2,$y2
[/primary_unit]
[/fire_event]
[/event]
[event]
name=enter central chamber
[unstore_unit]
variable=raaldir_store
find_vacant=yes
[/unstore_unit]
{CLEAR_VARIABLE raaldir_store}
[modify_side]
side=5
{GOLD 130 140 150}
[/modify_side]
{MOBILIZE_GUARDIANS (
x= 1-28
y=32-42
[not]
side=1
[/not]
)}
{CLEAR_CAVE_SHROUD x,y,radius=15,36,7}
[redraw]
side=1
[/redraw]
[scroll_to]
x,y=14,36
[/scroll_to]
[delay]
time=750
[/delay]
[message]
{IN_SPEAKER_IS_UNIT_OR_MAL_KESHAR}
message= _ "Oh, just... great."
[/message]
[message]
speaker="Ra'aldir"
message= _ "Seize the Lady of Light and kill the intruders!"
[/message]
[scroll_to]
x,y=$x1,$y1
[/scroll_to]
[/event]
[event]
name=last breath
[filter]
id="Ra'aldir"
[/filter]
[message]
speaker="Ra'aldir"
message= _ "You... you will not succeed... You can’t kill... the Emperor..."
[/message]
[/event]
[event]
name=die
[filter]
id="Ra'aldir"
[/filter]
[message]
speaker=Galas
message= _ "I don’t suspect anyone has actually tried before."
[/message]
[/event]
#
# Touchgem 1 (west side passage)
#
#define IN_ACTIVATE_TOUCHGEM _X _Y
[remove_item]
x={_X}
y={_Y}
[/remove_item]
{PLACE_IMAGE ("items/ball-magenta.png") {_X} {_Y} }
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "Touchgem triggered. A gate opens."
[/message]
#enddef
{PLACE_IMAGE ("items/ball-green.png") 4 18}
[event]
name=moveto
[filter]
side=1
x,y=4,18
[/filter]
{IN_ACTIVATE_TOUCHGEM $x1 $y1}
{CLEAR_CAVE_SHROUD (x,y,radius=15,20,4)}
{REMOVE_EVENT_BARRIER *^Zz\,*^Zz/,*^Zz| 15 20}
[message]
{IN_SPEAKER_IS_UNIT_OR_MAL_KESHAR}
scroll=no
message= _ "Ah, that ought to do the trick."
[/message]
[message]
speaker=Galas
scroll=no
message= _ "Onwards!"
[/message]
[modify_side]
side=3
controller=ai
{GOLD 190 220 230}
[/modify_side]
[/event]
#
# Touchgem 2 (northwest area, location is random)
#
[event]
name=prestart
[set_variables]
name=touchgem_locs
mode=replace
[value]
x,y=22,6
[/value]
[value]
x,y=25,16
[/value]
[value]
x,y=29,13
[/value]
[value]
x,y=9,18
[/value]
[/set_variables]
{VARIABLE_RANDOM i "0..$($touchgem_locs.length - 1)"}
{PLACE_IMAGE ("items/ball-green.png") $touchgem_locs[$i].x $touchgem_locs[$i].y}
[event]
name=moveto
delayed_variable_substitution=no
[filter]
side=1
x,y=$touchgem_locs[$i].x,$touchgem_locs[$i].y
[/filter]
[fire_event]
name=lift vritra gate barrier
[primary_unit]
x,y=$touchgem_locs[$i].x,$touchgem_locs[$i].y
[/primary_unit]
[/fire_event]
[/event]
{CLEAR_VARIABLE touchgem_locs,i}
[/event]
[event]
name=lift vritra gate barrier
{IN_ACTIVATE_TOUCHGEM $x1 $y1}
{CLEAR_CAVE_SHROUD (x,y,radius=14,13,5)}
{REMOVE_EVENT_BARRIER *^Zz\,*^Zz/,*^Zz| 14 13}
[/event]
[event]
name=last breath
[filter]
id=Mal Vritra
[/filter]
[message]
speaker=Mal Vritra
message= _ "Ah, every story has to come to an end someday... even yours, Lady of Light..."
[/message]
[/event]
#
# Touchgem 3 (side 3 leader)
#
{PLACE_IMAGE ("items/ball-green.png") 10 8}
[event]
name=moveto
[filter]
side=1
x,y=10,8
[/filter]
{IN_ACTIVATE_TOUCHGEM $x1 $y1}
{CLEAR_CAVE_SHROUD (x,y,radius=21,22,5)}
{REMOVE_EVENT_BARRIER *^Zz\,*^Zz/,*^Zz| 21 22}
[/event]
#
# Boss encounter start
#
{FIRE_EVENT_ON_STUMBLE_UPON "boss encounter" side=2}
[event]
name=boss encounter
[message]
{IN_SPEAKER_IS_UNIT_OR_MAL_KESHAR}
message= _ "Oh no... Uria be damned!"
[/message]
{CLEAR_CAVE_SHROUD (x,y,radius=36,14,5)}
[modify_side]
side=2
controller=ai
[/modify_side]
{BOSS_POPUP}
[redraw]
side=1
[/redraw]
[scroll_to_unit]
id=Cragworg
[/scroll_to_unit]
[delay]
time=1000
[/delay]
[message]
speaker=Galas
message= _ "Not this again..."
[/message]
[message]
speaker=Cragworg
message= _ "Your foolishness ends here with your death, enemies of Uria! Her Voice requests that we prevent your advance towards the Gate of Inferno at all costs!"
[/message]
[message]
speaker=Galas
message= _ "You mean the Chaos Emperor, right? I can’t believe your kind lets a lesser monster like him order you around like dogs."
[/message]
[message]
speaker=Aelyriun-Balal
message= _ "Don’t you dare speak ill of the Voice of Uria, elf scum! Cragworg, crush these disgusting vermin!"
[/message]
[/event]
[event]
name=attack
[filter]
id=Cragworg
[/filter]
[filter_second]
id=Elynia
[/filter_second]
[message]
speaker=Aelyriun-Balal
message= _ "Not the Lady of Light, you worthless idiot!"
[/message]
[/event]
[event]
name=attack end
[filter]
side=1
[/filter]
[filter_second]
side=2
[/filter_second]
[message]
speaker=Mal Keshar
message= _ "Is this our curse? To fight countless big shot enemies with death wishes?"
[/message]
[/event]
[event]
name=last breath
[filter]
id=Aelyriun-Balal
[/filter]
[message]
speaker=Aelyriun-Balal
message= _ "Oh, Uria, I... have... failed..."
[/message]
[/event]
#
# Boss encounter end
#
[event]
name=last breath
[filter]
id=Cragworg
[/filter]
[message]
speaker=Cragworg
message= _ "(<i>spits blood</i>) You have not seen the last of me! I am not... dying... today... (<i>collapses</i>)"
[/message]
[/event]
[event]
name=die
[filter]
id=Cragworg
[/filter]
[filter_condition]
{VARIABLE_NUMERICAL_NOT_EQUALS prisoners_remaining 0}
[/filter_condition]
[message]
speaker=Galas
message= _ "Ugh. Hopefully that’s the last time we will need to fight one of these drooling imps. Now, where do we go from here?"
[/message]
[message]
speaker=Elynia
message= _ "They seemed determined not just to prevent our progress towards the ‘Gate’, but also to impede our access to the dungeon on this level. May I suggest we investigate and possibly release any prisoners kept captive?"
[/message]
[message]
speaker=Galas
message= _ "Yes, sounds good to me."
[/message]
[/event]
[event]
name=moveto
[filter]
side=1
[and]
[filter_location]
x,y=50,8
[or]
x,y=52,21
[/or]
radius=5
[/filter_location]
[/and]
[/filter]
[message]
speaker=Galas
message= _ "I think I just heard a voice calling for help."
[/message]
[message]
speaker=Mal Keshar
message= _ "Galas, do you really want us to explore the whole place? We do not have all the time in the world, you know. Besides, I doubt the prisoners can be of much help. <small>Not alive, at least...</small>"
[/message]
[message]
speaker=Galas
message= _ "It would be highly inhumane for us to leave them abandoned to their own luck!"
[/message]
[message]
speaker=Mal Keshar
message= _ "Very well, boy, do as you wish. I don’t really care! Should we lose precious time due to your insistence on helping all living things, that shall be <i>your</i> problem to deal with, not mine."
[/message]
[/event]
#
# Called from the dungeon cage handlers
#
[event]
name=dungeon prisoners check
[filter_condition]
{VARIABLE_NUMERICAL_EQUALS prisoners_remaining 0}
[/filter_condition]
[message]
speaker=Elynia
message= _ "I wonder if that’s all of them... It seems odd that the dungeon is almost completely empty. Perhaps they saw us coming and moved all of their prisoners elsewhere?"
[/message]
[message]
speaker=Galas
message= _ "Why would they bother? They have never seemed to be the kind who would take prisoners in the first place; Lord Lédinor’s presence here is highly unusual."
[/message]
[message]
speaker=Elynia
message= _ "Yes, and that is... Hold on, I hear movement."
[/message]
[unstore_unit]
variable=nemaara_store
find_vacant=yes
[/unstore_unit]
{MOBILIZE_GUARDIANS (
[filter_location]
x,y=$nemaara_store.x,$nemaara_store.y
radius=4
[/filter_location]
[not]
side=1
[/not]
)}
{CLEAR_CAVE_SHROUD (
x,y,radius=$nemaara_store.x,$nemaara_store.y,7
[filter_radius]
terrain=!,Q*,Q*^*
[/filter_radius]
[not]
y=1-3
[/not]
)}
{CLEAR_VARIABLE nemaara_store}
{REMOVE_EVENT_BARRIER *^Zz\,*^Zz/,*^Zz| 34 10}
[message]
speaker=Mal Keshar
message= _ "So I guess we don’t need to find a way to open that gate after all!"
[/message]
#
# TODO: fix this
#
#ifdef 0
[scroll_to_unit]
id=Nemaara
[/scroll_to_unit]
{HIGHLIGHT_GOAL (
[filter]
id=Nemaara
[/filter]
)}
[scroll_to]
x,y=$x1,$y1
[/scroll_to]
#endif
[/event]
#
# Victory
#
[event]
name=moveto
[filter]
id=Galas,Elynia,Mal Keshar
x=32-34
y=1
[/filter]
{ENDLEVEL_CONTINUE}
[/event]
[event]
name=victory
[message]
speaker=Galas
message= _ "And deeper underground we go. (<i>sighs</i>) Perhaps we should focus on finding that ‘Gate’ and close it off somehow before confronting the Emperor. Elynia, would you be able to do that?"
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Galas
message= _ "... Elynia?"
[/message]
[message]
speaker=Elynia
# po: She is supposed to sound as though she's distracted with/by something else.
message=_ "Huh? Oh, sorry. You are asking about the portal to Inferno, right. I fear it might be a much more severe fissure in our reality than I originally suspected. I can’t even begin to fathom the amount of power that was required to create it, let alone how to heal it."
[/message]
[message]
speaker=Mal Keshar
message= _ "So, you mean..."
[/message]
[message]
speaker=Elynia
message= _ "This whole city is the Gate."
[/message]
{CLEAR_VARIABLE prisoners_remaining,raaldir_store,nemaara_store,player_castle_locs}
[/event]
[/scenario]
#undef IN_NOTE_ONLY_ON_FIRST_TURN
#undef IN_NOTE_ONLY_ON_GAMEPLAY_TURNS
#undef IN_NOTE_NO_RECRUIT_RECALL
#undef IN_SPEAKER_IS_UNIT_OR_MAL_KESHAR
#undef IN_CAGE
#undef IN_ACTIVATE_TOUCHGEM
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
[scenario]
id=22A_Face_of_the_Enemy
name= _ "Face of the Enemy"
{MAP 22A_Face_of_the_Enemy.map}
{TURNS 46 45 44}
next_scenario=22B_Dark_Hive
victory_when_enemies_defeated=no
{NO_RECALLS}
{SCENARIO_MUSIC "climactic_contemplation.ogg"}
{EXTRA_SCENARIO_MUSIC "heroes_rite.ogg"}
{EXTRA_SCENARIO_MUSIC "the_deep_path.ogg"}
{EXTRA_SCENARIO_MUSIC "nunc_dimittis.ogg"}
{EXTRA_SCENARIO_MUSIC "suspense.ogg"}
{INDOORS_HIVE}
{STORYTXT_GAUNTLET}
{DEATHS_ACT_4}
{SPAWN_CONTROLLER}
# wmllint: validate-off
[side]
side=1
controller=human
team_name=good
user_team_name= _ "team_name^Galas"
fog=yes
shroud=yes
{NO_ECONOMY}
# wmllint: recognize Galas
{CHARACTER_STATS_GALAS}
[/side]
# wmllint: validate-on
# Boss and boss supporters
[side]
side=2
team_name=enemies
user_team_name= _ "team_name^Chaos Warlord"
{CHAOS_FLAG}
color=gold
controller=null # Activated later.
hidden=yes
no_leader=yes
# Gold set by events.
recruit=Chaos Invoker,Fire Wraith,Demon Grunt,Demon Zephyr
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 9.00}
{AI_SIMPLE_ALWAYS_ASPECT leader_aggression 9.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
{AI_SIMPLE_ALWAYS_ASPECT grouping no}
{AI_BOSS_TARGETING_ENGINE <<{"Elynia","Galas","Mal Keshar"}>>}
[/ai]
[/side]
[side]
side=3
team_name=enemies
user_team_name= _ "team_name^Chaos Empire"
{CHAOS_FLAG}
color=blue
hidden=yes
no_leader=yes
{NO_ECONOMY}
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
[/ai]
{SIDE_GENERIC_GUARD (Chaos Razerman) 18 27} {FACING ne}
{SIDE_GENERIC_GUARD (Chaos Razerman) 28 30} {FACING nw}
[unit]
id=Urunur
name= _ "Urunur"
type=Iron Mauler
x,y=22,30
facing=ne
upkeep=free
alignment=chaotic
[modifications]
{TRAIT_FEARLESS}
{TRAIT_STRONG}
[/modifications]
[/unit]
{SIDE_GENERIC_GUARD (Chaos Marauder) 16 32}
{SIDE_GENERIC_GUARD (Chaos Marauder) 31 34}
{SIDE_GENERIC_GUARD (Hell Guardian) 33 35}
{SIDE_GENERIC_GUARD (Chaos Magus) 21 35}
{SIDE_GENERIC_GUARD (Chaos Magus) 18 31}
{SIDE_GENERIC_GUARD (Chaos Magus) 26 31}
{SIDE_GENERIC_GUARD (Chaos Invader) 30 21}
{SIDE_GENERIC_GUARD (Chaos Invader) 31 21}
{SIDE_GENERIC_GUARD (Chaos Invader) 35 23}
{SIDE_GENERIC_GUARD (Chaos Invader) 34 23}
{SIDE_GENERIC_GUARD (Demon Warrior) 31 23} {FACING ne}
{SIDE_GENERIC_GUARD (Blood Imp) 28 23}
{SIDE_GENERIC_GUARD (Blood Imp) 28 24}
{SIDE_GENERIC_GUARD (Blood Imp) 29 24}
{SIDE_GENERIC_GUARD (Hellhound) 26 25} {FACING ne}
{SIDE_GENERIC_GUARD (Chaos Invoker) 35 20} {FACING nw}
{SIDE_GENERIC_GUARD (Imp) 36 19} {FACING nw}
[/side]
[side]
side=4
team_name=enemies
user_team_name= _ "team_name^Dark Hive"
{CHAOS_FLAG}
hidden=yes
no_leader=yes
{NO_ECONOMY}
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 9.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
{AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes}
{AI_SIMPLE_ALWAYS_ASPECT grouping no}
[/ai]
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 25 35}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 14 32}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 42 44}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 54 40}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 57 44}
{SIDE_GENERIC_GUARD (Prong Bug) 22 4}
[/side]
[side]
side=5
team_name=enemies
user_team_name= _ "team_name^Cave Creatures"
hidden=yes
no_leader=yes
{NO_ECONOMY}
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
{AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes}
{AI_SIMPLE_ALWAYS_ASPECT grouping no}
[/ai]
{SIDE_GENERIC_GUARD (Blood Bat) 30 10}
{SIDE_GENERIC_GUARD (Blood Bat) 28 13}
{SIDE_GENERIC_GUARD (Blood Bat) 32 5}
{SIDE_GENERIC_GUARD (Blood Bat) 48 16}
{SIDE_GENERIC_GUARD (Blood Bat) 51 14}
{SIDE_GENERIC_GUARD (Brain Drainer) 47 12}
{SIDE_GENERIC_GUARD (Brain Drainer) 31 6}
{SIDE_GENERIC_GUARD (Giant Ant) 48 34}
{SIDE_GENERIC_GUARD (Giant Ant) 50 37}
{SIDE_GENERIC_GUARD (Giant Ant) 54 29}
{SIDE_GENERIC_GUARD (Giant Spider) 49 48}
{SIDE_GENERIC_GUARD (Water Serpent) 50 32}
{SIDE_GENERIC_GUARD (Cuttle Fish) 44 11}
[/side]
[side]
side=6
team_name=enemies
user_team_name= _ "team_name^Chaos Empire"
{CHAOS_FLAG}
no_leader=yes
hidden=yes
{NO_ECONOMY}
[/side]
{CAVE_NOISE_SOUND_SOURCE}
{CAVE_WATER_SOUND_SOURCE 33 6}
{PLACE_IMAGE ("items/bones.png~FL(horiz)") 30 5}
{PLACE_IMAGE ("items/bones.png~FL(horiz)") 48 35}
{PLACE_IMAGE ("items/bones.png") 56 42}
#define GA_DRONES_EASY
"Shaxthal Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Runner Drone,Shaxthal Sentry Drone" #enddef
#define GA_DRONES_MEDIUM
"Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone,Shaxthal Protector Drone,Shaxthal Protector Drone" #enddef
#define GA_DRONES_HARD
"Shaxthal Sentry Drone,Shaxthal Assault Drone" #enddef
#define GA_DRONES_ULTRA
"Shaxthal Sentry Drone,Shaxthal Sentry Drone,Shaxthal Assault Drone,Shaxthal Assault Drone,Shaxthal Assault Drone,Shaxthal Rayblade" #enddef
#define GA_DRONE _TURNS _DIFFICULTY_LEVEL _X _Y
{TIMED_DRONE_SPAWNER {_TURNS} (type={GA_DRONES_{_DIFFICULTY_LEVEL}}) 4 {_X} {_Y} }
#enddef
{GA_DRONE {DIFF 4 7 9} ULTRA 34 30}
{GA_DRONE {DIFF 4 7 9} ULTRA 28 22}
{GA_DRONE {DIFF 4 7 9} ULTRA 32 24}
{GA_DRONE 8 MEDIUM 29 26}
{GA_DRONE 8 MEDIUM 26 23}
{GA_DRONE 8 MEDIUM 35 26}
{GA_DRONE 6 EASY 14 31}
{GA_DRONE 6 EASY 20 33}
{GA_DRONE 6 EASY 26 30}
{GA_DRONE 6 EASY 27 29}
{GA_DRONE 6 EASY 16 29}
{GA_DRONE 9 HARD 43 44}
{GA_DRONE 9 HARD 53 41}
{GA_DRONE 4 ULTRA 55 44}
{GA_DRONE 6 HARD 35 10}
{GA_DRONE 6 MEDIUM 18 8}
{GA_DRONE 6 MEDIUM 20 9}
{GA_DRONE 6 MEDIUM 15 6}
{GA_DRONE 6 EASY 13 3}
{GA_DRONE 6 EASY 16 4}
{GA_DRONE 6 EASY 13 7}
#define GA_TENTACLE _TURNS _X _Y
{TIMED_SPAWNER {_TURNS} (type=Tentacle of the Deep) 5 {_X} {_Y} }
#enddef
{GA_TENTACLE 6 42 13}
{GA_TENTACLE 4 39 16}
{GA_TENTACLE 6 45 10}
{GA_TENTACLE 4 48 10}
{GA_TENTACLE 4 50 30}
{GA_TENTACLE 6 52 34}
{GA_TENTACLE 4 57 34}
[event]
name=prestart
{VARIABLE boss_revived 0}
# Used for SLFs only.
[time_area]
id=escape_area
x=36-63,34-35,35
y=29-48, 36,37
{INDOORS_HIVE}
[/time_area]
[setup_doors]
side=6
[/setup_doors]
# Recall heroes
# wmllint: recognize Elynia
{RECALL_ELYNIA}
# wmllint: recognize Mal Keshar
{RECALL_MAL_KESHAR}
# wmllint: recognize Lédinor
{RECALL_LEDINOR}
# wmllint: recognize Erathan
{RECALL_ERATHAN2}
# wmllint: recognize Igor
{RECALL_IGOR}
{FACE_DIRECTION side=1 ne}
[modify_unit]
[filter]
id=Lédinor
[/filter]
hitpoints="$($this_unit.max_hitpoints * 0.6)"
[/modify_unit]
[hide_unit]
id=Lédinor
[/hide_unit]
{OBJECTIVES (
{OBJECTIVE_VICTORY ( _ "Explore and descend deeper underground with Galas, Elynia, or Mal Keshar")}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Elynia")}
{OBJECTIVE_DEFEAT ( _ "Death of Mal Keshar")}
{OBJECTIVE_DEFEAT ( _ "Death of Lédinor")}
{TURNS_RUN_OUT}
{OBJECTIVE_FULL_CARRYOVER}
)}
[/event]
{FINAL_SCENARIO_PLAYER_RECRUITMENT_WITH_AUTORECALL}
[event]
name=start
[message]
speaker=Galas
message= _ "It has been a while since we last encountered an enemy other than those mindless hive creatures, and the stench of decay is only getting worse. Are we sure we are going in the right direction?"
[/message]
[message]
speaker=Mal Keshar
message= _ "Oh, we certainly are heading towards a powerful dark presence. Whether it is the Chaos Emperor himself or not—"
[/message]
[message]
speaker=Elynia
message= _ "Galas, Lord Lédinor seems to be regaining consciousness."
[/message]
[unhide_unit]
id=Lédinor
[/unhide_unit]
[message]
speaker=Galas
message= _ "My lord! Are you all right?"
[/message]
[message]
speaker=Lédinor
message= _ "Oh, young Galas, that is a... silly question to ask... (<i>coughs</i>) To say that I have felt better in my life would be quite an understatement. But... I am alive at least. I never expected to see you here, and... I hear this radiant lady is the Lady of Light, the savior of elf-kind? How can this be? I... I always thought..."
[/message]
[message]
speaker=Galas
message= _ "Oh, my lord, it is a long and sorrowful story. I suppose it rests on me to bring you up to speed. Do you think you will be able to walk on your own, sir?"
[/message]
[message]
speaker=Lédinor
message= _ "I am old and tortured, but not useless yet. Yes, I can walk, and perhaps I may still be of help."
[/message]
[message]
speaker=Galas
message= _ "Let us get moving then."
[/message]
[/event]
[event]
name=turn 4
[message]
speaker=Lédinor
message= _ "So that is why Anlindë is not here... Oh, Galas, would that I had foreseen this. It’s not fair. I should have died in her place, making a last stand against our enemies! Instead, I was captured and brought to this living hell."
[/message]
[message]
speaker=Elynia
message= _ "Why would they do this? Were any other elves captured? Did the demons want anything specific from you, perhaps to make an example for the rest of our people?"
[/message]
[message]
speaker=Lédinor
message= _ "Oh, I fear I was never allowed to see or be seen by any other prisoners back in the Valley, my fair lady. Then I was brought here tied and blindfolded. Although there certainly used to be other people in the dungeon, not a single one of them sounded like one of our own. As for why they kept me alive... Ugh... (<i>holds head</i>)"
[/message]
[message]
speaker=Lédinor
message= _ "These fiends, they have no compassion for any living creature, not even those from their own ranks. You don’t want to hear of the atrocities they do to their prisoners... I am sure you recall the stories we tell about orcs mutilating their enemies and boiling them alive? Compared to the things they do to you in here — the things they <i>make</i> you do — I assure you, becoming an orc’s dinner... would be a far preferable fate to even witnessing all this..."
[/message]
[message]
speaker=Elynia
message= _ "I... Lord Lédinor, pardon me. I should not have asked."
[/message]
[/event]
{ITEM_CRYSTAL_GLYPH_MESSAGE 49 15}
[event]
name=moveto
[filter]
x,y=49,15
side=1
[/filter]
{MSG_GLYPH ( _ "We are the Argazar people, creators of these crystal glyphs. And this is the story of our downfall.")}
{MSG_GLYPH ( _ "Our extensive research allowed us to select the best characteristics of all natural lifeforms in our domain and combine them into a new creature. Thus the ‘invincibles’, or ‘Shaxthals’, were born. Our original intention was to use this knowledge to advance our civilization beyond the limits of mortality, and achieve the dream of eternal life. However, a hostile invasion from Rythé brought our plan to an abrupt halt.")}
{MSG_GLYPH ( _ "After years of war, desperate for a resolution we saw fit to employ our invincibles as weapons against our ancient enemy, and much to our amazement, the plan worked. But even though we managed to fend off Rythé’s forces for a while, in doing so we garnered new attention from a mysterious entity whose existence we had ignored thus far.")}
{MSG_GLYPH ( _ "A powerful beam of pure darkness struck our world, destroying our civilization, and our creations. Our population swiftly dwindled, and the Rythenians took advantage of the situation. Cornered and without escape from the increasingly poisonous air, we devised a mechanism that allowed us to escape into a world beyond the veil; a primitive world devoid of intelligent life, a world stranded in a limbo between times.")}
{MSG_GLYPH ( _ "Although our new home was far too hostile for us to survive on the surface, we found shelter under the ground, where we decided we would try to rebuild our civilization. However...")}
{MSG_GLYPH ( _ "Originally non-sentient, the Shaxthals we brought with us somehow developed minds of their own, with new instincts and desires, and they could no longer be contained by their creators. They began to attack and assimilate the remnants of our people and spawn new generations with new, more sophisticated bodies able to protect them against our weapons. Their numbers increased at an exceedingly fast rate, and we could do nothing to save ourselves in time.")}
{MSG_GLYPH ( _ "With barely a few dozen of us left, we discovered a way to thwart the Shaxthals’ reproductive capabilities. And thus the circle was completed: our hope for eternal life became the instrument of our demise, and us their own. In the twilight days of our race, we were left to ponder this irony.")}
{MSG_GLYPH ( _ "In spite of our protests, the elders ordered us to take a few of the last Shaxthal creatures and put them into preservation pods for further experimentation, believing that they might still hold the key to our survival. By then it was too late, and we no longer had specialists able to conduct any new research. We could only make sure to record our history and thoughts in these crystal glyphs, with the hope that perhaps some day someone will resurrect our fallen race.")}
[/event]
############################################################################
# #
# SCENARIO PROGRESSION #
# #
############################################################################
{FIRE_EVENT_ON_STUMBLE_UPON "guard encounter" side=3}
[event]
name=guard encounter
[redraw]
side=1
[/redraw]
[message]
speaker=Mal Keshar
message= _ "Do they seriously expect these two to prevent our advance somehow?"
[/message]
[/event]
[event]
name=die
[filter]
type=Door
x=34,35
y=20,21
[/filter]
{CLEAR_CAVE_SHROUD x,y,radius=31,23,3}
{CLEAR_CAVE_SHROUD x,y,radius=28,24,3}
[redraw]
side=1
[/redraw]
[message]
speaker=Mal Keshar
message= _ "Ah, that’s much better!"
[/message]
[/event]
[event]
name=die
[filter]
type=Door
x=24,25,26
y=25,26,26
[/filter]
{MOBILIZE_GUARDIANS (
side=3
[filter_location]
x,y,radius=20,31,8
[/filter_location]
)}
[store_unit]
[filter]
side=1
x=1-100
y=1-100
[/filter]
variable=onmap_player_units
kill=yes
[/store_unit]
[hide_unit][/hide_unit]
{FADE_TO_BLACK}
[delay]
time=1000
[/delay]
[foreach]
array=onmap_player_units
[do]
{VARIABLE this_item.attacks_left $this_item.max_attacks}
{VARIABLE this_item.moves $this_item.max_moves}
[unstore_unit]
variable=this_item
check_passability=yes
find_vacant=yes
x,y=21,28
[/unstore_unit]
[hide_unit]
id=$this_item.id
[/hide_unit]
[/do]
[/foreach]
{CLEAR_VARIABLE onmap_player_units}
[redraw]
side=1
[/redraw]
[scroll_to]
x,y=22,27
{WARP}
[/scroll_to]
{FADE_IN}
[unhide_unit]
side=1
[/unhide_unit]
[delay]
time=500
[/delay]
[scroll_to]
x,y=15,30
[/scroll_to]
[delay]
time=500
[/delay]
[unhide_unit]
[not]
side=1
[/not]
[/unhide_unit]
[message]
speaker=Urunur
message= _ "It’s the heathens! Keep them entertained!"
[/message]
[message]
speaker=Galas
message= _ "What is this now? Keep us entertained for what?"
[/message]
[terrain]
x=23-24,25-26,27
y= 25, 26,27
terrain=Xos
[/terrain]
[redraw][/redraw]
[kill]
type=Door
[filter_location]
terrain=Xos
[/filter_location]
[/kill]
[sound]
name=dragonstick.ogg
[/sound]
[scroll_to]
x,y=25,26
{WARP}
[/scroll_to]
[delay]
time=1000
[/delay]
[message]
speaker=Erathan
message= _ "I suppose it’s too late to turn back now."
[/message]
[scroll_to_unit]
id=Galas
[/scroll_to_unit]
[event]
delayed_variable_substitution=no
name="turn $($turn_number + 3)"
[fire_event]
name=boss stage 1
[/fire_event]
[/event]
[/event]
############################################################################
# #
# BOSS STAGE 1 #
# #
############################################################################
[event]
name=boss stage 1
{LOCK_VIEW}
[store_starting_location]
side=2
[/store_starting_location]
{CLEAR_CAVE_SHROUD x,y,radius=$location.x,$location.y,6}
[redraw]
side=1
[/redraw]
{CLEAR_FOG 1 $location.x $location.y 6}
[scroll_to]
x,y=$location.x,$location.y
{WARP}
[/scroll_to]
[delay]
time=250
[/delay]
[terrain]
x,y=$location.x,$location.y
terrain=Kud
[/terrain]
[redraw][/redraw]
{REPLACE_SCENARIO_MUSIC silence.ogg}
{QUAKE thunderstick.ogg}
[sound]
name=dwarf-laugh.wav
[/sound]
[delay]
time=500
[/delay]
{FACE_LOCATION side=1 x,y=$location.x,$location.y}
[message]
speaker=Erathan
scroll=no
message= _ "He is here!"
[/message]
[delay]
time=500
[/delay]
[message]
speaker=Igor
scroll=no
message= _ "That’s..."
[/message]
[store_direction]
[to]
[filter]
id=Galas
[/filter]
[/to]
from_x,from_y=$location.x,$location.y
[/store_direction]
{REPLACE_SCENARIO_MUSIC "the_city_falls.ogg"}
[modify_side]
side=2
controller=ai
hidden=no
{INCOME 6 8 9}
{GOLD 150 170 200}
[/modify_side]
[unit]
# wmllint: recognize Elyssa
{CHARACTER_STATS_ELYSSA}
animate=yes
canrecruit=yes
side=2
placement=leader
facing=$direction
{IS_BOSS}
[/unit]
{BOSS_POPUP}
[delay]
time=1000
[/delay]
{CONDITIONAL_ERATHAN (
[message]
speaker=Erathan
message= _ "A woman? The warlord is actually a <i>woman</i>?"
[/message]
) (
[message]
speaker=Mal Keshar
message= _ "Huh? The warlord is actually a woman? Pah, not that it makes any difference."
[/message]
)}
[message]
speaker=Elyssa
message= _ "Galas, the elf leader. You have no idea how long I’ve been waiting to meet you. It’s too bad that the elven witch could not make it — she seemed too infatuated with self-sacrifice for that, much like you."
[/message]
[message]
speaker=Galas
message= _ "So you are the monster who killed Anlindë. I shall make sure you meet your due punishment, and I am <i>not</i> planning on dying tonight!"
[/message]
[message]
speaker=Elyssa
message= _ "Alas, lord of the elves, there is no weapon nor magical power left on this ruined world able to destroy me. You will only waste the last minutes of your life!"
[/message]
[message]
speaker=Elynia
message= _ "No, we will prevail. No matter how many times your kind tries, you cannot escape justice at our hands. You will be banished from Irdya all the same!"
[/message]
[message]
speaker=Elyssa
message= _ "Ah, the formidable Lady of Light... I am truthfully disappointed to see you are but a brash, ignorant creature, just like the rest. You should be taught to not defy the power of Uria."
[/message]
[message]
speaker=Elyssa
message= _ "You all appear to be under the misconception that your pitiful war will make a difference; but to her, you are completely beneath notice. We have been kept distracted by more important matters, but since you decided to come to our domain in person, I suppose it rests upon me to put an end to this folly."
[/message]
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "The demoness unsheathed her sword and held it to the fore, glancing at the Lady of Light with murderous glee in her eyes. And just for one instant, Galas could read a hint of outrage and anguish on Elynia’s face."
[/message]
[message]
speaker=Elyssa
# po: Yes, she doesn't spell out the Chaos Emperor's name or title
# po: on this line, that's intentional.
message= _ "Although he and Uria had an interest in dealing with you personally, I fear that will not be possible, my dear."
[/message]
[scroll_to_unit]
id=Elynia
[/scroll_to_unit]
[delay]
time=750
[/delay]
[message]
speaker=Elynia
message= _ "No. It is time for <i>you</i> to meet your fate!"
[/message]
{OBJECTIVES (
{OBJECTIVE_VICTORY ( _ "Defeat the Chaos Warlord")}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Elynia")}
{OBJECTIVE_DEFEAT ( _ "Death of Mal Keshar")}
{OBJECTIVE_DEFEAT ( _ "Death of Lédinor")}
{TURNS_RUN_OUT}
{OBJECTIVE_FULL_CARRYOVER}
)}
{UNCLEAR_FOG}
{CLEAR_VARIABLE location,direction}
{UNLOCK_VIEW}
[/event]
#
# Elyssa can't die in this scenario.
#
{BOSS_IMMORTALITY Elyssa () 100}
[event]
name=die
[filter]
id=Elyssa
[/filter]
{BUG ()}
[/event]
#
# Make her fully invulnerable after the first two times.
#
[event]
id=boss_revives_counter
name=boss revived
first_time_only=no
{VARIABLE_INC boss_revived}
[if]
{VARIABLE_NUMERICAL_EQUALS boss_revived 2}
[then]
[remove_event]
id=boss_revives_counter # wmllint: ignore
[/remove_event]
[/then]
[/if]
[/event]
{BOSS_ABSORB_FULL_DAMAGE Elyssa ({VARIABLE_NUMERICAL_GREATER_THAN_OR_EQUAL boss_revived 2})}
[event]
name=boss revived
[message]
speaker=Elyssa
message= _ "I did warn you... You cannot destroy me."
[/message]
[message]
speaker=Mal Keshar
message= _ "Galas, you know that normally I would approve of sticking around to enact some form of revenge, but the harsh reality of the situation is..."
[/message]
[message]
speaker=Elynia
message= _ "Everyone, cover your eyes!"
[/message]
[sound]
name=magic-holy-miss-1.ogg
[/sound]
[hide_unit][/hide_unit]
{WHITE_SCREEN}
[delay]
time=2000
[/delay]
[lua]
code=<<
local shift, step, delay = 256, 32, 20
repeat
shift = math.max(0, shift - step)
wesnoth.wml_actions.color_adjust { red = shift, green = shift, blue = shift }
wesnoth.interface.delay(delay)
if shift <= 128 then
wesnoth.wml_actions.unhide_unit {}
end
wesnoth.wml_actions.redraw {}
until shift <= 0
>>
[/lua]
[modify_unit]
[filter]
id=Elyssa
[/filter]
moves=1
max_moves=1
[variables]
normal_moves=$this_unit.max_moves
[/variables]
[status]
# Yes, only for one turn.
slowed=yes
[/status]
[/modify_unit]
[message]
speaker=Elyssa
message= _ "What is this...? Do you really think such a cheap trick is going to stop me!? (<i>holds her head</i>)"
[/message]
[message]
speaker=Galas
message= _ "She seems disoriented. Is this what we are doing now, Elynia? Fleeing from the enemy like cowards?"
[/message]
[message]
speaker=Elynia
message= _ "We’re not fleeing from her — we are just advancing to a more tactically advantageous position! Mal Keshar, take care of the enchantment shielding the gate!"
[/message]
[setup_doors]
side=6
terrain=*^Zz*
[/setup_doors]
{CLEAR_CAVE_SHROUD terrain,radius=*^Zz*,3}
[redraw]
side=1
[/redraw]
[scroll_to]
terrain=*^Zz*
[/scroll_to]
{HIGHLIGHT_GOAL terrain=*^Zz*}
[scroll_to_unit]
id=Galas
[/scroll_to_unit]
#
# Set up a counter for Elyssa's unconditional victory
#
# Yes this is a lot of turns, to account for the possibility that Mal
# Keshar needs to move to the gates from Elyssa's keep.
{VARIABLE boss_reactivate_turns {DIFF 8 7 7} }
[event]
id=boss_victory_progress_update
name=update boss countdown
first_time_only=no
{OBJECTIVES (
{OBJECTIVE_VICTORY ( _ "Destroy the exit gate using Mal Keshar before the Chaos Warlord regains her sight ($boss_reactivate_turns turns remaining)")}
{OBJECTIVE_SHOW_IF ({VARIABLE_NUMERICAL_NOT_EQUALS boss_reactivate_turns 1})}
{OBJECTIVE_VICTORY ( _ "Destroy the exit gate using Mal Keshar before the Chaos Warlord regains her sight (1 turn remaining)")}
{OBJECTIVE_SHOW_IF ({VARIABLE_NUMERICAL_EQUALS boss_reactivate_turns 1})}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Elynia")}
{OBJECTIVE_DEFEAT ( _ "Death of Mal Keshar")}
{OBJECTIVE_DEFEAT ( _ "Death of Lédinor")}
{TURNS_RUN_OUT}
{OBJECTIVE_FULL_CARRYOVER}
{OBJECTIVE_NOTE ( _ "Elyssa will be incapacitated only for a limited time ($boss_reactivate_turns turns remaining)")}
)}
[/event]
[fire_event]
name=update boss countdown
[/fire_event]
[event]
id=boss_victory_countdown
name=new turn
first_time_only=no
delayed_variable_substitution=yes
{VARIABLE_DEC boss_reactivate_turns}
[if]
{VARIABLE_NUMERICAL_EQUALS boss_reactivate_turns 0}
[then]
[fire_event]
name=boss victory
[/fire_event]
[/then]
[else]
[fire_event]
name=update boss countdown
[/fire_event]
[/else]
[/if]
[/event]
[/event]
#
# If Elyssa comes back to her senses it'll be too late for the player to
# attempt to escape.
#
[event]
name=boss victory
[message]
speaker=Elyssa
message= _ "Enough! By the power you have bestowed upon me, Uria, may the spells conferring life to the dead be canceled now!"
[/message]
[message]
speaker=Mal Keshar
message= _ "Oh no..."
[/message]
{THUNDER (
[message]
speaker=Mal Keshar
message= _ "Her power is too great! I... cannot..."
[/message]
#
# This will kill Mal Keshar and trigger defeat.
#
[kill]
side=1
race=undead
animate=yes
fire_event=yes
[/kill]
)}
[/event]
#define GA_EXIT_SUF
type=Door
[filter_location]
terrain=*^Zz*
[/filter_location]
#enddef
#
# Only Mal Keshar can destroy the exit gate!
#
{FORCE_CHANCE_TO_HIT (
[not]
id=Mal Keshar
[/not]
) ({GA_EXIT_SUF}) 0 ()}
[event]
name=die
[filter]
type=Door
[filter_location]
terrain=*^Zz*
[/filter_location]
[/filter]
[remove_terrain_overlays]
[filter]
type=Door
[/filter]
terrain=*^Zz*
[/remove_terrain_overlays]
[kill]
type=Door
[filter_location]
x,y=$x1,$y1
radius=1
[/filter_location]
[/kill]
[fire_event]
name=boss stage 2
[/fire_event]
[/event]
############################################################################
# #
# BOSS STAGE 2 #
# #
############################################################################
[event]
name=boss stage 2
[message]
speaker=Elynia
message= _ "Time for us to leave!"
[/message]
[message]
speaker=Galas
message= _ "What exactly do you intend to accomplish with this, Elynia? Could you at least tell me what your plan is for once?"
[/message]
[message]
speaker=Elynia
message= _ "Oh, you mean that as if you never did anything of the sort before? We have no time to waste here, I will explain later!"
[/message]
{OBJECTIVES (
{OBJECTIVE_VICTORY ( _ "Escape from the Chaos Warlord with Galas, Elynia, or Mal Keshar")}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Elynia")}
{OBJECTIVE_DEFEAT ( _ "Death of Mal Keshar")}
{OBJECTIVE_DEFEAT ( _ "Death of Lédinor")}
{TURNS_RUN_OUT}
{OBJECTIVE_FULL_CARRYOVER}
)}
[remove_event]
id=boss_victory_countdown # wmllint: ignore
[/remove_event]
[remove_event]
id=boss_victory_progress_update # wmllint: ignore
[/remove_event]
{CLEAR_VARIABLE boss_reactivate_turns}
[modify_unit]
[filter]
id=Elyssa
[/filter]
max_moves=$this_unit.variables.normal_moves
moves=$this_unit.variables.normal_moves
[/modify_unit]
#
# End the boss fight once all heroes are out of the boss chamber.
#
[event]
name=moveto
[filter]
id=Galas,Elynia,Mal Keshar
[/filter]
[filter_condition]
[not]
[have_unit]
id=Galas,Elynia,Mal Keshar
[not]
x=37-100
y=31-100
[/not]
[/have_unit]
[/not]
[/filter_condition]
[fire_event]
name=boss end
[/fire_event]
[/event]
#
# Don't allow returning to the boss chamber after everyone's left.
#
[event]
name=moveto
[filter]
side=1
[/filter]
[filter_condition]
[not]
[have_unit]
side=1
[filter_location]
[not]
area=escape_area
[/not]
[/filter_location]
[/have_unit]
[/not]
[/filter_condition]
[scroll_to]
x,y=34,35
{WARP}
[/scroll_to]
[place_shroud]
side=1
[not]
area=escape_area
[/not]
[/place_shroud]
[terrain]
x=32-35,31,33
y=34-35,35,36
terrain=Xos
[/terrain]
[redraw]
side=1
[/redraw]
{QUAKE dragonstick.ogg}
[delay]
time=1000
[/delay]
[scroll_to]
x,y=$x1,$y1
[/scroll_to]
[/event]
[/event]
[event]
name=boss end
[message]
speaker=Elyssa
message= _ "So <i>that</i> is your plan, Lady of Light. I see..."
[/message]
{MOVE_UNIT id=Elyssa 24 26}
[kill]
id=Elyssa
[/kill]
{REPLACE_SCENARIO_MUSIC "the_deep_path.ogg"}
[/event]
[event]
name=moveto
[filter]
id=Galas,Elynia,Mal Keshar
x=45-63
y=38-48
[/filter]
[message]
speaker=Galas
message= _ "So will you explain your plan now?"
[/message]
[message]
speaker=Elynia
message= _ "I... am not completely sure yet if it is possible, but... even without Argan’s assistance, I may be able to summon the Union again somehow, if we can concentrate for a few minutes."
[/message]
[message]
speaker=Galas
message= _ "We? I don’t think I can..."
[/message]
[message]
speaker=Elynia
message= _ "Not you! Malin and me."
[/message]
[message]
speaker=Mal Keshar
message= _ "Wait, what?"
[/message]
[/event]
#
# "Victory"
#
[event]
name=moveto
[filter]
id=Galas,Elynia,Mal Keshar
x=1-100
y=48
[/filter]
{ENDLEVEL_CONTINUE}
[/event]
[event]
name=victory
{CLEAR_VARIABLE boss_reactivate_turns,boss_revived}
[/event]
[/scenario]
#undef GA_DRONE
#undef GA_DRONES_EASY
#undef GA_DRONES_MEDIUM
#undef GA_DRONES_HARD
#undef GA_DRONES_ULTRA
#undef GA_DRONE
#undef GA_TENTACLE
#undef GA_EXIT_SUF
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
[scenario]
id=22B_Dark_Hive
name= _ "The Dark Hive"
{MAP 22B_Dark_Hive.map}
{TURNS 82 78 75}
next_scenario=23A_Into_the_Lair
victory_when_enemies_defeated=no
{NO_RECALLS}
{SCENARIO_MUSIC "into_the_shadows.ogg"}
{EXTRA_SCENARIO_MUSIC "suspense.ogg"}
{INDOORS_HIVE} {SCHEDULE_LIGHTING -50 -70 0}
{STORYTXT_DARK_HIVE}
{DEATHS_ACT_4}
{SPAWN_CONTROLLER}
# wmllint: validate-off
[side]
side=1
controller=human
team_name=good
user_team_name= _ "team_name^Galas"
fog=yes
shroud=yes
{NO_ECONOMY}
# wmllint: recognize Galas
{CHARACTER_STATS_GALAS}
[/side]
# wmllint: validate-on
# Boss supporters
[side]
side=2
team_name=enemies
user_team_name= _ "team_name^Chaos Warlord"
{CHAOS_FLAG}
color=gold
controller=null # Activated later.
hidden=yes
no_leader=yes
# Recruit list and gold set by events.
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 9.00}
{AI_SIMPLE_ALWAYS_ASPECT leader_aggression 9.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
{AI_SIMPLE_ALWAYS_ASPECT grouping no}
{AI_BOSS_TARGETING_ENGINE <<{"Elynia","Galas","Mal Keshar"}>>}
[/ai]
[/side]
[side]
side=3
team_name=enemies
user_team_name= _ "team_name^Chaos Empire"
{CHAOS_FLAG}
color=blue
hidden=yes
no_leader=yes
{NO_ECONOMY}
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
[/ai]
# Initial area.
{SIDE_GENERIC_GUARD (Chaos Razerman) 20 18} {FACING nw}
{SIDE_GENERIC_GUARD (Chaos Invader) 19 19} {FACING nw}
{SIDE_GENERIC_GUARD (Chaos Invader) 21 19} {FACING nw}
{SIDE_GENERIC_GUARD (Chaos Marauder) 5 27} {FACING se}
{SIDE_GENERIC_GUARD (Demon Grunt) 7 29} {FACING nw}
{SIDE_GENERIC_GUARD (Chaos Heavy Longbowman) 30 20} {FACING sw}
{SIDE_GENERIC_GUARD (Demon Zephyr) 26 21} {FACING nw}
{SIDE_GENERIC_GUARD (Chaos Magus) 37 19} {FACING se}
{SIDE_GENERIC_GUARD (Chaos Marauder) 44 13} {FACING sw}
# Boss arena.
{SIDE_GENERIC_GUARD (Demon Warrior) 18 40} {FACING ne}
{SIDE_GENERIC_GUARD (Demon Zephyr) 18 43}
{SIDE_GENERIC_GUARD (Demon Zephyr) 11 47}
{SIDE_GENERIC_GUARD (Demon Warrior) 14 48}
{SIDE_GENERIC_GUARD (Demon Zephyr) 24 42}
{SIDE_GENERIC_GUARD (Demon Zephyr) 7 42}
{SIDE_GENERIC_GUARD (Demon Zephyr) 26 48}
{SIDE_GENERIC_GUARD (Demon Zephyr) 36 46}
{SIDE_GENERIC_GUARD (Demon Zephyr) 29 51}
{SIDE_GENERIC_GUARD (Demon Zephyr) 43 49}
{SIDE_GENERIC_GUARD (Hell Guardian) 40 54}
{SIDE_GENERIC_GUARD (Chaos Arbalestier) 35 56}
[/side]
[side]
side=4
team_name=enemies
user_team_name= _ "team_name^Dark Hive"
{CHAOS_FLAG}
hidden=yes
no_leader=yes
{NO_ECONOMY}
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 9.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
{AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes}
{AI_SIMPLE_ALWAYS_ASPECT grouping no}
[/ai]
{SIDE_GENERIC_GUARD (Shaxthal Sentry Drone) 27 29} {FACING ne} {PALETTE shaxthal_drone_base shaxthal_drone_cyan}
{SIDE_GENERIC_GUARD (Shaxthal Sentry Drone) 35 33} {FACING nw} {PALETTE shaxthal_drone_base shaxthal_drone_cyan}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 44 28}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 51 23}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 50 10}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 38 5}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 23 11}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 6 13}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 11 28}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 10 38}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 22 43}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 6 47}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 9 54}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 10 56}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 10 60}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 35 62}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 39 42}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 41 45}
[/side]
[side]
side=5
team_name=enemies
user_team_name= _ "team_name^Cave Creatures"
hidden=yes
no_leader=yes
{NO_ECONOMY}
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
{AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes}
{AI_SIMPLE_ALWAYS_ASPECT grouping no}
[/ai]
{SIDE_GENERIC_GUARD (Blood Bat) 22 16}
{SIDE_GENERIC_GUARD (Blood Bat) 6 20}
{SIDE_GENERIC_GUARD (Blood Bat) 42 10}
{SIDE_GENERIC_GUARD (Giant Ant) 44 21}
{SIDE_GENERIC_GUARD (Giant Ant) 45 23}
{SIDE_GENERIC_GUARD (Water Serpent) 22 17}
{SIDE_GENERIC_GUARD (Dread Bat) 4 40}
{SIDE_GENERIC_GUARD (Dread Bat) 24 58}
{SIDE_GENERIC_GUARD (Dread Bat) 33 45}
[/side]
[side]
side=6
team_name=enemies
user_team_name= _ "team_name^Chaos Empire"
{CHAOS_FLAG}
no_leader=yes
hidden=yes
{NO_ECONOMY}
[/side]
{NPC_BIRD_BEHAVIOR_WHOLE_MAP 4}
{SETUP_SHAXTHAL_ROAMING_SOUND_EFFECTS}
{HIVE_NOISE_2_SOUND_SOURCE}
{CAVE_WATER_SOUND_SOURCE 46 22}
#define GA_DRONES_EASY
"Shaxthal Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Runner Drone,Shaxthal Sentry Drone" #enddef
#define GA_DRONES_MEDIUM
"Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone,Shaxthal Protector Drone,Shaxthal Protector Drone" #enddef
#define GA_DRONES_HARD
"Shaxthal Sentry Drone,Shaxthal Assault Drone" #enddef
#define GA_DRONES_ULTRA
"Shaxthal Sentry Drone,Shaxthal Sentry Drone,Shaxthal Assault Drone,Shaxthal Assault Drone,Shaxthal Assault Drone,Shaxthal Rayblade" #enddef
#define GA_DRONE _TURNS _DIFFICULTY_LEVEL _X _Y
{TIMED_DRONE_SPAWNER {_TURNS} (type={GA_DRONES_{_DIFFICULTY_LEVEL}}) 4 {_X} {_Y} }
#enddef
# Initial area -- eastern branch.
{GA_DRONE {DIFF 7 6 6} HARD 27 10}
{GA_DRONE {DIFF 6 5 4} MEDIUM 29 11}
{GA_DRONE {DIFF 4 3 3} EASY 29 4}
{GA_DRONE {DIFF 4 3 3} HARD 31 5}
{GA_DRONE {DIFF 4 3 3} EASY 33 6}
{GA_DRONE {DIFF 7 6 5} ULTRA 33 14}
{GA_DRONE {DIFF 5 4 4} ULTRA 31 16}
{GA_DRONE {DIFF 8 7 6} HARD 31 17}
{GA_DRONE {DIFF 4 3 3} EASY 41 12}
{GA_DRONE {DIFF 5 4 4} EASY 40 16}
{GA_DRONE {DIFF 7 6 5} MEDIUM 38 18}
# Initial area -- water branch.
{GA_DRONE {DIFF 5 4 3} ULTRA 5 14}
{GA_DRONE {DIFF 7 6 5} ULTRA 8 12}
{GA_DRONE {DIFF 5 4 3} ULTRA 5 12}
{GA_DRONE {DIFF 3 2 2} EASY 8 15}
# W glyph passage.
{GA_DRONE {DIFF 9 8 7} ULTRA 12 25}
{GA_DRONE {DIFF 7 6 5} MEDIUM 11 23}
{GA_DRONE {DIFF 6 5 4} EASY 13 27}
# NE glyph passage.
{GA_DRONE {DIFF 7 6 5} HARD 47 10}
{GA_DRONE {DIFF 5 3 3} HARD 49 9}
# Boss arena entrance.
{GA_DRONE {DIFF 9 8 7} ULTRA 36 22}
{GA_DRONE {DIFF 8 7 6} MEDIUM 37 23}
{GA_DRONE {DIFF 7 6 5} EASY 43 27}
{GA_DRONE {DIFF 7 6 5} EASY 44 29}
{GA_DRONE {DIFF 7 6 5} EASY 45 28}
# Boss arena (stage 1).
{GA_DRONE {DIFF 7 6 5} ULTRA 27 31}
{GA_DRONE {DIFF 9 8 7} ULTRA 31 34}
{GA_DRONE {DIFF 7 6 5} HARD 30 27}
{GA_DRONE {DIFF 5 4 3} EASY 32 27}
{GA_DRONE {DIFF 5 4 3} EASY 25 31}
# Boss arena (stages 2+).
{GA_DRONE {DIFF 7 6 5} MEDIUM 10 39}
{GA_DRONE {DIFF 7 6 5} MEDIUM 16 35}
{GA_DRONE {DIFF 7 6 5} MEDIUM 23 39}
{GA_DRONE {DIFF 9 8 7} ULTRA 25 39}
{GA_DRONE {DIFF 7 6 5} HARD 21 44}
{GA_DRONE {DIFF 7 6 5} EASY 7 46}
{GA_DRONE {DIFF 7 6 5} EASY 8 48}
{GA_DRONE {DIFF 7 6 5} MEDIUM 4 50}
{GA_DRONE {DIFF 7 6 5} EASY 6 52}
{GA_DRONE {DIFF 7 6 5} MEDIUM 9 56}
{GA_DRONE {DIFF 4 3 3} MEDIUM 11 58}
{GA_DRONE {DIFF 5 4 3} EASY 13 59}
{GA_DRONE {DIFF 3 2 2} EASY 14 60}
{GA_DRONE {DIFF 5 4 3} EASY 7 59}
{GA_DRONE {DIFF 3 2 2} EASY 5 57}
{GA_DRONE {DIFF 7 6 5} EASY 5 55}
{GA_DRONE {DIFF 5 4 3} EASY 39 41}
{GA_DRONE {DIFF 7 6 5} EASY 41 44}
{GA_DRONE {DIFF 7 6 5} ULTRA 39 43}
{GA_DRONE {DIFF 9 9 8} ULTRA 45 56}
{GA_DRONE {DIFF 9 9 8} ULTRA 37 61}
{GA_DRONE {DIFF 9 9 8} ULTRA 37 59}
# wmlindent: start ignoring
#define GA_WORMS_START
[set_variables]
mode=replace
name=temp_worm_locs
#enddef
#define GA_WORM _X _Y
[literal]
x,y={_X},{_Y}
[/literal]
#enddef
#define GA_WORMS_FINISH
[/set_variables]
[foreach]
array=temp_worm_locs
[do]
{VARIABLE_RANDOM temp_worm_variation a,b,c}
{VARIABLE_RANDOM temp_worm_palette brown,purple,cyan,base}
[unit]
side=4
type=Shaxthal Worm
upkeep=free
x=$this_item.x
y=$this_item.y
variation=$temp_worm_variation
random_traits=yes
random_gender=yes
generate_name=yes
[modifications]
{UNIT_PALETTE_SWITCH () ("shaxthal_drone_base") ("shaxthal_drone_$temp_worm_palette")}
[/modifications]
[/unit]
[/do]
[/foreach]
{CLEAR_VARIABLE temp_worm_palette,temp_worm_variation,temp_worm_locs}
#enddef
# wmlindent: stop ignoring
#
# Set-up healing spots.
#
{OBJ_HEALING_GLYPH 11 45}
{OBJ_HEALING_GLYPH 26 49}
{OBJ_HEALING_GLYPH 37 55}
[event]
name=prestart
{VARIABLE boss_stage_num 0}
{VARIABLE void_kills no}
#
# Add worms.
#
{GA_WORMS_START}
# Initial area.
{GA_WORM 10 10}
{GA_WORM 15 12}
{GA_WORM 25 9}
{GA_WORM 26 3}
{GA_WORM 15 18}
{GA_WORM 28 28}
{GA_WORM 17 23}
{GA_WORM 6 23}
{GA_WORM 10 31}
{GA_WORM 33 21}
{GA_WORM 32 22}
{GA_WORM 48 24}
{GA_WORM 46 18}
{GA_WORM 41 14}
{GA_WORM 44 8}
{GA_WORM 48 13}
{GA_WORM 50 7}
{GA_WORM 52 8}
{GA_WORM 35 5}
{GA_WORM 34 10}
{GA_WORM 27 12}
{GA_WORM 31 12}
{GA_WORM 44 2}
{GA_WORM 25 18}
{GA_WORM 48 32}
{GA_WORM 44 38}
{GA_WORM 31 41}
# Boss arena, initial segment.
{GA_WORM 38 29}
{GA_WORM 34 35}
{GA_WORM 27 34}
{GA_WORM 22 28}
{GA_WORM 26 26}
{GA_WORM 35 26}
# Boss arena, abyss segment.
{GA_WORM 16 38}
{GA_WORM 24 44}
{GA_WORM 44 45}
{GA_WORM 50 52}
{GA_WORM 31 61}
{GA_WORM 41 64}
{GA_WORM 15 63}
{GA_WORM 5 59}
{GA_WORM 17 54}
{GA_WORM 3 46}
{GA_WORM 18 47}
{GA_WORM 43 54}
{GA_WORM 37 52}
{GA_WORM 32 51}
{GA_WORM 30 53}
{GA_WORM 18 60}
{GA_WORM 6 64}
{GA_WORM 28 68}
{GA_WORMS_FINISH}
# wmlindent: start ignoring
# Proximity spawns code set-up.
[set_variables]
name=pspawn_diff_choices
[literal]
easy={GA_DRONES_EASY}
medium={GA_DRONES_MEDIUM}
hard={GA_DRONES_HARD}
ultra={GA_DRONES_ULTRA}
random={DIFF
easy,easy,easy,medium,hard,ultra
easy,easy,easy,medium,medium,medium,hard,ultra
easy,easy,medium,medium,medium,hard,hard,ultra
}
[/literal]
[/set_variables]
# wmlindent: stop ignoring
[setup_doors]
side=6
[/setup_doors]
# Recall heroes
# wmllint: recognize Elynia
{RECALL_ELYNIA}
# wmllint: recognize Mal Keshar
{RECALL_MAL_KESHAR}
# wmllint: recognize Lédinor
{RECALL_LEDINOR}
# wmllint: recognize Erathan
{RECALL_ERATHAN2}
# wmllint: recognize Igor
{RECALL_IGOR}
{FACE_DIRECTION side=1 se}
{OBJECTIVES (
{OBJECTIVE_VICTORY ( _ "Proceed deeper underground with Galas, Elynia, or Mal Keshar")}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Elynia")}
{OBJECTIVE_DEFEAT ( _ "Death of Mal Keshar")}
{OBJECTIVE_DEFEAT ( _ "Death of Lédinor")}
{TURNS_RUN_OUT}
{OBJECTIVE_FULL_CARRYOVER}
)}
[/event]
{FINAL_SCENARIO_PLAYER_RECRUITMENT_WITH_AUTORECALL}
[event]
name=start
[message]
speaker=Mal Keshar
message= _ "Elynia, what you are saying is simply preposterous! How could I possibly serve as a substitute for Argan’s powers! Unless..."
[/message]
[message]
speaker=Elynia
message= _ "As we descend deeper into this fortress, we get ever closer to Inferno, and to the source of their power. You are one of the most powerful dark sorcerers ever born from Irdya. My hope is that together we might be able to tap into the darkness of the demons’ homeland... possibly at the risk of our own lives. It’s either that or allow the demoness to erase you and me from existence."
[/message]
[message]
speaker=Mal Keshar
message= _ "I am not sure... if I even want to do this anymore. I am no hero! I should kill you and take the prize to hell with me! Actually, I guess that’s exactly where we are headed, so..."
[/message]
[message]
speaker=Elynia
message= _ "You did many things in the past, most of them crimes against people and life. But now, at the end of all things, you guided Galas and his loyal followers to the depths of Irdya, awoke me from my long slumber, and fought the hordes of Chaos alongside us all the while. Redeeming yourself will take much more than this, but I can assure you that turning your back on us now will only result in your destruction at the hands of Uria’s servants."
[/message]
[message]
speaker=Galas
message= _ "Would you prefer that fate over fighting a just cause one final time?"
[/message]
[/event]
[event]
name=DEBUG1
[while]
[have_unit]
side=1
x=1-15
y=1-9
[/have_unit]
[do]
[teleport]
[filter]
side=1
x=1-15
y=1-9
[/filter]
x,y=39,27
[/teleport]
[/do]
[/while]
[redraw]
side=1
[/redraw]
[scroll_to_unit]
id=Galas
[/scroll_to_unit]
[/event]
[event]
name=side 1 turn 1 end
[message]
speaker=Mal Keshar
message= _ "Pah! To the Dark Gods with you and your stupid and pretentious motivations! I will help, but only because I am curious to see if I can really harness this legendary power! <small>I can’t possibly refuse the offer of unlimited power after all these eons...</small>"
[/message]
[message]
speaker=Elynia
message= _ "(<i>smiles</i>) I knew you would listen to reason, Malin."
[/message]
{IF_HAVE_ERATHAN (
[message]
speaker=Erathan
message= _ "How can you people hand your lives to this lich on a silver platter like that! It defies all logic!"
[/message]
[message]
speaker=Galas
message= _ "Just like this mission, then?"
[/message]
)}
[/event]
#
# Give the player some incentive to advance fast and quickly.
#
#
# TODO: continuous spawns from starting area
#
#
# TODO: OPTIMIZE WML FOOTPRINT
#
#define GA_PROXIMITY_SPAWN _CENTER_X_Y _CREVICE_X_Y _TRIGGER_X_Y_RANGE
[event]
name=moveto
[filter]
side=1
x,y={_TRIGGER_X_Y_RANGE}
[/filter]
{QUAKE cave-in.ogg}
[store_locations]
x,y={_CENTER_X_Y}
variable=pspawn_center_loc
[/store_locations]
[store_locations]
terrain="*^Xp"
[and]
x,y={_CENTER_X_Y}
radius=3
[/and]
variable=pspawn_locs
[/store_locations]
{LOG_IFTU_DBG "gauntlet pspawn: $pspawn_locs.length locations around ($pspawn_center_loc.x,$pspawn_center_loc.y) ~ 3"}
[foreach]
array=pspawn_locs
[do]
{VARIABLE_RANDOM pspawn_respawn_timer {DIFF 4..8 3..6 2..4} }
{VARIABLE_RANDOM pspawn_difficulty $pspawn_diff_choices.random}
{LOG_IFTU_DBG "gauntlet pspawn: spawn @ ($this_item.x,$this_item.y) timer = $pspawn_respawn_timer difficulty = $pspawn_difficulty"}
{TIMED_DRONE_SPAWNER $pspawn_respawn_timer type=$pspawn_diff_choices.$pspawn_difficulty 4 $this_item.x| $this_item.y|}
# HACK
{TRY_RESPAWN_NOW 4 $this_item.x| $this_item.y|}
[/do]
[/foreach]
[terrain]
x,y={_CREVICE_X_Y}
terrain=$pspawn_center_loc.terrain
layer=base
[/terrain]
[item]
image=scenery/rubble.png
x,y={_CREVICE_X_Y}
[/item]
[sound]
name=explosion-big.ogg,explosion.ogg,bot-huge-explosion.ogg
[/sound]
{CLEAR_CAVE_SHROUD x,y,radius=$pspawn_center_loc.x,$pspawn_center_loc.y,5}
{CLEAR_FOG 1 $pspawn_center_loc.x $pspawn_center_loc.y 5}
[redraw]
side=1
[/redraw]
[scroll_to]
x,y={_CENTER_X_Y}
[/scroll_to]
[delay]
time=500
[/delay]
[scroll_to]
x,y=$x1,$y1
[/scroll_to]
{CLEAR_VARIABLE pspawn_center_loc,pspawn_locs,pspawn_difficulty,pspawn_respawn_timer}
{UNCLEAR_FOG}
[/event]
#enddef
{GA_PROXIMITY_SPAWN 38,5 37,7 34-41,9-16 }
{GA_PROXIMITY_SPAWN 23,12 20,13 16-24,17-23}
{GA_PROXIMITY_SPAWN 51,24 48,22 38-45,23-31}
#
# Warn about windy passages
#
[event]
name=moveto
[filter]
side=1
[filter_location]
[filter_adjacent_location]
count=4
terrain=X*
[/filter_adjacent_location]
[/filter_location]
[/filter]
{CONDITIONAL_ERATHAN (
{VARIABLE tmp_speaker Erathan}
) (
{VARIABLE tmp_speaker (Mal Keshar)}
)}
[message]
# $tmp_speaker = (Erathan) or (Mal Keshar)
speaker=$tmp_speaker
message= _ "We should avoid those dark and windy passages. With such evil creatures lurking around, we could get cornered and trapped."
[/message]
{CLEAR_VARIABLE tmp_speaker}
[/event]
{PICK_UP items/coffin-closed.png 6 28
(
[not]
race=undead
[/not]
)
( _ "This dusty coffin contains the barely recognizable remains of what appears to be a human noble of some sort. “Vikren the First of Wesnoth.” It says he was some kind of important figure back in the old empire? Who knows what he would be doing down here in this infernal complex... Wait a moment. His body was placed here wearing some kind of magic ring. I sense a powerful magic stirring within somehow, even an eternity after his death. Do you think we should take it?")
( _ "I have this distinct feeling that the magic in this ring would interact with the undead in ways we cannot possibly predict. Let us not attempt anything stupid while we are still on the run from that murderous woman, shall we?")
(
[remove_item]
x,y=$x1,$y1
[/remove_item]
[item]
x,y=$x1,$y1
image=items/coffin-open.png
[/item]
[object]
id=revenant_ring
name= _ "Ring of the Revenant"
image=icons/skull_ring.png
description= _ "Any living creature wearing this ring is granted the power to cheat death once, after which the ring shall become inert for a thousand years."
duration=forever
[filter]
x,y=$x1,$y1
[/filter]
[effect]
apply_to=new_ability
[abilities]
[dummy]
id=revenant_ring
name= _ "ring of the revenant"
description= _ "Any living creature wearing this ring is granted the power to cheat death once, after which the ring shall become inert for a thousand years."
[/dummy]
[/abilities]
[/effect]
[/object]
[if]
[have_unit]
type=Faerie Spirit
x,y=$x1,$y1
[/have_unit]
[then]
[message]
speaker=Galas
message= _ "Wait... does a forest spirit count as a dead or a living creature?"
[/message]
[message]
speaker=Mal Keshar
message= _ "Why not both? I reckon this could be be a worthwhile experiment, he he."
[/message]
[message]
speaker=unit
message= _ "I know not how this is possible, but the ring appears to have become firmly intertwined with my existence in a way I cannot begin to comprehend. I cannot remove it."
[/message]
[message]
speaker=Elynia
message= _ "I hope this doesn’t turn out to be a grave mistake later..."
[/message]
[message]
speaker=Mal Keshar
message= _ "You did not just say “grave mistake” while stealing an object from a grave, did you, Elynia?"
[/message]
[/then]
[/if]
# Yes, the player is allowed to pull this insanity on themselves.
[if]
[have_unit]
race=bats
x,y=$x1,$y1
[/have_unit]
[then]
[message]
speaker=Elynia
message= _ "Did we just give the ring to one of Mal Keshar’s pets? Seriously? Do you have any idea of the historical importance of this ring?"
[/message]
[message]
speaker=Mal Keshar
message= _ "Pah, it’s not like anyone else has a need for it right now. Why is it such a big deal?"
[/message]
[/then]
[/if]
[message]
speaker=Elynia
message= _ "Vikren of Wesnoth... I cannot seem to remember the details anymore, but I was once sent by... somebody... to find this man in Parthyn, a border stronghold. I was to convince him to start a revolt among the countryside’s populace and put an end to the anarchy that fractured the kingdom of Wesnoth. In time and with Argan’s help, we would take Weldyn back and found the Second Wesnothian Empire."
[/message]
[message]
speaker=Mal Keshar
message= _ "Hold on a moment, are you saying that <i>this</i> guy was from my hometown all along? What?? And <b>he</b> was responsible for that superfluous ball of fire circling Irdya alongside our original sun?"
[/message]
[message]
speaker=Elynia
message= _ "Naia was actually the creation of one of his descendants centuries later, not Vikren himself. Although he did once tell his people that he envisioned a monument to Wesnoth’s glory emblazoned on the vast night sky forever, so the inspiration certainly did come from him."
[/message]
[message]
speaker=Mal Keshar
message= _ "And you were responsible for his rise to a position that enabled him to inspire his progeny, huh?"
[/message]
[message]
speaker=Elynia
message= _ "As you can probably imagine, I am not too proud of that accomplishment these days. But we have tarried here for long enough — let us move on."
[/message]
)
REMOVE_MAP_ITEM=no}
#define GA_GLYPH _X _Y _MSG
{ITEM_CRYSTAL_GLYPH_MESSAGE {_X} {_Y} }
[event]
name=moveto
[filter]
x={_X}
y={_Y}
side=1
[/filter]
[allow_undo][/allow_undo]
{MSG_GLYPH ({_MSG})}
[/event]
#enddef
{GA_GLYPH 6 27 ( _ "The earliest modern attempts at recreating the biomechanical Shaxthals required us to imbue the experiment subjects with Uria’s life magic to support their mutilated bodies. A device was embedded in their brains to control them through a neural interface. However, this process had notably high maintenance and development costs.
Once we recovered the original samples from the Argazar civilization, we were able to engineer a superior template for creating new Shaxthal lifeforms — ones with the ability to self-reproduce in adequately built hives. Their nerve system has been modified to enable us to control them remotely when necessary, but their hard-coded behavioral patterns should take care of most tasks without our intervention.
Because of their symbiotic relationship with the Verlissh and the fact that the latter only thrive in dark places, Shaxthal hives must be built underground. Only fully matured Shaxthals can properly survive the desert heat. The final phase of their maturation process requires their exoskeleton to be gradually exposed to sunlight for small periods of time. It is because of this that all Shaxthal hives are required to have unobstructed surface exits.")}
{GA_GLYPH 48 9 ( _ "Only the elite order of Chaos Dreadcrafters led by Mal Hekuba knows the secrets of the manipulation and transformation of living creatures. It is rumored that the Voice of Uria himself passed this sacred knowledge onto them at the behest of the goddess herself. While for the moment the creation of new life remains a mystery beyond even her reach, one day perhaps, she will learn the Song of Life and teach us to paint the vast canvas laid by Yarae.")}
# wmlindent: start ignoring
#define GA_SETUP_ELYSSA _GOLD _INCOME _RECRUIT_LIST
[modify_side]
side=2
controller=ai
hidden=no
gold={_GOLD}
income={_INCOME}
recruit={_RECRUIT_LIST}
[/modify_side]
#enddef
#define GA_SPAWN_ELYSSA _STAGE_NUM
{VARIABLE boss_stage_num {_STAGE_NUM} }
[store_starting_location]
side="$(1 + $boss_stage_num)"
variable=boss_location
[/store_starting_location]
[store_direction]
from_x,from_y=$boss_location.x,$boss_location.y
[to]
[filter]
id=Galas
[/filter]
[/to]
variable=boss_facing
[/store_direction]
[unit]
side=2
# wmllint: recognize Elyssa
{CHARACTER_STATS_ELYSSA}
canrecruit=yes
{IS_BOSS}
x,y=$boss_location.x,$boss_location.y
facing=$boss_facing
[+modifications]
# Boost her stats. Gets 1 additional melee attack strike on last
# boss stage, 0.5/1 additional melee/ranged damage per stage. This
# is intended to offset the Union's OPness by some degree.
{BOSS_BOOST
("$(10*$boss_stage_num)%")
("$(0.5*$boss_stage_num)") ("$(if($boss_stage_num > 2, 1, 0))")
("$(1.0*$boss_stage_num)") (0)
}
[/modifications]
[/unit]
{CLEAR_VARIABLE boss_facing}
[capture_village]
side=2
x,y=$boss_location.x,$boss_location.y
radius=5
[/capture_village]
#enddef
#define GA_BOSS_RECRUIT_CASTLEFUL
# We don't use placement=leader here because it won't make sure the unit is
# spawned on castle or keep tiles specifically.
# TODO: should we skip tiles that have a player unit on them too?
[store_locations]
# Consider adding *^C* and *^K* if you want to use this on your own
# scenario. (But why would you read IftU or AtS's code in the first
# place? It's horrible!)
terrain=C*,K*,C*^*,K*^*
[and]
x,y=$boss_location.x,$boss_location.y
radius=2
[not]
[filter]
side=2
[/filter]
[/not]
[/and]
variable=boss_recruit_locs
[/store_locations]
[foreach]
array=boss_recruit_locs
variable=loc
[do]
[lua]
code=<<
local recruit_list = wesnoth.sides[2].recruit
local n = ("1..%d"):format(#rlist)
wml.variables["boss_recruit"] = recruit_list[n]
>> # wmlxgettext: [/n]
[/lua]
{FAKE_RECRUIT 2 $boss_recruit $loc.x $loc.y}
[/do]
[/foreach]
{CLEAR_VARIABLE boss_recruit}
#enddef
#define GA_CLEANUP_VARS
{CLEAR_VARIABLE boss_location}
#enddef
# wmlindent: stop ignoring
############################################################################
# #
# BOSS STAGE 1 #
# #
############################################################################
[event]
name=die
[filter]
type=Door
x=36,37
y=27,28
[/filter]
[fire_event]
name=boss stage 1
[/fire_event]
[/event]
[event]
name=boss stage 1
{REPLACE_SCENARIO_MUSIC "siege_of_laurelmor.ogg"}
{GA_SETUP_ELYSSA {DIFF 100 120 130} {DIFF 5 8 10} (Shaxthal Assault Drone,Shaxthal Runner Drone,Shaxthal Rayblade)}
{GA_SPAWN_ELYSSA 1}
{CLEAR_CAVE_SHROUD x,y,radius=$boss_location.x,$boss_location.y,5}
[redraw]
side=1
[/redraw]
{CLEAR_FOG 1 $boss_location.x $boss_location.y 5}
{BOSS_POPUP}
[scroll_to_unit]
id=Elyssa
[/scroll_to_unit]
[delay]
time=750
[/delay]
[message]
speaker=Elyssa
message= _ "Despite every obstacle placed just for you, you still believe you can continue and kill the Chaos Emperor in his own lair. I sorely underestimated your foolishness."
[/message]
{GA_BOSS_RECRUIT_CASTLEFUL}
[message]
speaker=Galas
message= _ "Elynia, are we close enough to Inferno already? There is absolutely no way we will be able to advance with her in our way!"
[/message]
[message]
speaker=Elynia
message= _ "We can try... but while we focus, you will need to protect us from the Warlord’s forces."
[/message]
[message]
speaker=Galas
message= _ "You heard her — protect them at all costs!"
[/message]
{GA_CLEANUP_VARS}
{UNCLEAR_FOG}
[fire_event]
name=union trance prepare
[/fire_event]
[/event]
[event]
name=union trance prepare
{OBJECTIVES (
{OBJECTIVE_VICTORY ( _ "Move Elynia and Mal Keshar so they are on adjacent hexes")}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Elynia")}
{OBJECTIVE_DEFEAT ( _ "Death of Mal Keshar")}
{OBJECTIVE_DEFEAT ( _ "Death of Lédinor")}
{TURNS_RUN_OUT}
{OBJECTIVE_FULL_CARRYOVER}
)}
[event]
id=union_trance_start_check_on_moveto
name=moveto
first_time_only=no
[filter]
id=Elynia,Mal Keshar
[/filter]
[fire_event]
name=union trance begin
[/fire_event]
[/event]
#
# Try to fire the trance sequence immediately to see if they are
# already adjacent to each other.
#
[fire_event]
name=union trance begin
[/fire_event]
[/event]
[event]
name=union trance begin
[filter_condition]
[have_unit]
id=Elynia
[filter_adjacent]
id=Mal Keshar
[/filter_adjacent]
[/have_unit]
[/filter_condition]
[remove_event]
id=union_trance_start_check_on_moveto # wmllint: ignore
[/remove_event]
[modify_unit]
[filter]
id=Elynia,Mal Keshar
[/filter]
moves=0
max_moves=0
attacks_left=0
max_attacks=0
[variables]
normal_max_moves=$this_unit.max_moves
normal_max_attacks=$this_unit.max_attacks
[/variables]
[/modify_unit]
[message]
speaker=Mal Keshar
message= _ "Very well, Elynia... let us hope that your theory is correct and will not result in our destruction."
[/message]
[message]
speaker=Elynia
message= _ "... I hope so as well."
[/message]
{VARIABLE trance_turns {DIFF 2 3 4}}
{OBJECTIVES (
{OBJECTIVE_VICTORY ( _ "Protect Elynia and Mal Keshar from harm for $trance_turns turns")}
{OBJECTIVE_SHOW_IF ({VARIABLE_NUMERICAL_NOT_EQUALS trance_turns 1})}
{OBJECTIVE_VICTORY ( _ "Protect Elynia and Mal Keshar from harm for one more turn")}
{OBJECTIVE_SHOW_IF ({VARIABLE_NUMERICAL_EQUALS trance_turns 1})}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Elynia")}
{OBJECTIVE_DEFEAT ( _ "Death of Mal Keshar")}
{OBJECTIVE_DEFEAT ( _ "Death of Lédinor")}
{TURNS_RUN_OUT}
{OBJECTIVE_FULL_CARRYOVER}
)}
[event]
id=union_trance_timer
name=side 1 turn refresh
first_time_only=no
{VARIABLE_DEC trance_turns}
[fire_event]
name=union trance end
[/fire_event]
[/event]
[/event]
#
# Time to make OP shit happen. It's all downhill from here.
#
{UNION_CAST_EVENTS}
[event]
name=union trance end
[filter_condition]
{VARIABLE_NUMERICAL_LESS_THAN trance_turns 1}
[/filter_condition]
[remove_event]
id=union_trance_timer # wmllint: ignore
[/remove_event]
[modify_unit]
[filter]
id=Elynia,Mal Keshar
[/filter]
moves=$this_unit.variables.normal_max_moves
max_moves=$this_unit.variables.normal_max_moves
attacks_left=$this_unit.variables.normal_max_attacks
max_attacks=$this_unit.variables.normal_max_attacks
[/modify_unit]
{CLEAR_VARIABLE trance_turns}
# The rest is part of a separate handler for debug purpsoes.
[fire_event]
name=union summoned
[/fire_event]
[/event]
[event]
name=union summoned
#
# The beginning of the end.
#
{REPLACE_SCENARIO_MUSIC "silence.ogg"}
{THUNDER ()}
{QUAKE rumble.ogg}
[delay]
time=500
[/delay]
{THUNDER ()}
[delay]
time=250
[/delay]
{THUNDER ()}
[delay]
time=250
[/delay]
{THUNDER ()}
[delay]
time=250
[/delay]
{THUNDER ()}
[delay]
time=250
[/delay]
[hide_unit][/hide_unit]
{WHITE_SCREEN}
[delay]
time=750
[/delay]
[object]
silent=yes
duration=forever
[filter]
id=Elynia
[/filter]
{UNION_EFFECTS}
[/object]
[object]
silent=yes
duration=forever
[filter]
id=Mal Keshar
[/filter]
{UNION_EFFECTS}
[effect]
apply_to=new_animation
{UNION_ANIM_MAL_KESHAR}
[/effect]
[/object]
{RESET_SCREEN}
[unhide_unit][/unhide_unit]
[floating_text]
[filter]
id=Elynia,Mal Keshar
[/filter]
text="<span color='#0f0'>"+_"union"+"</span>" # wmllint: ignore
[/floating_text]
{QUAKE explosion.ogg}
# SMITE EVIL
[kill]
[filter_side]
[enemy_of]
side=1
[/enemy_of]
[/filter_side]
[filter_adjacent]
id=Elynia,Mal Keshar
[/filter_adjacent]
[not]
id=Elyssa
[/not]
fire_event=yes
animate=yes
[/kill]
{REPLACE_SCENARIO_MUSIC "casualties_of_war.ogg"}
{APPEND_MUSIC "northerners.ogg"}
{INCIDENTAL_MUSIC "ambuscade.ogg"}
[scroll_to_unit]
id=Elynia
[/scroll_to_unit]
[delay]
time=750
[/delay]
[message]
speaker=Elyssa
scroll=no
message= _ "How... can this be? That power... the Union!"
[/message]
[message]
speaker=Elynia
message= _ "It worked! Malin, it worked!"
[/message]
[message]
speaker=Mal Keshar
message= _ "Yes... <b>YES!</b> Tremble before us, pathetic worms, and prepare to meet your gods!"
[/message]
{OBJECTIVES (
{OBJECTIVE_VICTORY ( _ "Use the Union to take down the Chaos Warlord")}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Elynia")}
{OBJECTIVE_DEFEAT ( _ "Death of Mal Keshar")}
{OBJECTIVE_DEFEAT ( _ "Death of Lédinor")}
{TURNS_RUN_OUT}
{OBJECTIVE_FULL_CARRYOVER}
)}
[/event]
############################################################################
# #
# BOSS HP CONTROL EVENTS #
# #
############################################################################
# Elyssa is vulnerable to regular attacks only on stage 3, which cannot
# actually kill her but will instead cause her to regenerate a new HP bar.
# Only the Union can end the fight permanently on stage 3. On earlier
# stages she must be brought down to n% HP by union attacks -- other
# attacks will not have an effect and may even heal her by degrees on
# higher difficulty levels.
# TODO: test whether this causes balance issues, since Elynia and
# Mal Keshar need to bring her down to n% HP in a single attack and
# that might prove too frustrating due to RNG interference.
# wmlindent: start ignoring
{BOSS_ABSORB_DAMAGE_EX Elyssa
({VARIABLE_NUMERICAL_NOT_EQUALS boss_stage_num 3})
({BOSS_REGEN_ATTACK_DAMAGE {DIFF 1.00 1.10 1.20}})
(
[filter_second_attack]
[not]
special=union
[/not]
[/filter_second_attack]
)
}
{BOSS_IMMORTALITY Elyssa
{VARIABLE_NUMERICAL_GREATER_THAN_OR_EQUAL boss_stage_num 3}
100
}
# wmlindent: stop ignoring
# Her dying to the Union in stage 3 triggers victory.
[event]
name=last breath
[filter]
id=Elyssa
[/filter]
[filter_second_attack]
special=union
[/filter_second_attack]
[filter_condition]
{VARIABLE_NUMERICAL_GREATER_THAN_OR_EQUAL boss_stage_num 3}
[/filter_condition]
[fire_event]
name=boss end
[/fire_event]
[/event]
# Hook into this from above, which won't have an effect.
[event]
name=boss absorb damage
[filter_second_attack]
special=union
[/filter_second_attack]
[message]
speaker=Mal Keshar
message= _ "Hah! Our attacks actually have an effect on her now!"
[/message]
[/event]
[event]
name=boss absorb damage
[filter_condition]
[have_unit]
ability=union
[/have_unit]
[/filter_condition]
[filter_second]
[not]
id=Elynia,Mal Keshar
[/not]
[/filter_second]
[message]
speaker=Galas
message= _ "We should not be attacking her directly, it is pointless! Let Elynia and Mal Keshar deal with her instead!"
[/message]
[/event]
#
# HACK:
#
# The stage transition events are defined in reverse order since otherwise
# they chain into each other all at once the first time (!) due to their
# conditions being mutually inclusive.
#
# This is a really ugly approach but the alternative is making everything
# more complicated with deeply nested events and crap.
#
[event]
name=boss absorb damage
[filter_second_attack]
special=union
[/filter_second_attack]
[filter_condition]
{VARIABLE_NUMERICAL_EQUALS boss_stage_num 2}
{VARIABLE_NUMERICAL_LESS_THAN_OR_EQUAL unit.hitpoints "$(0.40 * $unit.max_hitpoints)"}
[/filter_condition]
[fire_event]
name=end boss stage 2
[/fire_event]
[/event]
[event]
name=boss absorb damage
[filter_second_attack]
special=union
[/filter_second_attack]
[filter_condition]
{VARIABLE_NUMERICAL_EQUALS boss_stage_num 1}
{VARIABLE_NUMERICAL_LESS_THAN_OR_EQUAL unit.hitpoints "$(0.60 * $unit.max_hitpoints)"}
[/filter_condition]
[fire_event]
name=end boss stage 1
[/fire_event]
[/event]
############################################################################
# #
# BOSS STAGE 2 #
# #
############################################################################
[event]
name=end boss stage 1
[message]
speaker=Elyssa
message= _ "This is not over yet!"
[/message]
[store_unit]
[filter]
id=Elyssa
[/filter]
variable=elyssa_store
kill=yes
[/store_unit]
[move_unit_fake]
type=$elyssa_store.type
side=$elyssa_store.side
gender=$elyssa_store.gender
variation=$elyssa_store.variation
x=$elyssa_store.x,26,24,20
y=$elyssa_store.y,32,33,35
[/move_unit_fake]
{CLEAR_VARIABLE elyssa_store}
[message]
speaker=Galas
message= _ "The coward is fleeing! We must not allow her to escape!"
[/message]
[fire_event]
name=boss stage 2
[/fire_event]
[/event]
[event]
name=boss stage 2
{GA_SETUP_ELYSSA {DIFF 130 140 150} {DIFF 3 4 5} (Demon Zephyr,Shaxthal Sentry Drone,Shaxthal Rayblade)}
{GA_SPAWN_ELYSSA 2}
{GA_CLEANUP_VARS}
# Make it possible to open the gates leading to the portal area.
[terrain]
x=29,25
y=35,33
terrain=^Pr\
layer=overlay
[/terrain]
[setup_doors]
side=6
x=29,25
y=35,33
[/setup_doors]
{OBJECTIVES (
{OBJECTIVE_VICTORY ( _ "Track down and vanquish the Chaos Warlord")}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Elynia")}
{OBJECTIVE_DEFEAT ( _ "Death of Mal Keshar")}
{OBJECTIVE_DEFEAT ( _ "Death of Lédinor")}
{TURNS_RUN_OUT}
{OBJECTIVE_FULL_CARRYOVER}
)}
[/event]
#
# Moving into the void may sometimes kill player units.
#
[event]
name=moveto
first_time_only=no
[filter]
side=1
x=1-100
y=35-100
[filter_location]
terrain=Qxua
[/filter_location]
[/filter]
[filter_condition]
{VARIABLE_BOOLEAN_EQUALS void_kills yes}
[/filter_condition]
{RANDOM 0..100000}
{VARIABLE_MOD random 101}
[if]
{VARIABLE_NUMERICAL_EQUALS random 0}
[then]
[kill]
x,y=$x1,$y1
fire_event=yes
animate=yes
[/kill]
[/then]
[/if]
[/event]
[event]
name=moveto
[filter]
side=1
x=1-100
y=1-34
[filter_location]
[filter_adjacent_location]
terrain=Qxua
[/filter_adjacent_location]
[/filter_location]
[/filter]
[allow_undo][/allow_undo]
[message]
speaker=unit
{UNIT_SPEAKS_FOR_UNDEAD_MINION (id=Mal Keshar)}
message= _ "Uhhh... What is this?" # wmllint: no spellcheck
[/message]
[/event]
[event]
name=moveto
[filter]
side=1
x=1-100
y=35-100
[filter_location]
terrain=Qxua
[or]
[filter_adjacent_location]
terrain=Qxua
[/filter_adjacent_location]
[/or]
[/filter_location]
[/filter]
[allow_undo][/allow_undo]
[message]
speaker=Mal Keshar
message= _ "What the...?! Look, this place is floating over an infinite void!"
[/message]
[message]
speaker=Erathan
message= _ "Dear Lords of Light!"
[/message]
[message]
speaker=Igor
message= _ "Wait, I can see stars in it! So... the sky is below us? Are we walking upside-down then, or... Aaaargh, I’m so confused!!!"
[/message]
[message]
speaker=Elynia
message= _ "So this is what the bridge between our worlds looks like. Mal Keshar, we probably should avoid sending spirits across the void, lest they become trapped in it."
[/message]
[message]
speaker=Mal Keshar
message= _ "Hm, indeed, that is a risk we cannot afford right now."
[/message]
{VARIABLE void_kills yes}
[/event]
############################################################################
# #
# BOSS STAGE 3 #
# #
############################################################################
[event]
name=end boss stage 2
[message]
speaker=Elyssa
message= _ "Darkness unto the enemies of Uria!"
[/message]
[sound]
name=magic-dark-big.ogg
[/sound]
[hide_unit][/hide_unit]
{BLACK_SCREEN}
[kill]
id=Elyssa
[/kill]
[delay]
time=1000
[/delay]
{FADE_IN}
[unhide_unit][/unhide_unit]
[delay]
time=750
[/delay]
[message]
speaker=Elynia
message= _ "I doubt she will be able to keep this up for much longer."
[/message]
[fire_event]
name=boss stage 3
[/fire_event]
[/event]
[event]
name=boss stage 3
{GA_SETUP_ELYSSA {DIFF 190 210 220} {DIFF 5 6 7} (Demon Zephyr,Shaxthal Sentry Drone,Shaxthal Drone,Shaxthal Rayblade,Demon)}
{GA_SPAWN_ELYSSA 3}
{GA_CLEANUP_VARS}
# Allow access to the final area.
[remove_terrain_overlays]
x=31-32,40,41
y= 56,52,53
[/remove_terrain_overlays]
{FIRE_EVENT_ON_STUMBLE_UPON "boss spotted on stage 3" id=Elyssa}
[/event]
[event]
name=boss spotted on stage 3
[message]
speaker=Elyssa
message= _ "You just don’t know when to give up."
[/message]
[message]
speaker=Galas
message= _ "Neither do you. By now you have surely seen that the power of the Union can destroy you easily. Accept your fate and fight us instead of fleeing like a lowly rat!"
[/message]
#ifndef EASY
[count_units]
side=1
race=undead
[and]
level=0
[or]
level=1
[/or]
#ifdef HARD
[or]
level=2
[/or]
#endif
[/and]
[/count_units]
[if]
{VARIABLE_NUMERICAL_GREATER_THAN unit_count 0}
[then]
[message]
speaker=Elyssa
message= _ "By... (<i>clutching her face</i>) By the power you have bestowed upon me, Uria, may... the spells conferring life to the dead... be canceled now!"
[/message]
[kill]
side=1
race=undead
[and]
level=0
[or]
level=1
[/or]
#ifdef HARD
[or]
level=2
[/or]
#endif
[/and]
fire_event=yes
animate=yes
[/kill]
[if]
{VARIABLE_NUMERICAL_EQUALS unit_count 1}
[then]
[message]
speaker=Mal Keshar
message= _ "My minion! You will pay for that, repulsive wench!"
[/message]
[/then]
[else]
[message]
speaker=Mal Keshar
message= _ "My minions! You will pay for that, repulsive wench!"
[/message]
[/else]
[/if]
[/then]
[/if]
{CLEAR_VARIABLE unit_count}
#endif
#
# HACK FIXME too lazy to rewrite the macro
#
[store_locations]
[filter]
id=Elyssa
[/filter]
variable=boss_location
[/store_locations]
{GA_BOSS_RECRUIT_CASTLEFUL}
[/event]
[event]
name=boss end
{REPLACE_SCENARIO_MUSIC into_the_shadows.ogg}
[kill]
id=Elyssa
animate=yes
fire_event=no
[/kill]
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "The combined power of Elynia and Mal Keshar hit the demoness one last time, shattering into her magic defense shield and sending her flying across the bridge. Unable to regain her footing, she desperately grabbed her sword and prepared for the killing blow."
[/message]
[remove_terrain_overlays]
x,y,radius=43,62,1
[/remove_terrain_overlays]
{CLEAR_CAVE_SHROUD x,y,radius=44,62,6}
[redraw]
side=1
[/redraw]
[delay]
time=750
[/delay]
{MOVE_UNIT id=Elynia 43 62}
{FACE_DIRECTION id=Elynia se}
# TODO: preserve XP (but not max HP)
[unit]
{CHARACTER_STATS_ELYSSA}
animate=yes
canrecruit=yes
side=2
x,y=44,62
facing=nw
hitpoints=1
{IS_BOSS}
[/unit]
[delay]
time=750
[/delay]
[message]
speaker=Elyssa
message= _ "Go on, Elynia. Do what you must do. Now that I have failed, there’s no purpose left for me..."
[/message]
[message]
speaker=Elynia
message= _ "Who are you?"
[/message]
[message]
speaker=Elyssa
message= _ "Why would I tell you?"
[/message]
[message]
speaker=Elynia
message= _ "I would feel much better about ending your miserable life if you did."
[/message]
[delay]
time=1500
[/delay]
[message]
speaker=Elyssa
# po: Intentionally not mentioning the Chaos Emperor's name here.
# po: Note that she's referring to him back when the empire did not
# po: even exist!
message= _ "I am Elyssa. I dedicated my life to studying the ancient Empire’s history from whatever remnants I could find amidst the sands. That is... before I found him... and Uria.... Their great power and knowledge truly changed me, and in time, they will change this world too."
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Elynia
message= _ "Where is your master hiding?"
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Mal Keshar
message= _ "She’s not going to answer. Off with her head!"
[/message]
[message]
speaker=Elyssa
message= _ "You are not going to do it, are you? I can give you an answer... but only if you swear you will spare my life."
[/message]
[message]
speaker=Galas
message= _ "Don’t listen to her lies, Elynia! You know these creatures cannot be trusted!"
[/message]
[message]
speaker=narrator
image=wesnoth-icon.png
# FIXME: cancan relative to S21 boss intro seq
message= _ "Elynia stared directly into the demoness’ eyes, with a frightening expression of suppressed rage. Time seemed to stop for the watchers, but not a single one dared to break the uneasy silence."
[/message]
[delay]
time=2000
[/delay]
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "Then, she spoke."
[/message]
[message]
speaker=Elynia
message= _ "Tell me what you know and you can keep what little life you have left, as long as you get out of my sight as quickly as you can. Now out with it."
[/message]
[message]
speaker=Galas
message= _ "But she..."
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Elyssa
# po: If your language has singular/plural 'you' ambiguity like
# po: English, try to use that for the "greatest fears" part of
# po: this line; otherwise make it plural.
message= _ "Do you see the passage ahead? Go through it, and you will be in Inferno. The entrance to his icy fortress is just across the snow following the tip of the road. There, you will find the heart of the hive, and his lair. But be warned — once you enter, there will be no going back, and you should be prepared to face your greatest fears."
[/message]
[message]
speaker=Elynia
message= _ "Very well, then. Now, go."
[/message]
[kill]
id=Elyssa
fire_event,animate=no,no
[/kill]
[redraw][/redraw]
[delay]
time=1000
[/delay]
[message]
speaker=Galas
message= _ "Why would you do this, Elynia? That woman is Anlindë’s murderer!"
[/message]
[message]
speaker=Elynia
message= _ "I cannot bring myself to kill someone so much weaker than I. It would be unfair... and cruel. You remember how the lich Mal Keshar came to be, do you not? Let yourself succumb to wrath and you become as bad as the foul-minded creatures you fight."
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Elynia
message= _ "Now, it’s time to go find the answers we seek. Let us see... if the Chaos Emperor can be stopped before the madness of this place consumes us as well."
[/message]
{ENDLEVEL_CONTINUE}
[/event]
[event]
name=victory
{CLEAR_VARIABLE void_kills,pspawn_diff_choices,boss_stage_num,boss_location}
[/event]
[/scenario]
#undef GA_DRONES_EASY
#undef GA_DRONES_MEDIUM
#undef GA_DRONES_HARD
#undef GA_DRONES_ULTRA
#undef GA_DRONE
#undef GA_GLYPH
#undef GA_WORM
#undef GA_WORMS_START
#undef GA_WORMS_FINISH
#undef GA_PROXIMITY_SPAWN
#undef GA_SETUP_ELYSSA
#undef GA_SPAWN_ELYSSA
#undef GA_BOSS_RECRUIT_CASTLEFUL
#undef GA_CLEANUP_VARS
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
[scenario]
id=23A_Into_the_Lair
name= _ "Into the Lair"
{MAP 23A_Into_the_Lair.map}
{TURNS 110 98 92}
next_scenario=23B_Until_Death
victory_when_enemies_defeated=no
{NO_RECALLS}
{SCENARIO_MUSIC "revelation.ogg"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}
{DEEP_UNDERGROUND}
{STORYTXT_INTO_THE_LAIR}
{DEATHS_ACT_4}
{SPAWN_CONTROLLER}
{UNION_CAST_EVENTS}
# wmllint: validate-off
[side]
side=1
controller=human
team_name=good
user_team_name= _ "team_name^Galas"
shroud=yes
{NO_ECONOMY}
# wmllint: recognize Galas
{CHARACTER_STATS_GALAS}
[/side]
# wmllint: validate-on
#define L_AI_GUARDS_BEHIND_GATES
[avoid]
area=outdoors
[/avoid]
#enddef
[side]
side=2
team_name=enemies
user_team_name= _ "team_name^Chaos Emperor"
{CHAOS_FLAG}
color=gold
hidden=yes
no_leader=yes
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
[/ai]
{SIDE_GENERIC_GUARD (Goliath) 44 51} {FACING nw}
{SIDE_GENERIC_GUARD (Goliath) 47 49} {FACING nw}
{SIDE_GENERIC_GUARD (Shaxthal Rayblade) 46 40} {FACING nw}
{SIDE_GENERIC_GUARD (Abomination) 51 48}
{SIDE_GENERIC_GUARD (Abomination) 54 49}
{SIDE_GENERIC_GUARD (Abomination) 43 54}
{SIDE_GENERIC_GUARD (Abomination) 40 49}
{SIDE_GENERIC_GUARD (Abomination) 45 57}
{SIDE_GENERIC_GUARD (Abomination) 55 52}
{SIDE_GENERIC_GUARD (Hellhound) 58 56} {FACING sw}
{SIDE_GENERIC_GUARD (Chaos Razerman) 60 50} {FACING sw}
{SIDE_GENERIC_GUARD (Chaos Razerman) 50 60} {FACING n }
{SIDE_GENERIC_GUARD (Demon Zephyr) 54 56}
{SIDE_GENERIC_GUARD (Demon Zephyr) 58 53}
{SIDE_GENERIC_GUARD (Hell Guardian) 52 26} {FACING se}
{SIDE_GENERIC_GUARD (Hell Guardian) 56 28} {FACING nw}
{SIDE_GENERIC_GUARD (Demon Warrior) 53 28} {FACING ne}
{SIDE_GENERIC_GUARD (Shaxthal Protector Drone) 46 30}
{SIDE_GENERIC_GUARD (Shaxthal Protector Drone) 48 31}
{SIDE_GENERIC_GUARD (Blood Imp) 48 30}
{SIDE_GENERIC_GUARD (Demon Zephyr) 53 20}
{SIDE_GENERIC_GUARD (Demon Zephyr) 55 22}
{SIDE_GENERIC_GUARD (Demon Zephyr) 66 26}
{SIDE_GENERIC_GUARD (Demon Zephyr) 69 25}
{SIDE_GENERIC_GUARD (Wraith) 41 12}
{SIDE_GENERIC_GUARD (Necrophage) 48 55}
{SIDE_GENERIC_GUARD (Necrophage) 51 54}
{SIDE_GENERIC_GUARD (Necrophage) 59 52}
{SIDE_GENERIC_GUARD (Necrophage) 50 64}
{SIDE_GENERIC_GUARD (Draug) 68 61} {FACING nw}
[/side]
[side]
side=3
team_name=enemies
user_team_name= _ "team_name^Lair Guards"
{CHAOS_FLAG}
{GOLD 100 120 130}
{INCOME 5 6 7}
recruit=Demon,Demon Zephyr,Imp,Blood Imp,Chaos Bowman,Chaos Headhunter
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
{L_AI_GUARDS_BEHIND_GATES}
[/ai]
canrecruit=yes
type=Chaos Lorekeeper
id=Mal Murwiel
name= _ "Mal Murwiel"
[modifications]
{TRAIT_BIOMECHANICAL}
{TRAIT_DEXTROUS}
{BOSS_BOOST 40% 1 1 0 1}
[/modifications]
{SIDE_GENERIC_GUARD (Demon Grunt) 40 33} {FACING ne}
[/side]
[side]
side=4
team_name=enemies
user_team_name= _ "team_name^Lair Guards"
{CHAOS_FLAG}
{GOLD 100 120 130}
{INCOME 5 6 7}
recruit=Shaxthal Runner Drone,Chaos Invader,Chaos Invoker,Chaos Hound
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
{L_AI_GUARDS_BEHIND_GATES}
[/ai]
canrecruit=yes
type=Chaos Lorekeeper
id=Mal Aravir
name= _ "Mal Aravir"
[modifications]
{TRAIT_BIOMECHANICAL}
{TRAIT_RESILIENT}
{BOSS_BOOST 20% 3 0 0 2}
[/modifications]
{SIDE_GENERIC_GUARD (Demon Grunt) 44 35} {FACING nw}
[/side]
# Cockatrices
[side]
side=5
team_name=enemies
user_team_name= _ "team_name^Chaos Emperor"
{CHAOS_FLAG}
no_leader=yes
{ai/aliases/stable_singleplayer.cfg}
[ai]
# Their stats aren't great, force them to attack anyway.
{AI_SIMPLE_ALWAYS_ASPECT aggression 9.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
[/ai]
[/side]
[side]
side=6 # Disabled on prestart until an event during gameplay.
team_name=enemies
user_team_name= _ "team_name^Lair Hive"
{CHAOS_FLAG}
recruit=Shaxthal Drone,Shaxthal Rayblade,Shaxthal Sentry Drone
{ai/aliases/stable_singleplayer.cfg}
[ai]
# Happens to be the drone controller for this scenario too. This
# means drones will be more cautious around the player than in most
# other situations.
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
{L_AI_GUARDS_BEHIND_GATES}
[/ai]
canrecruit=yes
type=Demon Warrior
id="Ka'alarilyn"
name= _ "Ka’alarilyn"
[modifications]
{TRAIT_RESILIENT}
{TRAIT_INTELLIGENT}
[/modifications]
{SIDE_GENERIC_GUARD (Demon Warrior) 17 29} {FACING se}
{SIDE_GENERIC_GUARD (Demon Warrior) 16 30} {FACING ne}
{SIDE_GENERIC_GUARD (Demon Zephyr) 30 29} {FACING se}
{SIDE_GENERIC_GUARD (Demon Zephyr) 26 34} {FACING ne}
[/side]
[side]
side=7 # Disabled on prestart until an event during gameplay.
team_name=enemies
user_team_name= _ "team_name^Lair Hive"
{CHAOS_FLAG}
recruit=Shaxthal Drone,Shaxthal Rayblade,Shaxthal Sentry Drone
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
{L_AI_GUARDS_BEHIND_GATES}
[/ai]
canrecruit=yes
type=Demon Warrior
gender=female
id=Vyta
name= _ "Vyta"
[modifications]
{TRAIT_STRONG}
{TRAIT_DEXTROUS}
[/modifications]
{SIDE_GENERIC_GUARD (Psy Mindraider) 18 40} {FACING se}
{SIDE_GENERIC_GUARD (Psy Mindraider) 28 22} {FACING sw}
{SIDE_GENERIC_GUARD (Psy Mindraider) 25 54} {FACING nw}
{SIDE_GENERIC_GUARD (Psy Crawler) 25 41} {FACING ne}
{SIDE_GENERIC_GUARD (Psy Crawler) 24 42} {FACING nw}
{SIDE_GENERIC_GUARD (Psy Crawler) 24 54}
{SIDE_GENERIC_GUARD (Psy Crawler) 26 54}
{SIDE_GENERIC_GUARD (Psy Crawler) 25 53}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 21 49}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 20 53}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 24 51}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 24 55}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 27 57}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 28 52}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 20 57}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 23 66}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 27 60}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 29 61}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 33 61}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 16 39}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 18 38}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 10 39}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 5 35}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 5 31}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 9 31}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 12 30}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 15 32}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 11 25}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 20 24}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 13 17}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 17 18}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 23 22}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 23 21}
{SIDE_GENERIC_UNIT (Verlissh Matrix Flow System) 24 24}
[/side]
# Doors
[side]
side=8
team_name=enemies
user_team_name= _ "team_name^Chaos Emperor"
{CHAOS_FLAG}
no_leader=yes
hidden=yes
{NO_ECONOMY}
[/side]
{STARTING_VILLAGES 3 6}
{STARTING_VILLAGES 4 6}
{STARTING_VILLAGES 7 4}
{SETUP_SHAXTHAL_ROAMING_SOUND_EFFECTS}
# No cave noise sound source because it's too inconvenient to deal with
# the outdoors region like in AtS E1S11.2.
{CAVE_WATER_SOUND_SOURCE 49 66}
{CAVE_WATER_SOUND_SOURCE 27 52}
{CAVE_WATER_SOUND_SOURCE 9 50}
{CAVE_WATER_SOUND_SOURCE 9 39}
{CAVE_WATER_SOUND_SOURCE 7 17}
{CAVE_WATER_SOUND_SOURCE 19 17}
#define F_DRONES_EASY
"Shaxthal Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Sentry Drone" #enddef
#define F_DRONES_MEDIUM
"Shaxthal Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone" #enddef
#define F_DRONES_HARD
"Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone" #enddef
#define F_DRONE _TURNS _DIFFICULTY_LEVEL _X _Y
{TIMED_DRONE_SPAWNER {_TURNS} (type={F_DRONES_{_DIFFICULTY_LEVEL}}) 6 {_X} {_Y} }
#enddef
{F_DRONE {DIFF 8 7 6} HARD 24 57}
{F_DRONE {DIFF 9 8 7} HARD 32 57}
{F_DRONE {DIFF 9 9 8} MEDIUM 30 52}
{F_DRONE {DIFF 9 8 7} MEDIUM 34 55}
{F_DRONE {DIFF 9 9 8} EASY 32 60}
{F_DRONE {DIFF 9 9 8} EASY 28 62}
{F_DRONE {DIFF 9 8 7} EASY 26 62}
{F_DRONE {DIFF 9 9 8} MEDIUM 22 64}
{F_DRONE {DIFF 9 8 7} EASY 22 63}
{F_DRONE {DIFF 9 8 7} EASY 25 67}
{F_DRONE {DIFF 8 8 7} MEDIUM 24 66}
{F_DRONE {DIFF 9 8 7} EASY 21 60}
{F_DRONE {DIFF 8 7 6} EASY 15 57}
{F_DRONE {DIFF 9 8 7} EASY 13 61}
{F_DRONE {DIFF 9 8 7} EASY 18 55}
{F_DRONE {DIFF 9 8 7} EASY 25 49}
{F_DRONE {DIFF 12 11 10} HARD 29 43}
{F_DRONE {DIFF 9 8 7} HARD 9 36}
{F_DRONE {DIFF 9 8 7} HARD 5 33}
{F_DRONE {DIFF 9 8 7} MEDIUM 19 32}
{F_DRONE {DIFF 9 8 7} EASY 21 30}
{F_DRONE {DIFF 9 8 7} HARD 27 28}
{F_DRONE {DIFF 9 8 7} EASY 25 29}
{F_DRONE {DIFF 12 11 10} EASY 37 39}
{F_DRONE {DIFF 12 11 10} EASY 30 35}
{F_DRONE {DIFF 12 11 10} EASY 48 37}
{F_DRONE {DIFF 9 8 7} MEDIUM 13 26}
{F_DRONE {DIFF 7 7 6} MEDIUM 14 23}
{F_DRONE {DIFF 9 8 7} MEDIUM 6 27}
{F_DRONE {DIFF 9 9 8} HARD 7 24}
{F_DRONE {DIFF 9 8 7} MEDIUM 14 20}
{F_DRONE {DIFF 9 8 7} MEDIUM 10 17}
{F_DRONE {DIFF 9 8 7} EASY 17 17}
{F_DRONE {DIFF 9 8 7} EASY 16 14}
{F_DRONE {DIFF 9 8 7} EASY 18 15}
{F_DRONE {DIFF 9 8 7} EASY 6 15}
{F_DRONE {DIFF 9 8 7} EASY 5 17}
{F_DRONE {DIFF 8 7 6} HARD 24 21}
{F_DRONE {DIFF 7 6 6} EASY 24 23}
{F_DRONE {DIFF 9 8 7} MEDIUM 27 29}
{F_DRONE {DIFF 9 8 7} EASY 26 14}
{F_DRONE {DIFF 9 8 7} EASY 24 15}
{F_DRONE {DIFF 9 8 7} EASY 27 19}
#ifndef EASY
{F_DRONE {DIFF 9 8 7} EASY 59 59}
{F_DRONE {DIFF 9 8 7} EASY 66 58}
{F_DRONE {DIFF 9 8 7} EASY 65 62}
#ifdef HARD
{F_DRONE {DIFF 9 8 7} EASY 63 57}
{F_DRONE {DIFF 9 8 7} EASY 62 60}
{F_DRONE {DIFF 9 8 7} EASY 69 60}
#endif
#endif
{SNOW_ON_TOD inferno_night}
[event]
name=prestart
[item]
x=68-69,70
y= 62,61
image=items/gohere.png
[/item]
[time_area]
id=outdoors
{INFERNO_NIGHT}
# Map terrain-dependent heuristic, because coordinate regions are
# a PITA to track down.
terrain=A*,A*^*,M*,M*^*,H*,H*^*,Qxua,Cha,*^Bsb*,Rr,Rr^*
[or]
# Match patches of broken ice in the river outside.
terrain=W*
[filter_adjacent_location]
terrain=A*
[/filter_adjacent_location]
[/or]
[or]
# Starting area edifice thingy.
x,y,radius=71,4,6
[/or]
[or]
# Pillars near the entrance, past the bridge.
x=55,61
y=23,26
[/or]
[/time_area]
[mute_sound_effects][/mute_sound_effects]
#
# Configure interior and exterior sound sources in such a way they
# cover the two different map areas radially.
#
[lua]
code= <<
local function distance2(a, b)
return ((b.x - a.x)^2 + (b.y - a.y)^2)^0.5
end
local function deserialize2(stem, p)
wml.variables[stem .. ".x"] = p.x
wml.variables[stem .. ".y"] = p.y
end
-- Snow area boundaries don't cover the impassable mountains
-- range north from the secret glyph passage, which is okay
-- because no-one can walk through them.
-- ^ Top right
local snow_a = { x = 80, y = 1 }
local snow_b = { x = 38, y = 29 }
local hive_a = snow_b
local hive_b = { x = 1 , y = 72 }
-- v Bottom left
deserialize2("snow_corner", snow_a)
deserialize2("hive_corner", hive_b)
wml.variables["snow_radius"] = distance2(snow_a, snow_b)
wml.variables["hive_radius"] = distance2(hive_a, hive_b)
>>
[/lua]
{WIND_NOISE_SOUND_SOURCE}
[+sound_source]
x,y=$snow_corner.x,$snow_corner.y
full_range=$($snow_radius/2)
fade_range=$($snow_radius/2)
[/sound_source]
# Done in an event later.
[event]
name=enable hive ambience
delayed_variable_substitution=no
{CAVE_NOISE_SOUND_SOURCE}
[+sound_source]
x,y=$hive_corner.x,$hive_corner.y
full_range=$hive_radius
fade_range=$($snow_radius/3)
[/sound_source]
[/event]
{CLEAR_VARIABLE snow_corner,snow_radius,hive_corner,hive_radius}
#
# Randomize barrier glyph location.
#
# ^Kov is used to mark candidates vn the north, ^Vov is for candidates
# in the south.
#
{VARIABLE_RANDOM selector 0..1000}
{VARIABLE_MOD selector 2}
[if]
{VARIABLE_NUMERICAL_EQUALS selector 0}
[then]
{VARIABLE selector *^Kov}
[/then]
[else]
{VARIABLE selector *^Vov}
[/else]
[/if]
[store_locations]
terrain=$selector
variable=glyph_candidates
[/store_locations]
{BUG_ON ({VARIABLE_NUMERICAL_EQUALS glyph_candidates.length 0}) ()}
{VARIABLE_RANDOM selector "0..$($glyph_candidates.length - 1)"}
[terrain]
terrain=^Ii
layer=overlay
x=$glyph_candidates[$selector].x
y=$glyph_candidates[$selector].y
[/terrain]
{ITEM_CRYSTAL_GLYPH_GATE $glyph_candidates[$selector].x $glyph_candidates[$selector].y}
[event]
delayed_variable_substitution=no
name=moveto
first_time_only=no
[filter]
side=1
x=$glyph_candidates[$selector].x
y=$glyph_candidates[$selector].y
[/filter]
[fire_event]
name=barrier glyph triggered
[primary_unit]
x,y=$|x1,$|y1
[/primary_unit]
[/fire_event]
[/event]
[remove_terrain_overlays]
terrain=*^Kov,*^Vov
[/remove_terrain_overlays]
# Debugging aid.
#[terrain]
# [and]
# terrain=*^Kov,*^Vov
# [/and]
# terrain=Aa
#[/terrain]
{CLEAR_VARIABLE glyph_candidates,selector}
#
# Hive sentry sides are enabled and given gold later.
#
[modify_side]
side=6,7
controller=null
[/modify_side]
#
# Finish setup.
#
[setup_doors]
side=8
[not]
x,y,radius=55,67,1
[/not]
[not]
x,y,radius=74,52,1
[/not]
[/setup_doors]
# wmllint: recognize Elynia
{RECALL_ELYNIA}
# wmllint: recognize Mal Keshar
{RECALL_MAL_KESHAR}
# wmllint: recognize Lédinor
{RECALL_LEDINOR}
# wmllint: recognize Erathan
{RECALL_ERATHAN2}
# wmllint: recognize Igor
{RECALL_IGOR}
{FACE_DIRECTION side=1 sw}
{OBJECTIVES (
{OBJECTIVE_VICTORY ( _ "Find the entrance to the lair of the Chaos Emperor")}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Elynia")}
{OBJECTIVE_DEFEAT ( _ "Death of Mal Keshar")}
{OBJECTIVE_DEFEAT ( _ "Death of Lédinor")}
{TURNS_RUN_OUT}
{OBJECTIVE_FULL_CARRYOVER}
)}
[/event]
{FINAL_SCENARIO_PLAYER_RECRUITMENT_WITH_AUTORECALL}
[event]
name=prestart
[hide_unit][/hide_unit]
{BLACK_SCREEN}
{LOCK_VIEW}
[/event]
[event]
name=start
[fade_out_music][/fade_out_music]
[fade_in_sound_effects]
duration=500
[/fade_in_sound_effects]
{FADE_IN}
[unhide_unit][/unhide_unit]
{CONDITIONAL_IGOR (
[message]
speaker=Igor
message= _ "I didn’t think the demons’ homeland would be such a... cold... place— <b>ATCHOO!!!</b>"
[/message]
) (
[message]
speaker=Galas
message= _ "I have to say, I never expected Inferno to be such a cold place."
[/message]
)}
[message]
speaker=Mal Keshar
message= _ "Yes, there does not appear to be anything but more snow in the distance. Who knew!"
[/message]
[message]
speaker=Elynia
message= _ "I assume this is but a small land in a much larger realm. The stories speak of far more varied locations, much like Irdya itself."
[/message]
[message]
speaker=Galas
message= _ "Surely the Emperor chose this location in order to have a nigh-on unlimited water supply for his ostentatious capital, then."
[/message]
{UNLOCK_VIEW}
[/event]
[event]
id=its_quiet_too_quiet_talk
name=side 1 turn 1 end
[message]
speaker=Lédinor
message= _ "Come to think of it, there <b>is</b> nothing but snow in sight, indeed. Does anyone else find this troubling?"
[/message]
[message]
speaker=Elynia
message= _ "You are right, the solitude of this place doesn’t bode well."
[/message]
[/event]
[event]
name=turn 2
{REPLACE_SCENARIO_MUSIC "gameplay06.ogg"}
{APPEND_MUSIC "heroes_rite.ogg"}
{APPEND_MUSIC "nunc_dimittis.ogg"}
[/event]
#
# Just in case something goes wrong with the unit vision expectations on turn 1.
#
{FIRE_EVENT_ON_STUMBLE_UPON "found first enemy" (
[filter_side]
[enemy_of]
side=1
[/enemy_of]
[/filter_side]
)}
[event]
name=found first enemy
[remove_event]
id=its_quiet_too_quiet_talk # wmllint: ignore
[/remove_event]
{CONDITIONAL_ERATHAN (
[message]
speaker=Erathan
message= _ "I spot a few foes over there."
[/message]
) (
[message]
speaker=Galas
message= _ "I spot a few foes over there."
[/message]
)}
[scroll_to_unit]
x,y=$x2,$y2
[/scroll_to_unit]
[delay]
time=750
[/delay]
[scroll_to_unit]
x,y=$x1,$y1
[/scroll_to_unit]
[/event]
# Entering the lair, roughly past the entrance gates.
[event]
name=moveto
[filter]
side=1
[filter_location]
x,y,radius=37,37,7
[/filter_location]
[/filter]
[fire_event]
name=enable hive ambience
[/fire_event]
[sound]
name=rumble.ogg
[/sound]
[delay]
time=250
[/delay]
{MYSTERIOUS_VOICE ( _ "Welcome! Welcome all to my lair, foolish creatures!")}
[+message]
sound=dwarf-laugh.wav
[/message]
[message]
speaker=Mal Keshar
message= _ "It’s that infuriating laugh again! Oh, I swear, the moment I get my hands on that pretentious bastard..."
[/message]
# Reveal goal gate.
{CLEAR_CAVE_SHROUD (
x,y,radius=37,37,5
[or]
x,y,radius=38,37,4
[/or]
[or]
x,y,radius=37,44,3
[/or]
)}
[redraw]
side=1
[/redraw]
[scroll_to]
x,y=38,46
[/scroll_to]
{HIGHLIGHT_GOAL (
x=37,38-39
y=47,46
)}
[scroll_to]
x,y=$x1,$y1
[/scroll_to]
#
# Release the cockatrices.
#
{GENERIC_UNIT 5 Cockatrice 13 45} {NO_UPKEEP_NO_OVERLAY}
{GENERIC_UNIT 5 Cockatrice 8 47} {NO_UPKEEP_NO_OVERLAY}
{GENERIC_UNIT 5 Cockatrice 15 49} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}
{GENERIC_UNIT 5 Cockatrice 23 52} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}
{GENERIC_UNIT 5 Cockatrice 14 57} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}
{GENERIC_UNIT 5 Cockatrice 30 58} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}
{GENERIC_UNIT 5 Cockatrice 23 58} {NO_UPKEEP_NO_OVERLAY}
{GENERIC_UNIT 5 Cockatrice 8 38} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}
{GENERIC_UNIT 5 Cockatrice 8 28} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}
{GENERIC_UNIT 5 Cockatrice 15 31} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}
{GENERIC_UNIT 5 Cockatrice 6 24} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}
{GENERIC_UNIT 5 Cockatrice 18 21} {NO_UPKEEP_NO_OVERLAY}
{GENERIC_UNIT 5 Cockatrice 15 16} {NO_UPKEEP_NO_OVERLAY}
{GENERIC_UNIT 5 Cockatrice 8 18} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}
{GENERIC_UNIT 5 Cockatrice 25 23} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN}
#
# Enable hive sentry sides.
#
[modify_side]
side=5,6,7
controller=ai
{GOLD 130 150 175}
[/modify_side]
#
# Add more tracks to the playlist instead of replacing it entirely.
#
{APPEND_MUSIC "knalgan_theme.ogg"}
{APPEND_MUSIC "into_the_shadows.ogg"}
[/event]
[event]
name=moveto
[filter]
side=1
[filter_location]
[filter_adjacent_location]
terrain=*^Zz*
[/filter_adjacent_location]
[/filter_location]
[/filter]
[message]
speaker=Elynia
message= _ "The protection enchantment shielding this gate is far too strong. May I suggest searching for another way to open it?"
[/message]
[message]
speaker=Mal Keshar
message= _ "Union?"
[/message]
[message]
speaker=Elynia
message= _ "I would rather avoid unnecessary use of it while we are in this place... I hope you can understand why."
[/message]
# He already knows things Galas doesn't.
[message]
speaker=Mal Keshar
message= _ "... Yes... I <i>think</i> I see where this is going. Very well, then. Let us do things your way."
[/message]
[/event]
############################################################################
# #
# CHIMERA/COCKATRICE CONTROL EVENTS #
# #
############################################################################
{FIRE_EVENT_ON_STUMBLE_UPON "found cockatrice" type=Cockatrice}
[event]
name=found cockatrice
[scroll_to_unit]
x,y=$x2,$y2
[/scroll_to_unit]
[delay]
time=750
[/delay]
[message]
speaker=Mal Keshar
message= _ "Hey, what do we have here... Cockatrices! There are cockatrices roaming about this place!"
[/message]
[message]
speaker=Galas
message= _ "Huh?"
[/message]
[message]
speaker=Elynia
message= _ "Bird-like creatures which are said to have the ability to turn any living thing to stone with a single glance. They are not natural denizens of our world, being instead the product of forbidden sorcery."
[/message]
[message]
speaker=Mal Keshar
message= _ "Yes, yes — all right, attention everyone! Avoid direct eye contact with these pests or you <i>will</i> regret it!"
[/message]
[message]
speaker=Elynia
message= _ "I believe I can remove the effects of their magic with a spell. However, should any victim come to harm while petrified..."
[/message]
{OBJECTIVES (
{OBJECTIVE_VICTORY ( _ "Find the entrance to the lair of the Chaos Emperor")}
{OBJECTIVE_DEFEAT ( _ "Elynia is petrified by an enemy unit")}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Elynia")}
{OBJECTIVE_DEFEAT ( _ "Death of Mal Keshar")}
{OBJECTIVE_DEFEAT ( _ "Death of Lédinor")}
{TURNS_RUN_OUT}
{OBJECTIVE_FULL_CARRYOVER}
{OBJECTIVE_NOTE ( _ "Elynia can revert the effects of petrification on adjacent player units at the start of each turn")}
)}
[/event]
#
# TODO: figure out how to implement the statue effect so that units can be
# harmed while petrified. One notable caveat is that standing
# animations need to be stopped, which is currently a hardcoded
# case in the engine.
#
[event]
name=petrified
[filter]
id=Elynia
[/filter]
[message]
speaker=Elynia
message= _ "I can’t... help you... now..."
[/message]
{HERO_DEFEAT_ENDLEVEL}
[/event]
{UNPETRIFY_UNITS_AT_TURN_START 1 id=Elynia}
############################################################################
# #
# SCENARIO PROGRESSION #
# #
############################################################################
[event]
name=barrier glyph triggered
first_time_only=no
[filter]
[not]
id=Elynia,Mal Keshar
[/not]
[/filter]
[allow_undo][/allow_undo]
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "You are not able to activate this sealed glyph. Perhaps you should send Elynia or Mal Keshar to investigate instead."
[/message]
[/event]
[event]
name=barrier glyph triggered
[filter]
id=Elynia,Mal Keshar
[/filter]
{GATE_GLYPH_ACTIONS 38 46}
# Open shortcut passages leading back to the hall chamber, but don't
# specifically bring attention to them.
[terrain]
x=28,29, 32,33, 28,29
y=49,50, 28,29, 23,23
terrain=Yhl
[/terrain]
[terrain]
x=32,33
y=41,42
terrain=Yhr
[/terrain]
[redraw]
side=1
[/redraw]
[fire_event]
name=boss entrance setup
[/fire_event]
[/event]
[event]
name=boss entrance setup
{GENERIC_UNIT 5 Cockatrice 44 49} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING nw}
{GENERIC_UNIT 5 Cockatrice 46 53} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING nw}
{GENERIC_UNIT 5 Cockatrice 51 50} {NO_UPKEEP_NO_OVERLAY} {GUARDIAN} {FACING nw}
[unit]
side=5
canrecruit=yes
type=Chimera
id=Knidaril
name= _ "Knidaril"
placement=leader
facing=nw
[modifications]
{TRAIT_STRONG}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[modify_side]
side=5
recruit=Cockatrice
{GOLD 100 110 120}
[/modify_side]
[capture_village]
side=5
[filter]
id=Knidaril
[/filter]
radius=8
[/capture_village]
[/event]
[event]
name=die
[filter]
id=Knidaril
[/filter]
[sound]
name=gate.ogg # Yes, it's the hit sound, not the death sound.
[/sound]
{CLEAR_CAVE_SHROUD (
x,y,radius=59,57,4
[or]
x,y,radius=57,55,4
[/or]
[or]
x,y,radius=52,53,6
[/or]
)}
[redraw]
side=1
[/redraw]
{GATE_GLYPH_ACTIONS 59 57}
[message]
speaker=Galas
message= _ "This is quite obviously an invitation into a trap. Shall we heed it?"
[/message]
[message]
speaker=Lédinor
message= _ "This whole place feels like a trap to me. On the other hand, if we don’t come to him..."
[/message]
[message]
speaker=Galas
message= _ "... he will come to us. Even then, I think we should first look around for anything that could help us — weapons, information, anything."
[/message]
[/event]
#define L_GLYPH _X _Y _MSG
{ITEM_CRYSTAL_GLYPH_MESSAGE {_X} {_Y} }
[event]
name=moveto
[filter]
x={_X}
y={_Y}
side=1
[/filter]
[allow_undo][/allow_undo]
{MSG_GLYPH ({_MSG})}
[/event]
#enddef
# Secret glyph.
{L_GLYPH 34 16 ( _ "Uria insists on the necessity of handing control of Irdya over to someone more experienced if everything goes according to plan. She says she will need me on Ethea, and that Nar-hamoth is of no use whatsoever beyond monitoring the Iron Council. “So who will it be?”, I inquired. “Somebody who can govern Irdya with an iron fist in your absence. Someone whose very name shall instill fear and obedience in all our subjects.”
This is not how I hoped things would turn out, and Elyssa will surely not be pleased with this turn of events. The best I can do now is stall the mission for a while and hope she does not find out.")}
# Final antechamber glyphs.
{L_GLYPH 59 45 ( _ "The Light of the soul, the Darkness of the mind. Two opposing aspects that govern our existence and give way to life. Never fully overlapping, but also always intertwined.
The Union of Light and Darkness. A paradoxical power beyond measure that permeates our reality like the sap that flows through the branches of a tree. Why would the First Gods bequeath such a dangerous tool to flawed beings like us? What is it that they saw approaching at the end of time?")}
{L_GLYPH 63 42 ( _ "The glyph’s contents seem to be in a language you have never read nor heard before.")}
{L_GLYPH 68 44 ( _ "Unlike the Seer, Uria believes that our fate can be changed by our actions, that there is no single path to the same destination, and that, like the fish that swim upstream from the ocean, the course of reality can be altered by a sufficiently strong will.")}
{L_GLYPH 69 49 ( _ "The glyph’s contents seem to be in a language you have never read nor heard before.")}
[event]
name=moveto
[filter]
id=Elynia,Galas,Mal Keshar
x=68-80,70
y=62-70,61
[/filter]
[hide_unit][/hide_unit]
{FADE_TO_BLACK}
{ENDLEVEL_QUIET}
[/event]
#[event]
# name=victory
#[/event]
[/scenario]
#undef L_AI_GUARDS_BEHIND_GATES
#undef L_GLYPH
#undef F_DRONE
#undef F_DRONES_EASY
#undef F_DRONES_MEDIUM
#undef F_DRONES_HARD
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
[scenario]
id=23Bx_Do_Us_Part
name= _ "Do Us Part"
{MAP 23Bx_Do_Us_Part.map}
turns=-1
victory_when_enemies_defeated=no
next_scenario=23C_Broken_Heart
{NO_RECALLS}
{SCENARIO_MUSIC "snowfall.ogg"}
{FULLSCREEN_CUTSCENE_UI}
{DEEP_UNDERGROUND} {SCHEDULE_LIGHTING -20 -40 -10}
# wmllint: validate-off
[side]
side=1
controller=human
team_name=good
user_team_name= _ "team_name^Galas"
shroud=yes
{NO_ECONOMY}
# wmllint: recognize Galas
{CHARACTER_STATS_GALAS}
[/side]
# wmllint: validate-on
[side]
side=2
team_name=enemies
user_team_name= _ "team_name^Chaos Emperor"
{CHAOS_FLAG}
color=gold
{NO_ECONOMY}
hidden=yes
type=Dead Shadow Master
id=Argan
name= _ "Argan"
hitpoints=1
[/side]
{HIVE_NOISE_2_SOUND_SOURCE}
[+sound_source]
id=noise # wmllint: ignore
[/sound_source]
{PLACE_IMAGE units/shaxthal/master-drone-dead.png 19 16}
[event]
name=prestart
# wmllint: recognize Elynia
{RECALL_ELYNIA_AT 27 12}
# wmllint: recognize Mal Keshar
{RECALL_MAL_KESHAR_AT 26 14}
# wmllint: recognize Lédinor
{RECALL_LEDINOR_AT 23 12}
# wmllint: recognize Igor
{RECALL_IGOR_AT 25 11}
{FACE_UNIT side=1 id=Argan}
[hide_unit][/hide_unit]
{BLACK_SCREEN}
{LOCK_VIEW}
[/event]
[event]
name=start
[fire_event]
name=cutscene 1
[/fire_event]
[fire_event]
name=cutscene 2
[/fire_event]
[fire_event]
name=cutscene 3
[/fire_event]
{ENDLEVEL_QUIET} {NO_REPLAY_SAVE}
[/event]
[event]
name=cutscene 1
[store_shroud]
side=1
variable=s23bx_shroud_mask
[/store_shroud]
[place_shroud]
side=1
[/place_shroud]
[delay]
time=750
[/delay]
[message]
speaker=Argan
scroll=no
highlight=no
message= _ "Elynia..."
[/message]
[delay]
time=750
[/delay]
[set_shroud]
side=1
shroud_data=$s23bx_shroud_mask
[/set_shroud]
{FADE_IN}
[unhide_unit][/unhide_unit]
[delay]
time=750
[/delay]
{MOVE_UNIT (id=Elynia) 21 15}
[message]
speaker=Argan
message= _ "... you betrayed... me..."
[/message]
[message]
speaker=Elynia
message= _ "No, Argan. You are the one who betrayed me... me and the peoples of Irdya as well. The peoples we swore to defend until the end of time. You betrayed everything we stood for..."
[/message]
[message]
speaker=Argan
message= _ "I did nothing but choose the right path for your sake. And this is how you repay me... Then again, I guess I had this coming ever since... then..."
[/message]
[message]
speaker=Elynia
message= _ "No, you never deserved any of this. If... None of this... none of this would have happened if I..."
[/message]
{MOVE_UNIT (id=Mal Keshar) 24 14}
{MOVE_UNIT (id=Galas) 24 13}
[message]
speaker=Argan
message= _ "In the end... it is not your fault..."
[/message]
[message]
speaker=Mal Keshar
message= _ "You said that Uria turned you into this. What does she really want? What’s her goal in enslaving and desecrating Irdya?"
[/message]
[message]
speaker=Argan
message= _ "Well... she will... she will avenge me... that is for sure. And now without the Union, you cannot— (<i>cough</i>) you cannot defeat... her... Even if you manage to find her... in the heart of... Urvatha... it would be suicide..."
[/message]
#
# TODO visual effects
#
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "Just as he said those words, Argan’s broken body suddenly convulsed, releasing a steaming mixture of blood and a thick yellow ooze from his mouth and chest, and splashing everything around him. The bright yellow glow that constantly lit his eyes until moments before began to vanish, little by little, until there was nothing to see but tears."
[/message]
{MOVE_UNIT id=Elynia 20 15}
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "... And once Elynia moved closer within his grasp, he violently clenched at her arm. And with hurried breath, he asked:"
[/message]
[message]
speaker=Argan
message= _ "Elynia... I beg of you... please forgive me. I allowed this to happen. I allowed her... to become who she is now... and control me... Promise me that you will never... you will never... become..."
[/message]
[kill]
id=Argan
[/kill]
[message]
speaker=Elynia
message= _ "Become... become what? Argan?"
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Elynia
message= _ "Argan? What do you mean? What am I supposed to do? Argan?!"
[/message]
[message]
speaker=Elynia
message= _ "Argan! No, no, this can’t be happening, you can’t be doing this, I am trying to heal you, don’t you see? I..."
[/message]
[fade_out_music][/fade_out_music]
[delay]
time=2000
[/delay]
[message]
speaker=Elynia
message= _ "Why don’t you say anything? Argan!"
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Elynia
message= _ "Mal Keshar, don’t you just stand there and watch, help me! Help him!"
[/message]
[message]
speaker=Mal Keshar
message= _ "There is nothing I can do. His spirit left us too quickly, and to pull him back into the physical realm after that... You do remember why that is the greatest taboo of all, right?"
[/message]
[delay]
time=1000
[/delay]
[message]
speaker=Mal Keshar
message= _ "At least he may finally rest now."
[/message]
[delay]
time=3000
[/delay]
{MOVE_UNIT id=Galas 23 14}
[hide_unit][/hide_unit]
{FADE_TO_BLACK}
[store_shroud]
side=1
variable=s23bx_shroud_mask
[/store_shroud]
[place_shroud]
side=1
[/place_shroud]
[fade_out_sound_effects]
time=2000
[/fade_out_sound_effects]
[/event]
[event]
name=cutscene 2
[delay]
time=5000
[/delay]
{STORYTXT_DO_US_PART}
[+story]
# Shut up Wesnoth 1.14, I don't need a stupid title here
title=""
[/story]
[/event]
[event]
name=cutscene 3
[delay]
time=2000
[/delay]
{PLACE_IMAGE items/book1.png 19 16}
[teleport]
[filter]
id=Galas
[/filter]
x,y=22,14
[/teleport]
[teleport]
[filter]
id=Mal Keshar
[/filter]
x,y=20,16
[/teleport]
[teleport]
[filter]
id=Lédinor
[/filter]
x,y=19,15
[/teleport]
[teleport]
[filter]
id=Igor
[/filter]
x,y=23,15
[/teleport]
{FACE_LOCATION side=1 x,y=19,16}
# Center view on Galas again, Wesnoth is lazy about this
[scroll_to_unit]
id=Galas
{WARP}
[/scroll_to_unit]
[set_shroud]
side=1
shroud_data=$s23bx_shroud_mask
[/set_shroud]
{CLEAR_VARIABLE s23bx_shroud_mask}
{FADE_IN}
[unhide_unit][/unhide_unit]
[fade_in_sound_effects]
duration=1000
[/fade_in_sound_effects]
[message]
speaker=Lédinor
message= _ "Argan’s journal — it was hidden beneath his robes. Elynia, my lady, if you allow me to speak my opinion: we should keep it, it may contain information that could prove useful later."
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Elynia
message= _ "Very well... But..."
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Elynia
message= _ "... I should be the one to carry this with me, no-one else."
[/message]
[remove_item]
image="items/book1.png"
[/remove_item]
[redraw][/redraw]
[delay]
time=750
[/delay]
{QUAKE rumble.ogg}
[delay]
time=120
[/delay]
{QUAKE ()}
[delay]
time=120
[/delay]
{QUAKE cave-in.ogg}
[delay]
time=120
[/delay]
{QUAKE ()}
[delay]
time=120
[/delay]
{QUAKE explosion.ogg}
{QUAKE ()}
[message]
speaker=Mal Keshar
message= _ "Uh-oh."
[/message]
{QUAKE explosion.ogg}
[delay]
time=120
[/delay]
{QUAKE ()}
[delay]
time=120
[/delay]
{QUAKE explosion.ogg}
[delay]
time=120
[/delay]
{QUAKE ()}
[delay]
time=120
[/delay]
{QUAKE rumble.ogg}
[delay]
time=120
[/delay]
[sound]
name=cave-in.ogg
[/sound]
[delay]
time=120
[/delay]
{QUAKE explosion.ogg}
[delay]
time=120
[/delay]
{QUAKE ()}
[delay]
time=120
[/delay]
[sound]
name=explosion.ogg
[/sound]
[delay]
time=120
[/delay]
{QUAKE rumble.ogg}
[message]
speaker=Galas
message= _ "The stronghold is crumbling down! We must leave immediately!"
[/message]
[message]
speaker=Mal Keshar
message= _ "At least the Master of Darkness will have a proper burial."
[/message]
{QUAKE_HEAVY rumble.ogg}
#
# Everyone moves to the map border and their units are
# put back to recall list (including Galas).
#
[store_unit]
[filter]
side=1
x=1-100
y=1-100
[/filter]
variable=heroes_store
kill=no
[/store_unit]
[foreach]
array=heroes_store
[do]
[kill]
id=$this_item.id
[/kill]
{RANDOM 35..37}
[move_unit_fake]
x=$this_item.x,$random
y=$this_item.y,7
type=$this_item.type
gender=$this_item.gender
side=$this_item.side
variation=$this_item.variation
force_scroll=no
[/move_unit_fake]
[unstore_unit]
variable=this_item
x,y=recall,recall
[/unstore_unit]
[/do]
[/foreach]
{CLEAR_VARIABLE heroes_store,random}
{QUAKE_HEAVY (rumble.ogg)}
{QUAKE_HEAVY ()}
{QUAKE_HEAVY ()}
{QUAKE_HEAVY ()}
{BLACK_SCREEN}
[place_shroud]
side=1
[/place_shroud]
[delay]
time=2000
[/delay]
[sound]
name=rumble.ogg
[/sound]
[delay]
time=2000
[/delay]
[/event]
[/scenario]
# NOTE: jump scenario for compatibility with existing IftU 2.1.4.1 and earlier
# saves for S23B. Remove in IftU 2.2.0.
[scenario]
id=23Bx_Do_Us_Part_1
name= _ "Do Us Part"
{NO_MAP_DATA}
turns=-1
victory_when_enemies_defeated=no
next_scenario=23Bx_Do_Us_Part
{NO_RECALLS}
{SCENARIO_MUSIC "silence.ogg"}
{FULLSCREEN_CUTSCENE_UI}
{NEUTRAL_TOD}
# wmllint: validate-off
[side]
side=1
controller=human
team_name=good
user_team_name= _ "team_name^Galas"
shroud=yes
{NO_ECONOMY}
# wmllint: recognize Galas
{CHARACTER_STATS_GALAS}
[/side]
# wmllint: validate-on
[event]
name=prestart
# Skip to real scenario
{ENDLEVEL_QUIET} {NO_REPLAY_SAVE} {NO_START_OF_SCENARIO_SAVE}
[/event]
[/scenario]
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
# It's not "Till Death" so as to not make it 100% obvious. That said, people
# playing for the first time will not really see the title until after the
# opening cutscene. Still, by the time I started working on Reconstruction,
# the fact that the big bad is Elynia's SO had already become common knowledge,
# so I'm not too bothered about the potential for spoilers (that is, until
# somebody with a loose screw decides to allow players to see a campaign's list
# of scenarios in advance or something).
[scenario]
id=23B_Until_Death
name= _ "Until Death"
{MAP 23B_Until_Death.map}
turns=-1
victory_when_enemies_defeated=no
next_scenario=23Bx_Do_Us_Part
{NO_RECALLS}
{FULLSCREEN_CUTSCENE_UI}
{SCENARIO_MUSIC "silence.ogg"}
{DEEP_UNDERGROUND} {SCHEDULE_LIGHTING -40 -50 -15}
{DEATHS_ACT_4}
{SPAWN_CONTROLLER}
{UNION_CAST_EVENTS}
# wmllint: validate-off
[side]
side=1
controller=human
team_name=good
user_team_name= _ "team_name^Galas"
shroud=yes
{NO_ECONOMY}
{GOLD 180 160 150}
# wmllint: recognize Galas
{CHARACTER_STATS_GALAS}
[/side]
# wmllint: validate-on
[side]
side=2
team_name=enemies
user_team_name= _ "team_name^Chaos Emperor"
{CHAOS_FLAG}
color=gold
{GOLD 220 240 260}
{INCOME 6 9 11}
recruit=Shadow Spawn,Shaxthal Drone,Ghost,Wraith,Spectre,Goliath,Automaton
# Real leader spawned during the initial cutscene.
no_leader=yes
# The side does not initially have a leader (but it controls villages)
# and we define victory for the human player based on the boss' death.
defeat_condition=never
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.0}
# Aggression turn ranges are not predetermined, use boss_stage as
# a hint instead.
{AI_ASPECT leader_aggression (
engine=lua
code=<<
local aggr = { 0.4, 1.0, 2.0 }
return aggr[in_range(wml.variables["boss_stage"], 1, #aggr)]
>>
)}
{AI_ASPECT passive_leader (
engine=lua
code=<<
return wml.variables["boss_stage"] < 2
>>
)}
# FIXME: doesn't work, Argan is reluctant to recruit Cockatrices.
{AI_ASPECT recruitment_pattern (
[facet]
id=initial_turns
turns=1-5
value=fighter,mixed fighter,fighter,scout,fighter,mixed fighter,fighter,scout
[/facet]
[facet]
id=stonegazer_turns
turns=6-10
value=stonegazer,fighter,mixed fighter,fighter,fighter,scout,mixed fighter
[/facet]
[facet]
id=no_scout_turns
turns=11-1000
value=stonegazer,fighter,fighter,mixed fighter,mixed fighter,fighter,fighter
[/facet]
)}
# FIXME: disabled due to IftU issue #5
#{AI_BOSS_TARGETING_ENGINE <<{"Elynia"}>>} # Don't target Galas specially!
[goal]
[criteria]
id=Elynia
[/criteria]
value=10.0
[/goal]
{AI_RECRUITMENT_ALWAYS_ASPECT (
{AI_RECRUIT_LIMIT "Cockatrice" {DIFF 1 2 2}}
{AI_RECRUIT_LIMIT "Spectre" {DIFF 1 2 2}}
{AI_RECRUIT_LIMIT "Goliath" 1}
{AI_RECRUIT_LIMIT "Wraith" {DIFF 2 3 3}}
{AI_RECRUIT_LIMIT "Automaton" 2} # Prefer Shadow Spawns.
)}
[/ai]
[/side]
[side]
side=3
team_name=enemies
user_team_name= _ "team_name^Lair Guards"
{CHAOS_FLAG}
color=blue
{GOLD 120 140 160}
{INCOME 3 4 5}
recruit=Shaxthal Rayblade,Shaxthal Runner Drone,Shaxthal Protector Drone
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
[/ai]
canrecruit=yes
type=Hell Overlord
id=Yivril
name= _ "Yivril"
[modifications]
{TRAIT_STRONG}
{TRAIT_RESILIENT}
[/modifications]
[/side]
[side]
side=4
team_name=enemies
user_team_name= _ "team_name^Lair Hive"
{CHAOS_FLAG}
no_leader=yes
hidden=yes
{NO_ECONOMY}
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 9.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
{AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes}
{AI_SIMPLE_ALWAYS_ASPECT grouping no}
[/ai]
[/side]
#define F_MATRIX _X _Y
[unit]
type=Verlissh Matrix Flow System
x={_X}
y={_Y}
upkeep=free
random_traits=yes
[/unit]
#enddef
[side]
side=5
team_name=enemies
user_team_name= _ "team_name^Uria"
{CHAOS_FLAG}
{GOLD 120 130 140}
{INCOME 2 3 4}
recruit=Demon,Imp,Chaos Invoker,Chaos Invader,Chaos Headhunter
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
[/ai]
canrecruit=yes
type=Chaos Lorekeeper
id=Mal Myaramor
name= _ "Mal Myaramor"
facing=se
[modifications]
{TRAIT_DEXTROUS}
{TRAIT_QUICK}
[object]
silent=yes
[effect]
apply_to=halo
halo="halo/obscures-aura.png"
[/effect]
[effect]
apply_to=new_ability
[abilities]
{ABILITY_OBSCURE}
[/abilities]
[/effect]
[/object]
[/modifications]
{F_MATRIX 28 20}
{F_MATRIX 31 21}
{F_MATRIX 34 21}
{F_MATRIX 42 13}
{F_MATRIX 43 15}
{F_MATRIX 44 16}
{F_MATRIX 36 24}
{F_MATRIX 22 23}
{F_MATRIX 24 25}
{F_MATRIX 34 28}
{F_MATRIX 50 20}
[/side]
[side]
side=6
team_name=enemies
user_team_name= _ "team_name^Uria"
{CHAOS_FLAG}
{GOLD 140 150 160}
{INCOME 3 5 6}
recruit=Demon Zephyr,Chaos Hound,Shaxthal Runner Drone,Psy Crawler
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
[/ai]
canrecruit=yes
type=Shadow Courier
id=An-Laila
name= _ "An-Laila"
facing=sw
[modifications]
{TRAIT_UNDEAD}
{TRAIT_SLOW}
[/modifications]
[/side]
[side]
side=7
team_name=enemies
user_team_name= _ "team_name^Lair Hive"
{CHAOS_FLAG}
no_leader=yes
hidden=yes
{NO_ECONOMY}
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 9.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
{AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes}
{AI_SIMPLE_ALWAYS_ASPECT grouping no}
[/ai]
[/side]
{STARTING_VILLAGES_ALL 2}
{HIVE_NOISE_2_SOUND_SOURCE}
# No water drip sound sources, too much of a hassle to deal with them
# during cutscenes (of which there are quite a lot here).
{PLACE_IMAGE "items/dragonstatue.png" 14 8}
{PLACE_IMAGE "items/dragonstatue.png" 18 6}
#define F_DRONES_EASY
"Shaxthal Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Sentry Drone" #enddef
#define F_DRONES_MEDIUM
"Shaxthal Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone" #enddef
#define F_DRONES_HARD
"Shaxthal Drone,Shaxthal Sentry Drone,Shaxthal Sentry Drone" #enddef
#define F_DRONE _TURNS _DIFFICULTY_LEVEL _X _Y
{TIMED_DRONE_SPAWNER {_TURNS} (type={F_DRONES_{_DIFFICULTY_LEVEL}}) 6 {_X} {_Y} }
#enddef
{F_DRONE {DIFF 14 12 10} EASY 24 22}
{F_DRONE {DIFF 9 8 7} EASY 26 21}
{F_DRONE {DIFF 9 8 7} EASY 22 17}
{F_DRONE {DIFF 14 12 10} HARD 17 22}
{F_DRONE {DIFF 14 12 10} MEDIUM 19 25}
{F_DRONE {DIFF 9 8 7} EASY 26 26}
{F_DRONE {DIFF 14 12 10} HARD 31 28}
{F_DRONE {DIFF 14 12 10} MEDIUM 8 19}
{F_DRONE {DIFF 8 7 6} EASY 12 19}
{F_DRONE {DIFF 8 7 6} EASY 4 24}
{F_DRONE {DIFF 8 7 6} EASY 7 26}
{F_DRONE {DIFF 8 7 6} EASY 46 28}
{F_DRONE {DIFF 11 10 9} HARD 44 30}
{F_DRONE {DIFF 11 10 9} MEDIUM 42 32}
{F_DRONE {DIFF 10 9 8} HARD 40 30}
{F_DRONE {DIFF 14 13 12} HARD 35 31}
{F_DRONE {DIFF 9 8 7} MEDIUM 29 32}
{F_DRONE {DIFF 10 9 8} HARD 38 27}
{F_DRONE {DIFF 9 8 7} EASY 48 24}
{F_DRONE {DIFF 10 9 8} EASY 47 23}
{F_DRONE {DIFF 12 11 10} HARD 47 18}
{F_DRONE {DIFF 9 8 7} EASY 45 20}
{F_DRONE {DIFF 9 8 7} EASY 48 15}
{F_DRONE {DIFF 9 8 7} EASY 47 15}
{F_DRONE {DIFF 8 7 6} HARD 46 12}
{F_DRONE {DIFF 9 8 7} EASY 40 11}
{F_DRONE {DIFF 10 9 8} EASY 35 8}
{F_DRONE {DIFF 9 8 7} HARD 40 7}
{F_DRONE {DIFF 10 9 8} MEDIUM 35 5}
{F_DRONE {DIFF 7 6 5} EASY 31 5}
{F_DRONE {DIFF 9 8 7} EASY 30 2}
{F_DRONE {DIFF 9 8 7} EASY 32 1}
{F_DRONE {DIFF 8 7 6} HARD 44 3}
{F_DRONE {DIFF 9 8 7} HARD 48 4}
{F_DRONE {DIFF 7 6 5} EASY 47 7}
{F_DRONE {DIFF 10 9 8} HARD 50 9}
{F_DRONE {DIFF 9 8 7} MEDIUM 53 8}
{F_DRONE {DIFF 9 8 7} EASY 50 3}
{F_DRONE {DIFF 9 8 7} EASY 52 4}
#
# Set-up healing spots.
#
{OBJ_HEALING_GLYPH 51 30}
{OBJ_HEALING_GLYPH 7 21}
{OBJ_HEALING_GLYPH 32 24}
{OBJ_HEALING_GLYPH 27 23}
{OBJ_HEALING_GLYPH 20 17}
{OBJ_HEALING_GLYPH 27 28}
{OBJ_HEALING_GLYPH 38 23}
{OBJ_HEALING_GLYPH 47 20}
{OBJ_HEALING_GLYPH 52 18}
{OBJ_HEALING_GLYPH 44 11}
{OBJ_HEALING_GLYPH 47 14}
{OBJ_HEALING_GLYPH 37 9}
{OBJ_HEALING_GLYPH 32 3}
#define F_PLAYER_CAN_RECRUIT_UNDEAD
[modify_side]
side=1
recruit=Skeleton,Skeleton Archer,Skeleton Rider,Walking Corpse,Vampire Bat,Ghost
[/modify_side]
#enddef
{FINAL_SCENARIO_PLAYER_RECRUITMENT}
[event]
name=prestart
{VARIABLE boss_stage 1}
{F_PLAYER_CAN_RECRUIT_UNDEAD}
[store_unit]
[filter]
x=1-100
y=1-100
[not]
side=1
[/not]
[not]
# These count as set pieces, so don't hide them.
type=Verlissh Matrix Flow System
[/not]
[/filter]
variable=initial_onmap_units
kill=yes
[/store_unit]
#
# Clear shroud from all reachable locations (two passes to account for
# impassable hexes in range).
#
[remove_shroud]
side=1
[filter]
id=Galas
[/filter]
radius=50
[filter_radius]
terrain=!,X*,X*^*,*^X*
[/filter_radius]
[/remove_shroud]
[remove_shroud]
side=1
terrain=X*,X*^*,*^X*
[filter_adjacent_location]
[filter_vision]
side=1
[/filter_vision]
[/filter_adjacent_location]
[/remove_shroud]
#
# Remove shroud from throne room area.
#
{CLEAR_CAVE_SHROUD (
x,y,radius=30,14,10
)}
{CLEAR_CAVE_SHROUD (
x,y,radius=35,17,8
)}
[hide_unit]
side=1
[/hide_unit]
{BLACK_SCREEN}
{LOCK_VIEW}
[/event]
[event]
name=DEBUG93
{VARIABLE boss_stage 3}
[modify_turns]
current=100
[/modify_turns]
{VARIABLE turn_number 100}
[modify_unit]
[filter]
# wmllint: recognize Argan
id=Argan
[/filter]
hitpoints=1
[/modify_unit]
[unit]
x,y=37,19
type=Ancient Lich
side=1
[/unit]
[/event]
############################################################################
# #
# INTRO CUTSCENE #
# #
############################################################################
[event]
name=start
{FADE_IN}
[unhide_unit]
id=Galas
[/unhide_unit]
{MOVE_UNIT id=Galas 27 13}
[scroll_to_unit]
id=Galas
[/scroll_to_unit]
[delay]
time=750
[/delay]
# wmllint: recognize Elynia
{RECALL_ELYNIA_AT 26 13}
# wmllint: recognize Mal Keshar
{RECALL_MAL_KESHAR_AT 28 12}
# wmllint: recognize Lédinor
{RECALL_LEDINOR_AT 26 12}
# wmllint: recognize Erathan
{RECALL_ERATHAN2_AT 27 12}
# wmllint: recognize Igor
{RECALL_IGOR_AT 25 13}
[scroll_to]
x,y=37,18
[/scroll_to]
[unit]
canrecruit=yes
side=2
placement=leader
type=Master of Darkness
variation=unknown_unit_type_label
id=Chaos Emperor
name= _ "Chaos Emperor"
animate=yes
facing=se
{IS_BOSS}
[modifications]
{TRAIT_BIOMECHANICAL}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[delay]
time=750
[/delay]
[message]
speaker=Galas
message= _ "There he is. There doesn’t appear to be anyone else around. Would it be possible for you two, perhaps, to strike him down from afar while he has his back turned?"
[/message]
[message]
speaker=Chaos Emperor
message= _ "I was certain that you would not fail your word, Galas. At long last you and your loyal companions have made it to my lair, overcoming every obstacle in your way. Well done."
[/message]
[delay]
time=250
[/delay]
{FACE_UNIT (id=Chaos Emperor) (side=1)}
[delay]
time=500
[/delay]
[message]
speaker=Galas
message= _ "So we have. Now it’s down to you and us."
[/message]
[message]
speaker=Chaos Emperor
message= _ "Not exactly. You allow yourselves to be deceived by appearances."
[/message]
[remove_terrain_overlays]
x=23-45
y=11-23
terrain=*^Xo
[/remove_terrain_overlays]
[foreach]
array=initial_onmap_units
[do]
[unstore_unit]
variable=this_item
[/unstore_unit]
[/do]
[/foreach]
{CLEAR_VARIABLE initial_onmap_units}
[delay]
time=750
[/delay]
[scroll_to_unit]
id=An-Laila
[/scroll_to_unit]
[delay]
time=250
[/delay]
[scroll_to_unit]
id=Mal Myaramor
[/scroll_to_unit]
[delay]
time=250
[/delay]
[message]
speaker=Mal Keshar
message= _ "Who are you in truth? Reveal your identity, scum! We should at least be allowed to know the name of the wretched creature hiding behind that mask!"
[/message]
[message]
speaker=An-Laila
message= _ "Hehehehehehehehehe..." # wmllint: no spellcheck
[/message]
[message]
speaker=Mal Myaramor
message= _ "<b>AH HA HA HA HA HA HA HA HA!</b>"
[/message]
[message]
speaker=Chaos Emperor
message= _ "Have you not told them yet, Elynia? What do you expect to accomplish by withholding the truth from your allies?"
[/message]
[message]
speaker=Elynia
message= _ "..."
[/message]
[message]
speaker=Galas
message= _ "Told us what, exactly?"
[/message]
{MOVE_UNIT id=Elynia 28 14}
[delay]
time=250
[/delay]
{FACE_UNIT id=Elynia id=Galas}
[delay]
time=250
[/delay]
[message]
speaker=Elynia
message= _ "Oh, Galas. I am so sorry. All this time, I wanted to believe otherwise... I wanted..."
[/message]
[message]
speaker=Chaos Emperor
message= _ "To escape the truth is what you wanted."
[/message]
[delay]
time=250
[/delay]
{FACE_UNIT id=Elynia (id=Chaos Emperor)}
[scroll_to_unit]
id=Chaos Emperor
[/scroll_to_unit]
[delay]
time=750
[/delay]
[message]
speaker=narrator
image=wesnoth-icon.png
message= _ "Once he had pronounced those words, the Chaos Emperor reached for his facemask and disconnected the wires that held it in place, one by one. The Lady of Light just stood there, trembling ever so slightly, her eyes concealed by her right hand. Completely ignorant of the thoughts and feelings raging inside her, Galas could only watch as the dark truth unraveled before his eyes."
[/message]
[store_direction]
[from]
[filter]
id=Chaos Emperor
[/filter]
[/from]
[to]
[filter]
id=Elynia
[/filter]
[/to]
[/store_direction]
[kill]
id=Chaos Emperor
[/kill]
[unit]
canrecruit=yes
side=2
placement=leader
type=Master of Darkness
id=Argan
name= _ "Argan"
facing=$direction
variation=unmasked
{IS_BOSS}
[modifications]
{TRAIT_BIOMECHANICAL}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[modify_side]
side=2,8
user_team_name= _ "team_name^Argan"
[/modify_side]
{CLEAR_VARIABLE direction}
{REPLACE_SCENARIO_MUSIC silence.ogg}
# 2 seconds total pause
[fade_out_sound_effects][/fade_out_sound_effects]
[delay]
time=1000
[/delay]
[message]
speaker=narrator
image=wesnoth-icon.png
sound=break.ogg
message= _ "And although he quite obviously would have never recognized the distorted visage of the monster otherwise, the silence that followed allowed him to clearly hear Elynia utter his name in her faintest voice."
[/message]
[delay]
time=750
[/delay]
{REPLACE_SCENARIO_MUSIC siege_of_laurelmor.ogg}
{APPEND_MUSIC the_city_falls.ogg}
{INCIDENTAL_MUSIC the_dangerous_symphony.ogg}
[message]
speaker=Elynia
message= _ "Why... did this happen... When... Why could I never find you...?"
[/message]
[message]
speaker=Mal Keshar
message= _ "I cannot... believe this. So my suspicions were true. And you... Elynia... you knew this! You led us here when you knew his identity and never saw fit to reveal it! Why?"
[/message]
[message]
speaker=Elynia
message= _ "Having heard about Yechnagoth, I tried my hardest to believe that the power that enshrouded the lands of Uria was not his doing, and— and perhaps..."
[/message]
{MOVE_UNIT id=Galas 28 13}
[message]
speaker=Galas
message= _ "You are but a foul impostor created by Uria to lead our Lady astray! There is no chance I will ever accept that the Master of Darkness who once protected Irdya has turned to evil! You shall pay for each and every one of your misdeeds!"
[/message]
[message]
speaker=Argan
message= _ "Oh, but I am very real. While I cannot deny that she made me who I am now, you are deeply mistaken if you think I am not the true Master of Darkness. Even now in these dark times, I continue to look out for Irdya; but instead of wandering the earth as an aimless soul, I follow the path that was laid before us by the Guardian of Life herself. I am her Voice, and I carry out her will for the sake of our future."
[/message]
[message]
speaker=Argan
message= _ "Elynia, have you not wondered yourself countless times whether it was destiny or a true coincidence that made our paths cross on Irdya? Did you not ask me once why we, mere mortals, had been blessed with an ultimate power beyond our comprehension? Why, even now that you have witnessed how by Uria’s grace I overcame the limits of my frail vessel, you continue to renounce her will? We were born to be together, to fight together, to save this doomed reality together! What should I do to persuade you to embrace our glorious destiny under her command?"
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Argan
message= _ "Or perhaps, you truly believe I am an impostor like this elf claims."
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Elynia
message= _ "No, Argan. I believe you. I have always believed you. I believe you even now, at the end. I loved you, and I still love you."
[/message]
[delay]
time=1500
[/delay]
[message]
speaker=Elynia
message= _ "Which is why I must put an end to your suffering."
[/message]
[fade_in_sound_effects][/fade_in_sound_effects]
[message]
speaker=Argan
message= _ "I see. If there is nothing I can do to make you accept the truth, then you will have to die as well. As much as it pains me to even consider the possibility... Uria’s will reigns supreme."
[/message]
[message]
speaker=Mal Myaramor
message= _ "One last chance to retract your words, unbelievers!"
[/message]
[delay]
time=750
[/delay]
[message]
speaker=An-Laila
message= _ "O Voice that speaks the will of the Mother of Urvatha, what is your command?"
[/message]
[message]
speaker=Argan
message= _ "Kill them."
[/message]
[message]
speaker=Argan
message= _ "Kill them all."
[/message]
{GENERIC_UNIT 2 (Blood Imp) 33 18} {NO_UPKEEP_NO_OVERLAY} {FACING nw}
{GENERIC_UNIT 2 (Blood Imp) 37 16} {NO_UPKEEP_NO_OVERLAY} {FACING nw}
{GENERIC_UNIT 2 (Shaxthal Rayblade) 35 18} {NO_UPKEEP_NO_OVERLAY} {FACING nw}
{GENERIC_UNIT 2 (Shaxthal Rayblade) 37 17} {NO_UPKEEP_NO_OVERLAY} {FACING nw}
{GENERIC_UNIT 2 (Gutwrencher Imp) 37 20} {NO_UPKEEP_NO_OVERLAY} {FACING nw}
{GENERIC_UNIT 2 (Gutwrencher Imp) 41 18} {NO_UPKEEP_NO_OVERLAY} {FACING nw}
#ifdef HARD
{GENERIC_UNIT 2 (Hell Overlord) 39 19} {NO_UPKEEP_NO_OVERLAY} {FACING nw}
#endif
{GENERIC_UNIT 5 (Demon Zephyr) 25 15} {NO_UPKEEP_NO_OVERLAY} {FACING ne}
{GENERIC_UNIT 5 (Demon Zephyr) 29 17} {NO_UPKEEP_NO_OVERLAY} {FACING nw}
{GENERIC_UNIT 6 (Necrophage) 31 12} {NO_UPKEEP_NO_OVERLAY} {FACING sw}
{GENERIC_UNIT 6 (Necrophage) 35 14} {NO_UPKEEP_NO_OVERLAY} {FACING sw}
[recall_all]
side=1
[/recall_all]
{OBJECTIVES (
{OBJECTIVE_VICTORY ( _ "Kill Argan, the Master of Darkness, and put an end to his sinister rule over Irdya")}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Elynia")}
{OBJECTIVE_DEFEAT ( _ "Death of Mal Keshar")}
{OBJECTIVE_DEFEAT ( _ "Death of Lédinor")}
{TURNS_RUN_OUT}
{OBJECTIVE_FULL_CARRYOVER}
{OBJECTIVE_NOTE ( _ "Mal Keshar’s presence should allow you to recruit undead once again if you can capture an enemy keep")}
)}
{RESET_THEME}
{UNLOCK_VIEW}
[/event]
[event]
name=last breath
[filter]
id=Mal Myaramor
[/filter]
[message]
speaker=Mal Myaramor
message= _ "Thus you have sealed your fate! Ack—"
[/message]
[/event]
[event]
name=last breath
[filter]
id=An-Laila
[/filter]
[message]
speaker=An-Laila
message= _ "Go on, destroy the container of my soul if you must. As long as Uria exists, I can be brought back..."
[/message]
[/event]
############################################################################
# #
# BOSS STAGE 1 #
# #
############################################################################
[event]
name=turn 2
[message]
speaker=Argan
message= _ "Why did it have to come to this, my beloved Elynia? Why must we face each other as enemies now, after spending so many thousands of years apart?"
[/message]
[message]
speaker=Elynia
message= _ "Oh, right! Are you saying I shouldn’t take all the attempts on my life by your subjects as a sign of hostility? Or that I should allow you to continue this new pitiful existence of yours?"
[/message]
[message]
speaker=Argan
message= _ "You say that as though you have not let that mediocre necromancer become an ally and friend of yours. Is his existence in undeath not far more pitiful than mine? My body was not just rebuilt, but also improved! I can understand your distrust of this new form of technology, but no-one will force you to change your beautiful body if you don’t wish to transcend its limitations — as long as you devote your life and soul to our one true goddess."
[/message]
[message]
speaker=Mal Keshar
message= _ "Exactly who are you calling mediocre, you miserable piece of—"
[/message]
[message]
speaker=Elynia
message= _ "If this goddess of yours truly cared for all life on Irdya, she would not be using you to destroy it! Are you not the Chaos Emperor? Did you not command your legions to raze and desecrate the earth?! How can you... how can you speak as if all this destruction were for the greater good!?"
[/message]
[message]
speaker=Argan
# po: He's calling Elynia "my love", in case it's not obvious.
message= _ "If only you could understand the ineffable designs of our goddess, my love. If only you allowed me to show you the way..."
[/message]
[/event]
[event]
name=side 1 turn 2 end
[message]
speaker=Argan
message= _ "Every day and every night without you has been a nightmare..."
[/message]
[/event]
[event]
name=side 2 turn 2 end
[message]
speaker=Argan
message= _ "I hoped that the nightmare would end tonight. But no, you had to choose the path of the infidels. And on top of that, you had to choose <i>him</i>, of all creatures — a lowly mundane elf of the forest with no remarkable qualities whatsoever."
[/message]
[message]
speaker=Elynia
message= _ "How dare <i>you</i>, of all people, appeal to jealousy now after all we’ve been through?! And in any case, he is nothing but my friend!"
[/message]
[/event]
#
# Mal Keshar can bring the player's fallen in this scenario back as undead.
#
{PLAYER_RISE_UP}
#
# Can't hit Argan before he disables Union on Mal Keshar (and then he
# becomes invulnerable).
#
{FORCE_CHANCE_TO_HIT () id=Argan 0 ({VARIABLE_NUMERICAL_LESS_THAN turn_number 4})}
#
# This isn't a general unpetrify action macro, this is only intended to
# help with displaying floating text and inserting a delay for unpetrifying
# units about to be possessed by Argan. (TODO: actually implement this.)
#
#define L_UNPETRIFY_VICTIM _SUF
[unpetrify]
{_SUF}
[/unpetrify]
#enddef
#define L_POSSESS_PLAYER_UNIT _SUF
[fire_event]
name=possess unit helper
[primary_unit]
{_SUF}
[/primary_unit]
[/fire_event]
#enddef
[event]
name=possess unit helper
first_time_only=no
[floating_text]
[filter]
x,y=$x1,$y1
[/filter]
text="<span color='#f00'>!</span>" # wmllint: ignore
[/floating_text]
[repeat]
times=5
[do]
[delay]
time=250
[/delay]
[modify_unit]
[filter]
x,y=$x1,$y1
[/filter]
side=1
[/modify_unit]
[delay]
time=250
[/delay]
[modify_unit]
[filter]
x,y=$x1,$y1
[/filter]
side=2
[/modify_unit]
[/do]
[/repeat]
[modify_unit]
[filter]
x,y=$x1,$y1
[/filter]
# If the unit isn't at full HP, regenerate up to 30%/45%/60% HP.
# NOTE: second argument is rounded because min()/max() get
# completely confused by decimal values.
hitpoints="$(max($this_unit.hitpoints, round({DIFF 0.30 0.45 0.60}*$this_unit.max_hitpoints)))"
[/modify_unit]
[/event]
[event]
name=turn 4
{LOCK_VIEW}
[fade_out_music][/fade_out_music]
{REPLACE_SCENARIO_MUSIC frantic.ogg}
[message]
speaker=Argan
message= _ "Your ploy to draw power from me and into the lich to gain control of the Union was quite ingenious. I would have never expected any less from you, my love. Still, I fear that I must revoke your magic privileges before anyone else gets hurt."
[/message]
[delay]
time=750
[/delay]
{L_UNPETRIFY_VICTIM (id=Mal Keshar)}
[message]
speaker=Mal Keshar
message= _ "ARGH! He’s reaching into my mind!"
[/message]
[message]
speaker=Galas
message= _ "Malin!"
[/message]
[object]
silent=yes
duration=forever
[filter]
id=Mal Keshar
[/filter]
# Don't let Elynia use the Union with him...
[effect]
apply_to=remove_ability
[abilities]
{ABILITY_UNION_ID}
[/abilities]
[/effect]
# Or him with Elynia... (but we want to allow HER to use it later!)
[effect]
apply_to=remove_attacks
name=union
[/effect]
[/object]
{L_POSSESS_PLAYER_UNIT (id=Mal Keshar)}
{REMOVE_RECRUIT_LIST 1}
[delay]
time=750
[/delay]
[message]
speaker=Mal Keshar
message= _ "I cannot... control my body..."
[/message]
#ifndef EASY
[message]
speaker=Argan
message= _ "You people surely would not murder your own allies, right?"
[/message]
[if]
[have_unit]
id=Erathan
[/have_unit]
[then]
{L_UNPETRIFY_VICTIM id=Erathan}
[message]
speaker=Erathan
message= _ "Argh!!! Get out of... my head!!!"
[/message]
{L_POSSESS_PLAYER_UNIT id=Erathan}
[/then]
[else]
{L_UNPETRIFY_VICTIM id=Galas}
[message]
speaker=Galas
message= _ "Elynia! He... he’s doing it again... NO!!!"
[/message]
[modify_unit]
[filter]
id=Elynia
[/filter]
canrecruit=yes
{NO_OVERLAYS_NO_ELLIPSE}
[/modify_unit]
[modify_unit]
[filter]
id=Galas
[/filter]
canrecruit=no
{IS_HERO}
[/modify_unit]
{L_POSSESS_PLAYER_UNIT id=Galas}
[message]
speaker=Lédinor
message= _ "Galas! It cannot end like this — you must fight back!"
[/message]
[/else]
[/if]
#endif
[message]
speaker=Argan
message= _ "I really do not want to do this to you, Elynia, and I am sure you would be unable to live with yourself if your friends were to perish because of one single misguided choice. I offer you one more chance to accept Uria as our true protector—"
[/message]
[message]
speaker=Elynia
message= _ "Never! Do you really believe I would choose two people over the fate of Irdya? Who do you take me for?!"
[/message]
{OBJECTIVES (
{OBJECTIVE_VICTORY ( _ "Use Elynia to destroy Mal Keshar")}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Elynia")}
{OBJECTIVE_DEFEAT ( _ "Death of Mal Keshar at the hands of any other unit")}
{OBJECTIVE_DEFEAT ( _ "Death of Lédinor")}
{TURNS_RUN_OUT}
{OBJECTIVE_FULL_CARRYOVER}
)}
{UNLOCK_VIEW}
[/event]
#
# Argan can recruit Cockatrices from turn 6 onwards.
#
[event]
name=turn 6
[allow_recruit]
side=2
type=Cockatrice
[/allow_recruit]
[disallow_recruit]
side=2
type=Goliath,Automaton
[/disallow_recruit]
[/event]
[event]
name=petrified
[filter]
id=Elynia
[/filter]
[message]
speaker=Elynia
message= _ "I... ugh—"
[/message]
[delay]
time=250
[/delay]
[/event]
[event]
name=petrified
first_time_only=no
[filter]
id=Elynia
[/filter]
[unpetrify]
id=Elynia
[/unpetrify]
[floating_text]
[filter]
id=Elynia
[/filter]
text="<span color='#0f0'>"+_"female^unpetrified"+"</span>" # wmllint: ignore
[/floating_text]
[/event]
[event]
name=petrified
[filter]
id=Elynia
[/filter]
[message]
speaker=Elynia
message= _ "— I <b>don’t</b> have time for <b>THIS!</b>"
[/message]
[message]
speaker=Argan
message= _ "Oh... Oh. You learned to block their spell. That is such a pity — I had hoped Uria would at least allow me to keep you as a garden ornament."
[/message]
[/event]
{UNPETRIFY_UNITS_AT_TURN_START 1 id=Elynia}
#
# On Normal and higher difficulties, while Argan controls Mal Keshar he can
# recall undead found among the unused recalls from S21.
#
#ifndef EASY
[event]
name=side 2 turn refresh
first_time_only=no
[filter_condition]
[have_unit]
id=Mal Keshar
side=2
[/have_unit]
[/filter_condition]
[for]
array=recall_list
variable=k
[do]
[if]
[true][/true]
[and]
{VARIABLE_NUMERICAL_EQUALS recall_list[$k].level 2}
#ifdef HARD
[or]
{VARIABLE_NUMERICAL_EQUALS recall_list[$k].level 3}
[/or]
#endif
[/and]
[and]
{VARIABLE_LEXICAL_EQUALS recall_list[$k].race undead}
[or]
{VARIABLE_LEXICAL_EQUALS recall_list[$k].race bats}
[/or]
[/and]
[then]
[fire_event]
name=argan recalls undead
[/fire_event]
[unit]
animate=yes
random_traits=no
generate_name=no
random_gender=no
side=2
placement=leader
id=$recall_list[$k].id
name=$recall_list[$k].name
type=$recall_list[$k].type
gender=$recall_list[$k].gender
variation=$recall_list[$k].variation
experience=$recall_list[$k].experience
max_experience=$recall_list[$k].max_experience
# FIXME: Yeah, this will also include items and AMLAs.
# Do I want to change that? Not sure. It's a
# reasonable punishment.
[insert_tag]
name=modifications
variable=recall_list[$k].modifications
[/insert_tag]
[/unit]
{CLEAR_VARIABLE recall_list[$k]}
[break][/break]
[/then]
[/if]
[/do]
[/for]
[/event]
#endif
[event]
name=argan recalls undead
[message]
speaker=Argan
message= _ "Perhaps you will learn to not regard the undead as companions now that you realize how easy it is to turn them against their masters."
[/message]
[/event]
# Mal Keshar and Galas are fighting back.
{FORCE_CHANCE_TO_HIT (id=Galas,Mal Keshar) side=1 {DIFF 10 20 30} ()}
#
# Enemy Galas and Erathan’s death events.
#
[event]
name=last breath
[filter]
id=Galas
side=2
[/filter]
[message]
speaker=Galas
message= _ "Why... did it have to end like this..."
[/message]
[message]
speaker=Elynia
message= _ "No, Galas!"
[/message]
[/event]
[event]
name=die
[filter]
id=Galas
side=2
[/filter]
{HERO_DEFEAT_ENDLEVEL}
[/event]
[event]
name=last breath
[filter]
id=Erathan
side=2
[/filter]
[message]
speaker=Erathan
message= _ "So this is the end of the road for me..."
[/message]
[/event]
#
# Enemy Mal Keshar's death events. He's supposed to be killed by Elynia
# only rather than anyone else to prevent player defeat.
#
[event]
name=last breath
[filter]
id=Mal Keshar
side=2
[/filter]
[message]
speaker=Mal Keshar
message= _ "Oh, the sweet, cold embrace of death... it has been far too long..."
[/message]
[/event]
[event]
name=die
[filter]
id=Mal Keshar
side=2
[/filter]
[filter_second]
[not]
id=Elynia
[/not]
[/filter_second]
{HERO_DEFEAT_ENDLEVEL}
[/event]
[event]
name=last breath
[filter]
id=Mal Keshar
[/filter]
[filter_second]
id=Elynia
[/filter_second]
{LOCK_VIEW}
{FACE_UNIT id=Elynia id=Argan}
[message]
speaker=Elynia
message= _ "Our foolishness allowed the Warlord to take one of our friends away from us. But I will not let you take advantage of us again, Argan. Not today!"
[/message]
{FACE_UNIT id=Argan id=Elynia}
# Go bright.
{FADE_STEP 32 25}
{FADE_STEP 64 25}
{FADE_STEP 96 25}
{FADE_STEP 128 25}
[harm_unit]
[filter]
id=Argan
[/filter]
fire_event=no
kill=no
amount=16
animate=yes
[/harm_unit]
[message]
speaker=Argan
message= _ "No! This light... I cannot—"
[/message]
{FADE_STEP 160 25}
{FADE_STEP 192 25}
{FADE_STEP 224 25}
{FADE_STEP 256 25}
[hide_unit][/hide_unit]
{FADE_STEP 280 25}
{FADE_STEP 340 25}
{FADE_STEP 500 25}
# The "Voice of Uria" isn't just a fancy title, you know.
[message]
speaker=Argan
caption= _ "caption^Argan?"
# po: Every Argan line with the female^ prefix is actually spoken
# po: by Uria herself. The prefix is a hint for translations were
# po: gendered speaker syntax is required (e.g. personal pronouns).
message="<span color='#fd5'>"+_ "female^<b>STOP HER!</b>"+"</span>"
[/message]
[delay]
time=1000
[/delay]
{RESET_SCREEN}
[kill]
[not]
id=Argan
[/not]
[not]
side=1
[/not]
[not]
canrecruit=yes
[/not]
[filter_adjacent]
id=Elynia
[/filter_adjacent]
animate=no
fire_event=no
[/kill]
[unhide_unit][/unhide_unit]
{QUAKE explosion-big.ogg}
[message]
speaker=Argan
caption= _ "caption^Argan?"
message="<span color='#fd5'>"+_ "female^No... more... fooling around."+"</span>"
[/message]
[message]
speaker=Lédinor
message= _ "I... I recognize that voice..."
[/message]
[if]
[have_unit]
id=Galas
side=2
[/have_unit]
[then]
[modify_unit]
[filter]
id=Elynia
[/filter]
canrecruit=no
{IS_HERO}
[/modify_unit]
[modify_unit]
[filter]
id=Galas
[/filter]
side=1
canrecruit=yes
{NO_OVERLAYS_NO_ELLIPSE}
[/modify_unit]
[message]
speaker=Galas
message= _ "Elynia... You saved me again..."
[/message]
[message]
speaker=Elynia
message= _ "I’m sorry it took me so long, Galas, but with Mal Keshar under his control..."
[/message]
[/then]
[/if]
[message]
speaker=Galas
message= _ "Mal Keshar! Is he... gone?"
[/message]
[message]
speaker=Elynia
message= _ "If he truly is as powerful as he likes to make himself out to be, there might be a chance his soul is still intact, but whether it will return to this body..."
[/message]
[fire_event]
name=boss stage 2
[/fire_event]
{UNLOCK_VIEW}
[/event]
#
# Argan absorbs all damage throughout stage 1 once it's possible to land
# hits on him (i.e. once the player can no longer cast the Union on him).
#
{BOSS_ABSORB_FULL_DAMAGE Argan ({VARIABLE_NUMERICAL_EQUALS boss_stage 1})}
#
# Can't die on stages 1 or 2!
#
[event]
name=die
[filter]
id=Argan
[/filter]
[filter_condition]
{VARIABLE_NUMERICAL_LESS_THAN boss_stage 3}
[/filter_condition]
{BUG ("Boss died unexpectedly on stage $boss_stage!")}
[/event]
############################################################################
# #
# BOSS STAGE 2 #
# #
############################################################################
[event]
name=boss stage 2
{LOCK_VIEW}
{VARIABLE boss_stage 2}
{REPLACE_SCENARIO_MUSIC orc_theme.ogg}
[object]
silent=yes
duration=forever
[filter]
id=Argan
[/filter]
{UNION_EFFECTS}
{UNION_ATTACK_STATS {DIFF 19 20 22} 2}
[/object]
[floating_text]
[filter]
id=Argan
[/filter]
# Yep, red this time!
text="<span color='#f00'>"+_"union"+"</span>" # wmllint: ignore
[/floating_text]
[message]
speaker=Argan
message= _ "You made a fatal mistake in coming to Inferno, Elynia. As long as you are in the same realm as I, I too can use the Union against you."
[/message]
[message]
speaker=Elynia
message= _ "(<i>defiant</i>) Then one of us must die first."
[/message]
[message]
speaker=Argan
caption= _ "caption^Argan?"
message="<span color='#fd5'>"+_ "female^Truly, it is a magnificent power. It is a shame that you will not surrender it to me willingly, Lady of Light."+"</span>"
[/message]
[object]
silent=yes
[filter]
id=Elynia
[/filter]
[effect]
apply_to=max_hitpoints
increase_total=10%
heal_full=yes
[/effect]
# 28-3 -> 34-4
[effect]
apply_to=attack
name=union
increase_attacks=1
increase_damage=6
[/effect]
[/object]
{OBJECTIVES (
{OBJECTIVE_VICTORY ( _ "Kill Argan, the Master of Darkness, and put an end to his sinister rule over Irdya")}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Elynia")}
{OBJECTIVE_DEFEAT ( _ "Death of Mal Keshar")}
{OBJECTIVE_DEFEAT ( _ "Death of Lédinor")}
{TURNS_RUN_OUT}
{OBJECTIVE_FULL_CARRYOVER}
# TODO: Perhaps only include this note on Easy/Normal difficulty?
# I don't know.
{OBJECTIVE_NOTE ( _ "Elynia is able to use the Union without Mal Keshar if she is adjacent to Argan, although doing so puts her at risk")}
)}
{UNLOCK_VIEW}
[/event]
#
# In this stage Argan can only take full damage from the Union. Other forms
# of damage will be absorbed. However, because he has a lot more HP than
# Elyssa and we need to bring him down to 0%, we only want him to
# regenerate a percentage of the inflicted damage rather than always go
# back to 100% on each hit (the most common gameplay complaint about legacy
# IftU).
#
# Some code in these three event handlers is supposed to match the
# equivalent in BOSS_ABSORB_DAMAGE_EX.
#
[event]
name=argan absorb damage
first_time_only=no
[filter_second_attack]
[not]
special=union
[/not]
[/filter_second_attack]
[set_variables]
name=unit
mode=merge
[value]
# HACK: cross-event variable!
hitpoints={BOSS_REGEN_ATTACK_DAMAGE {DIFF 0.60 0.85 0.90}}
[/value]
[/set_variables]
# Argan can't remove negative statuses. The justification is that he is
# not as competent a fighter as Elyssa or Elynia.
[unstore_unit]
find_vacant=no
variable=unit
{COLOR_HEAL}
text= _ "absorbed damage" # wmllint: ignore
[/unstore_unit]
[/event]
[event]
name=attacker hits
first_time_only=no
[filter_second]
id=Argan
[/filter_second]
[filter_condition]
{VARIABLE_NUMERICAL_EQUALS boss_stage 2}
[/filter_condition]
[fire_event]
name=argan absorb damage
{PROPAGATE_FULL_EVENT_CONTEXT_INVERTED}
[/fire_event]
[/event]
[event]
name=defender hits
first_time_only=no
[filter]
id=Argan
[/filter]
[filter_condition]
{VARIABLE_NUMERICAL_EQUALS boss_stage 2}
[/filter_condition]
[fire_event]
name=argan absorb damage
{PROPAGATE_FULL_EVENT_CONTEXT}
[/fire_event]
[/event]
#
# Periodically spawn Psy Crawlers from spires.
#
[event]
name=side 5 turn refresh
first_time_only=no
[filter_condition]
{VARIABLE_NUMERICAL_GREATER_THAN_OR_EQUAL boss_stage 2}
[/filter_condition]
{VARIABLE temp_should_spawn turn_number}
{VARIABLE_MOD temp_should_spawn {DIFF 8 6 4}}
[if]
{VARIABLE_NUMERICAL_EQUALS temp_should_spawn 0}
[then]
[count_units]
[filter_wml]
[variables]
auto_spawned=yes
[/variables]
[/filter_wml]
[/count_units]
[store_locations]
[filter]
type=Verlissh Matrix Flow System
[/filter]
variable=spire_locs
[/store_locations]
[foreach]
array=spire_locs
variable=spire_loc
[do]
# Chance of not spawning on lower difficulties.
{VARIABLE_RANDOM temp_should_spawn {DIFF 0..1 0..2 1..2}}
[repeat]
times=$temp_should_spawn
[do]
[unit]
animate=yes
side=$side_number
type=Psy Crawler
random_traits=yes
upkeep=free
moves=0
attacks_left=0
x,y=$spire_loc.x,$spire_loc.y
passable=yes
[variables]
auto_spawned=yes
[/variables]
[/unit]
{VARIABLE_INC unit_count}
[/do]
[/repeat]
# Population cap according to difficulty.
[if]
{VARIABLE_NUMERICAL_GREATER_THAN_OR_EQUAL unit_count {DIFF 4 6 9} }
[then]
[break][/break]
[/then]
[/if]
[/do]
[/foreach]
[/then]
[/if]
{CLEAR_VARIABLE temp_should_spawn,spire_locs,unit_count}
[/event]
#
# Advance to stage 3 once Argan goes down to 0 HP from the Union.
#
[event]
name=last breath
[filter]
id=Argan
[/filter]
[filter_condition]
{VARIABLE_NUMERICAL_EQUALS boss_stage 2}
[/filter_condition]
# Save Argan from certain death before proceeding. This is really just
# a safe-guard against potential engine changes to cross-event victory
# check semantics (and also because I don't want to test this).
{VARIABLE unit.hitpoints $unit.max_hitpoints}
[unstore_unit]
variable=unit
find_vacant=no
[/unstore_unit]
[fire_event]
name=boss stage 3
[/fire_event]
[/event]
############################################################################
# #
# BOSS STAGE 3 #
# #
############################################################################
[event]
name=boss stage 3
{LOCK_VIEW}
{VARIABLE boss_stage 3}
# Lend the player a hand for what follows next.
[object]
silent=yes
[filter]
id=Elynia
[/filter]
# 34-4 -> 36-5
[effect]
apply_to=attack
name=union
increase_attacks=1
increase_damage=2
[/effect]
[effect]
apply_to=hitpoints
increase_total=10%
heal_full=yes
[/effect]
[/object]
# YOU ARE TEARING ME APART ELYNIA!
[message]
speaker=Argan
message= _ "You are... hurting me..."
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Argan
message= _ "Elynia... Why do you do this?"
[/message]
[message]
speaker=Elynia
message= _ "..."
[/message]
[message]
speaker=Argan
message= _ "We were meant to be together... for the rest of eternity... Do you not love me anymore, Elynia?"
[/message]
[message]
speaker=Elynia
message= _ "You... You’ve become a monster! An abomination! Do you really not realize what you’ve done, what... what Uria has done to you?"
[/message]
{BUG_ON (
[have_unit]
id=Mal Keshar
[/have_unit]
) ("Unexpected Mal Keshar found on map!")}
#
# Mal Keshar is back! Without the Union and any items he might've had
# before, anyway. Intentionally. Mostly.
#
[scroll_to_unit]
id=Galas
[/scroll_to_unit]
{RECALL_MAL_KESHAR}
[+unit]
placement=leader
passable=yes
animate=yes
[+modifications]
{TRAIT_DETERIORATED_IFTU}
[/modifications]
[/unit]
{F_PLAYER_CAN_RECRUIT_UNDEAD}
[delay]
time=750
[/delay]
{FACE_UNIT (id=Mal Keshar) id=Argan}
[message]
speaker=Mal Keshar
message= _ "Excuse me, did I miss anything? ... Oh! I guess you haven’t managed to strike down that pompous fool yet. Good, good."
[/message]
[message]
speaker=Galas
message= _ "Mal Keshar! Thank the Lords of Light — I thought I would never hear you speak again. Do you think you can still help us somehow?"
[/message]
[message]
speaker=Mal Keshar
message= _ "Help you? HA! Of course I can help you! It will take much more than some unfathomable ancient power to put me out of commission, boy."
[/message]
[fade_out_music][/fade_out_music]
[message]
speaker=Argan
caption= _ "caption^Argan?"
message="<span color='#fd5'>"+_ "female^Put an end... to this... <b>NOW!</b>"+"</span>"
[/message]
# Supercharge Argan!
[object]
silent=yes
duration=forever
[filter]
id=Argan
[/filter]
[effect]
apply_to=new_ability
[abilities]
{ABILITY_REGENERATES}
[/abilities]
[/effect]
[effect]
apply_to=hitpoints
increase_total=40%
heal_full=yes
[/effect]
[effect]
apply_to=attack
name=noctum
# Final base stats: 14-6
increase_attacks=1
increase_damage=1
[/effect]
[effect]
apply_to=attack
name=infernal chill
# Final base stats: 11-5
increase_attacks=1
[set_specials]
mode=append
{WEAPON_SPECIAL_SLOW}
[/set_specials]
[/effect]
[effect]
apply_to=variation
name=bloated
[/effect]
[/object]
[floating_text]
[filter]
id=Argan
[/filter]
text="<span color='#f00'>!</span>" # wmllint: ignore
[/floating_text]
[delay]
time=1000
[/delay]
{REPLACE_SCENARIO_MUSIC vengeful.ogg}
{UNLOCK_VIEW}
[/event]
#
# Argan has a chance to spawn drones and worms every time he takes damage.
#
[event]
name=attacker hits
first_time_only=no
[filter_second]
id=Argan
[/filter_second]
[filter_condition]
{VARIABLE_NUMERICAL_GREATER_THAN_OR_EQUAL boss_stage 3}
[/filter_condition]
[fire_event]
name=argan took damage
{PROPAGATE_FULL_EVENT_CONTEXT_INVERTED}
[/fire_event]
[/event]
[event]
name=defender hits
first_time_only=no
[filter]
id=Argan
[/filter]
[filter_condition]
{VARIABLE_NUMERICAL_GREATER_THAN_OR_EQUAL boss_stage 3}
[/filter_condition]
[fire_event]
name=argan took damage
{PROPAGATE_FULL_EVENT_CONTEXT}
[/fire_event]
[/event]
[event]
name=argan took damage
first_time_only=no
{VARIABLE_RANDOM temp_should_spawn 0..100}
{VARIABLE_MOD temp_should_spawn {DIFF 25 10 5} }
[if]
{VARIABLE_NUMERICAL_EQUALS temp_should_spawn 0}
{VARIABLE_NUMERICAL_GREATER_THAN unit.hitpoints 0}
[then]
[fire_event]
name=argan damage spawn
[/fire_event]
[/then]
[/if]
{CLEAR_VARIABLE temp_should_spawn}
[/event]
[event]
name=argan damage spawn
first_time_only=no
#ifndef EASY
{VARIABLE_RANDOM temp_spawn_type "Shaxthal Drone,Shaxthal Worm,Shaxthal Worm,Shaxthal Worm,Shaxthal Worm"}
#else
{VARIABLE temp_spawn_type "Shaxthal Worm"}
#endif
{VARIABLE_RANDOM temp_spawn_count {DIFF 1 1..2 2} }
[repeat]
times=$temp_spawn_count
[do]
[if]
{VARIABLE_LEXICAL_EQUALS temp_spawn_type "Shaxthal Worm"}
[then]
{VARIABLE_RANDOM temp_spawn_variation a,b,c}
[/then]
[else]
{VARIABLE temp_spawn_variation ()}
[/else]
[/if]
[unit]
side=2
animate=yes
type=$temp_spawn_type
variation=$temp_spawn_variation
placement=leader
random_traits=yes
[modifications]
[object]
silent=yes
[effect]
apply_to=image_mod
add="BLEND(255,0,0,25%)"
[/effect]
[/object]
[/modifications]
[/unit]
[/do]
[/repeat]
{CLEAR_VARIABLE temp_spawn_type,temp_spawn_count,temp_spawn_variation}
[/event]
[event]
name=argan damage spawn
[message]
speaker=Lédinor
message= _ "Look out! Those creatures emerge from his body with each hit!"
[/message]
[/event]
#
# Argan can take hits from everyone for this stage but Elynia must be the
# one to inflict the killing blow.
#
{BOSS_IMMORTALITY Argan ({VARIABLE_NUMERICAL_EQUALS boss_stage 3}) {DIFF 25 40 50}}
[event]
name=boss revived
[message]
speaker=Argan
message= _ "Energy... Yes... Feed me more energy..."
[/message]
[/event]
[event]
name=last breath
[filter]
id=Argan
[/filter]
[filter_condition]
{VARIABLE_NUMERICAL_EQUALS boss_stage 3}
# HACK: Prevent chaining along with the immortality handler.
{VARIABLE_NUMERICAL_LESS_THAN unit.hitpoints 1}
[/filter_condition]
{LOCK_VIEW}
{CLEAR_LABELS}
# Precondition checks.
{BUG_ON ({VARIABLE_LEXICAL_NOT_EQUALS second_unit.id Elynia}) ("Boss died to an unexpected unit with id $second_unit.id (cheating?)")}
{BUG_ON (
[not]
[have_unit]
id=Elynia
[filter_adjacent]
id=Argan
[/filter_adjacent]
[/have_unit]
[/not]
) ("Boss and Elynia not adjacent")}
[message]
speaker=Argan
message= _ "No... Noooooo!!! My power... falters..."
[/message]
[fade_out_music]
duration=500
[/fade_out_music]
{QUAKE ()}
{QUAKE (cave-in.ogg)}
{QUAKE ()}
{QUAKE (explosion.ogg)}
{QUAKE ()}
{QUAKE (explosion-big.ogg)}
[message]
speaker=Elynia
message= _ "It’s— it’s tearing me apart—"
[/message]
{QUAKE (cave-in.ogg)}
{QUAKE ()}
[kill]
side=2
[not]
id=Argan
[/not]
[filter_adjacent]
id=Argan,Elynia
[/filter_adjacent]
animate=yes
fire_event=yes
[/kill]
# Erathan exit stage left.
[kill]
id=Erathan
animate=yes
fire_event=yes
[/kill]
{QUAKE_HEAVY (rumble.ogg)}
#
# Orb splitting animation.
#
# A precondition we don't actually verify here is that Elynia and Argan
# *must* be facing each other. This will always happen if this event is
# triggered normally (Elynia deals the killing blow), but bugs and
# cheating can break things.
#
# NOTE 2015-10-16: okay now we check this at the start of the EH.
#
[store_unit]
[filter]
id=Elynia
[/filter]
kill=no
variable=elynia_store
[/store_unit]
[store_unit]
[filter]
id=Argan
[/filter]
kill=no
variable=argan_store
[/store_unit]
[store_relative_location]
[from]
x,y=$argan_store.x,$argan_store.y
[/from]
distance=3
direction=$elynia_store.facing
variable=orbd_loc
[/store_relative_location]
[store_relative_location]
[from]
x,y=$elynia_store.x,$elynia_store.y
[/from]
distance=3
direction=$argan_store.facing
variable=orbl_loc
[/store_relative_location]
[floating_text]
[filter]
id=Argan
[/filter]
text="<span color='#f00'>!</span>" # wmllint: ignore
[/floating_text]
[sound]
name=union-powerdown.ogg
[/sound]
[move_unit_fake]
side=1
type=Union Orb
variation=tenebrae
x=$argan_store.x,$orbd_loc.x
y=$argan_store.y,$orbd_loc.y
force_scroll=no
[/move_unit_fake]
#
# Downgrade Elynia to her AtS E1/E2 unit type. She loses all her items
# in the process like Mal Keshar above, but meh. Probably for the best.
#
[kill]
id=Elynia
[/kill]
{RECALL_ELYNIA_AT $elynia_store.x $elynia_store.y}
[+unit]
facing=$elynia_store.facing
type=Sylvan Warden
moves,attacks_left=0,0 # She just attacked Argan this turn, right?
[/unit]
[floating_text]
[filter]
id=Elynia
[/filter]
text="<span color='#f00'>!</span>" # wmllint: ignore
[/floating_text]
[sound]
name=union-powerdown.ogg
[/sound]
[move_unit_fake]
side=1
type=Union Orb
variation=lux
x=$elynia_store.x,$orbl_loc.x
y=$elynia_store.y,$orbl_loc.y
[/move_unit_fake]
[kill]
id=Argan
animate=yes
# We're handling it already.
fire_event=no
[/kill]
{PLACE_IMAGE units/shaxthal/master-drone-dead.png $argan_store.x $argan_store.y}
{CLEAR_VARIABLE elynia_store,argan_store,orbd_loc,orbl_loc}
{QUAKE_HEAVY (cave-in.ogg)}
{QUAKE_HEAVY (rumble.ogg)}
{QUAKE_HEAVY (cave-in.ogg)}
[delay]
time=750
[/delay]
[message]
speaker=Lédinor
message= _ "What just happened?"
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Elynia
message= _ "The prophecy... has been broken."
[/message]
{UNLOCK_VIEW}
{ENDLEVEL_QUIET}
[/event]
[event]
name=victory
{REMOVE_RECRUIT_LIST 1}
{CLEAR_VARIABLE boss_stage}
[/event]
[/scenario]
#undef F_MATRIX
#undef F_DRONES_EASY
#undef F_DRONES_MEDIUM
#undef F_DRONES_HARD
#undef F_DRONE
#undef F_PLAYER_CAN_RECRUIT_UNDEAD
#undef L_UNPETRIFY_VICTIM
#undef L_POSSESS_PLAYER_UNIT
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
[scenario]
id=23Cx_Finale
name= _ "Cutscene"
{MAP 23Cx_Finale.map}
turns=-1
next_scenario=24_Epilogue
victory_when_enemies_defeated=no
{NO_RECALLS}
{FULLSCREEN_CUTSCENE_UI}
{SCENARIO_MUSIC "battle-epic.ogg"}
{LONGDARK4}
# wmllint: validate-off
[side]
side=1
controller=human
team_name=good
user_team_name= _ "team_name^Galas"
{NO_ECONOMY}
# Used partly to disable the map preview and also to deal with shroud
# on map edges.
shroud=yes
# wmllint: recognize Galas
{CHARACTER_STATS_GALAS}
[/side]
# wmllint: validate-on
[side]
side=2
team_name=enemies
user_team_name= _ "team_name^Chaos Empire"
{CHAOS_FLAG}
color=black
no_leader=yes
hidden=yes
{NO_ECONOMY}
[/side]
[event]
name=prestart
[modify_side]
side=1
shroud=no
[/modify_side]
[store_unit]
[filter]
id=Galas
[/filter]
kill=yes
variable=galas_store
[/store_unit]
[unstore_unit]
variable=galas_store
x,y=recall,recall
[/unstore_unit]
{CLEAR_VARIABLE galas_store}
[store_starting_location]
side=1
variable=map_center
[/store_starting_location]
{BLACK_SCREEN}
{LOCK_VIEW}
[/event]
#define F_FLEEING_DRONE _PATH_X _PATH_Y
{VARIABLE_RANDOM drone_type "Shaxthal Drone,Shaxthal Assault Drone,Shaxthal Sentry Drone"}
[sound]
name={SOUND_LIST:BIOMECHANICAL_ROAM}
[/sound]
[move_unit_fake]
type=$drone_type
side=2
variation=surface
x={_PATH_X}
y={_PATH_Y}
force_scroll=no
[/move_unit_fake]
#enddef
[event]
name=start
{FADE_IN}
# wmlindent: start ignoring
{F_FLEEING_DRONE
16,20,22
14,16,20
}
{F_FLEEING_DRONE
25,22,19
19,18,21
}
{QUAKE ()}
{F_FLEEING_DRONE
14,18,18
18,20,23
}
[sound]
name=rumble.ogg
[/sound]
{F_FLEEING_DRONE
16,19,21,22,24,21
14,16,13,14,12,8
}
{QUAKE ()}
{F_FLEEING_DRONE
16,20
14,16
}
# wmlindent: stop ignoring
[terrain]
x,y=20,16
terrain=Qxu
[/terrain]
[redraw][/redraw]
{QUAKE (explosion.ogg)}
{QUAKE ()}
{QUAKE ()}
{QUAKE ()}
{QUAKE_HEAVY (rumble.ogg)}
{QUAKE ()}
{QUAKE (cave-in.ogg)}
[store_locations]
variable=damage_locs
x,y=$map_center.x,$map_center.y
radius=5
[/store_locations]
[repeat]
times=10
[do]
{VARIABLE_RANDOM r "0..$($damage_locs.length - 1)"}
[terrain]
x,y=$damage_locs[$r].x,$damage_locs[$r].y
radius=1
terrain=Qxu
[/terrain]
[redraw][/redraw]
[unit]
side=2
x,y=$damage_locs[$r].x,$damage_locs[$r].y
type=Fake Explosion
[/unit]
{VARIABLE_RANDOM n 0..4}
[while]
{VARIABLE_NUMERICAL_GREATER_THAN_OR_EQUAL n 0}
[do]
{QUAKE ()}
{VARIABLE_DEC n}
[/do]
[/while]
[kill]
x,y=$damage_locs[$r].x,$damage_locs[$r].y
animate=yes
[/kill]
[/do]
[/repeat]
[delay]
time=750
[/delay]
[store_locations]
variable=damage_locs
# All solid tiles.
terrain=!,Q*,Q*^
[/store_locations]
[sound]
name=explosion-big.ogg
[/sound]
{REPLACE_SCENARIO_MUSIC silence.ogg}
# Give music controller a chance to run and play silence.ogg.
[delay]
time=10
[/delay]
[repeat]
times=200
[do]
{VARIABLE_RANDOM r "0..$($damage_locs.length - 1)"}
{VARIABLE_RANDOM play_sound yes,no,no,no,no,no,no,no,no,no,no,no,no}
[if]
{VARIABLE_BOOLEAN_EQUALS play_sound yes}
[then]
[sound]
name=explosion.ogg,explosion-big.ogg,dragonstick.ogg,thunderstick.ogg
[/sound]
[/then]
[/if]
[terrain]
x,y=$damage_locs[$r].x,$damage_locs[$r].y
terrain=Qxu
[/terrain]
[redraw][/redraw]
{CLEAR_VARIABLE damage_locs[$r]}
[/do]
[/repeat]
{QUAKE ()}
{QUAKE ()}
{QUAKE ()}
{QUAKE ()}
{QUAKE ()}
{QUAKE ()}
{QUAKE ()}
{QUAKE_HEAVY ()}
{QUAKE_HEAVY ()}
{QUAKE_HEAVY (cave-in.ogg)}
{QUAKE_HEAVY ()}
{QUAKE_HEAVY ()}
{QUAKE_HEAVY (rumble.ogg)}
{QUAKE_HEAVY ()}
{QUAKE_HEAVY ()}
{QUAKE_HEAVY ()}
[terrain]
[and]
terrain=X*,X*^*
[/and]
[or]
x,y=15,14
radius=8
[/or]
terrain=Qxu
[/terrain]
[redraw][/redraw]
{QUAKE_HEAVY ()}
{QUAKE_HEAVY ()}
{QUAKE_HEAVY (explosion-big.ogg)}
{QUAKE_HEAVY ()}
{QUAKE_HEAVY ()}
{QUAKE_HEAVIER ()}
{QUAKE_HEAVIER ()}
{QUAKE_HEAVIER ()}
{QUAKE_HEAVIER ()}
{QUAKE_HEAVIER ()}
{QUAKE_HEAVIER (dragonstick.ogg)}
{QUAKE_HEAVIER ()}
{QUAKE_HEAVIER ()}
{QUAKE_HEAVIER ()}
{QUAKE_HEAVIER ()}
{QUAKE_HEAVIER ()}
{QUAKE_HEAVIER ()}
{QUAKE_HEAVIER ()}
{QUAKE_HEAVIER ()}
{QUAKE_HEAVIER ()}
{QUAKE_HEAVIER ()}
{QUAKE_HEAVIER ()}
{QUAKE_HEAVIER ()}
{QUAKE_HEAVIER ()}
[terrain]
terrain=Qxu
[/terrain]
[redraw][/redraw]
{QUAKE_HEAVIER (explosion-big.ogg)}
{QUAKE_HEAVIER ()}
{QUAKE_HEAVIER (explosion-big.ogg)}
{QUAKE_HEAVIER (rumble.ogg)}
{FADE_TO_BLACK}
[modify_side]
side=1
shroud=yes
[/modify_side]
[place_shroud]
side=1
[/place_shroud]
[redraw][/redraw]
[delay]
time=4000
[/delay]
{ENDLEVEL_QUIET} {NO_REPLAY_SAVE}
[/event]
[event]
name=victory
{CLEAR_VARIABLE damage_locs,map_center,play_sound,drone_type,r}
[/event]
[/scenario]
#undef F_FLEEING_DRONE
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
[scenario]
id=23C_Broken_Heart
name= _ "Broken Heart"
{MAP 23C_Broken_Heart.map}
turns=-1
next_scenario=23Cx_Finale
victory_when_enemies_defeated=no
{NO_RECALLS}
{SCENARIO_MUSIC "the_city_falls.ogg"}
{EXTRA_SCENARIO_MUSIC "casualties_of_war.ogg"}
{EXTRA_SCENARIO_MUSIC "legends_of_the_north.ogg"}
{DEEP_UNDERGROUND} {SCHEDULE_LIGHTING -20 -40 -10}
{DEATHS_ACT_4}
# wmllint: validate-off
[side]
side=1
controller=human
team_name=good
user_team_name= _ "team_name^Galas"
shroud=yes
{NO_ECONOMY}
# wmllint: recognize Galas
{CHARACTER_STATS_GALAS}
[/side]
# wmllint: validate-on
[side]
side=2
team_name=enemies
user_team_name= _ "team_name^Uria"
{CHAOS_FLAG}
color=gold
no_leader=yes
hidden=yes
{NO_ECONOMY}
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
{AI_SIMPLE_ALWAYS_ASPECT leader_ignores_keep yes}
[/ai]
{SIDE_GENERIC_GUARD (Demon Zephyr) 18 51}
{SIDE_GENERIC_GUARD (Demon Zephyr) 24 48}
{SIDE_GENERIC_GUARD (Demon Zephyr) 28 53}
[/side]
[side]
side=3
team_name=enemies
user_team_name= _ "team_name^Dark Hive"
{CHAOS_FLAG}
color=brown
no_leader=yes
hidden=yes
{NO_ECONOMY}
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 9.00}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
{AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes}
{AI_SIMPLE_ALWAYS_ASPECT grouping no}
[/ai]
# Used to disable mood music on hero deaths.
[unit]
type=Tux
id=Tux
x,y=1,1
[/unit]
{SIDE_GENERIC_GUARD (Shaxthal Drone) 22 47} {VARIATION surface}
{SIDE_GENERIC_GUARD (Shaxthal Drone) 11 30}
{SIDE_GENERIC_GUARD (Shaxthal Sentry Drone) 19 25}
{SIDE_GENERIC_GUARD (Shaxthal Sentry Drone) 20 30}
{SIDE_GENERIC_GUARD (Shaxthal Assault Drone) 8 23} {FACING se}
{SIDE_GENERIC_GUARD (Shaxthal Rayblade) 19 33} {FACING nw}
{SIDE_GENERIC_GUARD (Shaxthal Runner Drone) 23 30} {FACING nw}
{SIDE_GENERIC_GUARD (Shaxthal Assault Drone) 31 27}
{SIDE_GENERIC_GUARD (Shaxthal Drone) 16 31}
{SIDE_GENERIC_GUARD (Shaxthal Drone) 34 34}
{SIDE_GENERIC_GUARD (Shaxthal Drone) 34 36}
{SIDE_GENERIC_GUARD (Shaxthal Sentry Drone) 39 32} {FACING nw}
{SIDE_GENERIC_GUARD (Shaxthal Rayblade) 36 21}
{SIDE_GENERIC_GUARD (Shaxthal Sentry Drone) 27 15} {FACING se}
{SIDE_GENERIC_GUARD (Shaxthal Sentry Drone) 25 15} {FACING se}
{SIDE_GENERIC_GUARD (Shaxthal Assault Drone) 33 13}
{SIDE_GENERIC_GUARD (Shaxthal Drone) 37 6} {VARIATION surface}
{SIDE_GENERIC_GUARD (Shaxthal Drone) 39 5} {VARIATION surface}
{SIDE_GENERIC_GUARD (Shaxthal Drone) 38 7} {VARIATION surface}
#ifndef EASY
#ifdef HARD
{SIDE_GENERIC_GUARD (Shaxthal Assault Drone) 38 1}
{SIDE_GENERIC_GUARD (Shaxthal Assault Drone) 26 3}
#else
{SIDE_GENERIC_GUARD (Shaxthal Drone) 38 1}
{SIDE_GENERIC_GUARD (Shaxthal Drone) 26 3}
#endif
#endif
[/side]
[side]
side=4
team_name=enemies
user_team_name= _ "team_name^Chaos Empire"
{CHAOS_FLAG}
no_leader=yes
hidden=yes
{NO_ECONOMY}
{ai/aliases/stable_singleplayer.cfg}
[ai]
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
{AI_SIMPLE_ALWAYS_ASPECT leader_ignores_keep yes}
[/ai]
[/side]
[side]
side=5
team_name=enemies
user_team_name= _ "team_name^Dark Hive"
{CHAOS_FLAG}
color=black
no_leader=yes
hidden=yes
{NO_ECONOMY}
{ai/aliases/stable_singleplayer.cfg}
[ai]
# These are more cowardly units fleeing the destruction.
{AI_SIMPLE_ALWAYS_ASPECT aggression 0.10}
{AI_SIMPLE_ALWAYS_ASPECT caution 1.00}
{AI_SIMPLE_ALWAYS_ASPECT village_value 0.00}
{AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes}
{AI_SIMPLE_ALWAYS_ASPECT grouping no}
[/ai]
{SIDE_GENERIC_GUARD (Chaos Invoker) 31 18}
{SIDE_GENERIC_GUARD (Chaos Invader) 35 21}
{SIDE_GENERIC_GUARD (Chaos Invader) 40 15}
{SIDE_GENERIC_GUARD (Chaos Hound) 40 24}
{SIDE_GENERIC_GUARD (Chaos Hound) 41 26}
{SIDE_GENERIC_GUARD (Chaos Invader) 29 26}
{SIDE_GENERIC_GUARD (Chaos Invoker) 27 31}
{SIDE_GENERIC_GUARD (Chaos Invader) 36 34}
{SIDE_GENERIC_GUARD (Chaos Bowman) 13 26}
{SIDE_GENERIC_GUARD (Chaos Invoker) 18 28}
{SIDE_GENERIC_GUARD (Chaos Invoker) 18 31}
[/side]
[side]
side=6
team_name=enemies
user_team_name= _ "team_name^Dark Hive"
{CHAOS_FLAG}
color=black
no_leader=yes
hidden=yes
{NO_ECONOMY}
[/side]
{HIVE_NOISE_2_SOUND_SOURCE}
[+sound_source]
id=floor1_ss # wmllint: ignore
[/sound_source]
{OBJ_HEALING_GLYPH 8 30}
{OBJ_HEALING_GLYPH 14 24}
{OBJ_HEALING_GLYPH 30 30}
{OBJ_HEALING_GLYPH 37 27}
{OBJ_HEALING_GLYPH 35 23}
{OBJ_HEALING_GLYPH 35 14}
{SETUP_SHAXTHAL_ROAMING_SOUND_EFFECTS}
[event]
name=prestart
[setup_doors]
side=6
[/setup_doors]
# wmllint: recognize Elynia
{RECALL_ELYNIA_AT 7 60}
# wmllint: recognize Mal Keshar
{RECALL_MAL_KESHAR_AT 7 58}
# wmllint: recognize Lédinor
{RECALL_LEDINOR_AT 9 58}
# wmllint: recognize Igor
{RECALL_IGOR_AT 7 59}
[fire_event]
name=checkpoint 0
[/fire_event]
{OBJECTIVES (
{OBJECTIVE_VICTORY ( _ "Find an exit from the Heart fortress and move Galas, Elynia, or Mal Keshar to it")}
{OBJECTIVE_DEFEAT ( _ "Death of Galas")}
{OBJECTIVE_DEFEAT ( _ "Death of Elynia")}
{OBJECTIVE_DEFEAT ( _ "Death of Mal Keshar")}
{OBJECTIVE_DEFEAT ( _ "Death of Lédinor")}
{TURNS_RUN_OUT}
{OBJECTIVE_FULL_CARRYOVER}
)}
[/event]
{FINAL_SCENARIO_PLAYER_RECRUITMENT_WITH_AUTORECALL}
[event]
name=prestart
# Need to do this in a separate event due to the autorecall code.
{FACE_DIRECTION side=1 ne}
{FACE_DIRECTION id=Elynia sw}
[/event]
[event]
name=start
[message]
speaker=Lédinor
message= _ "We must not waste any more time, unless we want to be buried alive!"
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Galas
sound=rumble.ogg
message= _ "Elynia, it’s over now. There is nothing more for us to do here. We must focus on surviving."
[/message]
[delay]
time=250
[/delay]
{FACE_UNIT id=Elynia id=Galas}
{QUAKE cave-in.ogg}
[message]
speaker=Elynia
message= _ "... I know."
[/message]
[/event]
#define F_CHECKPOINT _CHECKPOINT_NUMBER _TURN_LIMIT _GOAL_SLF
[event]
name="checkpoint "+{_CHECKPOINT_NUMBER}
[item]
{_GOAL_SLF}
image=items/gohere.png
[/item]
[modify_turns]
add={_TURN_LIMIT}
[/modify_turns]
[/event]
[event]
name=enter hex
[filter]
id=Elynia,Galas,Mal Keshar
[filter_location]
{_GOAL_SLF}
[/filter_location]
[/filter]
[remove_item]
x,y=$x1,$y1
[/remove_item]
[print]
text= _ "Checkpoint cleared"
size=22 # slightly smaller than UI alerts
{COLOR_HEAL}
[/print]
[fire_event]
name="checkpoint $(1 + "+{_CHECKPOINT_NUMBER}+")"
[/fire_event]
[/event]
#enddef
# Checkpoint 0 is enabled on prestart.
{F_CHECKPOINT 0 8
(
x=20-21,22
y= 46,45
)}
{F_CHECKPOINT 1 8
(
x,y=22,27
)}
{F_CHECKPOINT 2 10
(
x,y=38,11
)}
{F_CHECKPOINT 3 6
(
x=30-31,32
y= 2, 1
)}
# Final checkpoint triggers victory.
[event]
name=checkpoint 4
{ENDLEVEL_QUIET} {NO_START_OF_SCENARIO_SAVE}
[/event]
#define F_PRE_MOVE_UNITS_TO_FLOOR_2 _SUF _X _Y
#{VARIABLE p $floor_2_units.length}
[store_unit]
[filter]
{_SUF}
# Force on-map.
x=1-1000
y=1-1000
[/filter]
mode=append
variable=floor_2_units
kill=yes
[/store_unit]
[while]
{VARIABLE_NUMERICAL_LESS_THAN_OR_EQUAL p "$($floor_2_units.length - 1)"}
[do]
[set_variables]
mode=merge
name="floor_2_units[$p]"
[value]
moves=$floor_2_units[$p].max_moves
attacks_left=$floor_2_units[$p].max_attacks
x={_X}
y={_Y}
[/value]
[/set_variables]
{VARIABLE_INC p}
[/do]
[/while]
#enddef
[event]
name=checkpoint 1
{LOCK_VIEW}
#
# Move all units to floor 2.
#
{VARIABLE p 0}
# The zeroth unit is always Galas, some code relies on this later.
{F_PRE_MOVE_UNITS_TO_FLOOR_2 id=Galas 6 35}
{F_PRE_MOVE_UNITS_TO_FLOOR_2 id=Elynia 7 35}
{F_PRE_MOVE_UNITS_TO_FLOOR_2 (id=Mal Keshar) 5 35}
{F_PRE_MOVE_UNITS_TO_FLOOR_2 id=Igor 6 36}
[delay]
time=750
[/delay]
[message]
speaker=Lédinor
message= _ "Huh?"
[/message]
{F_PRE_MOVE_UNITS_TO_FLOOR_2 id=Lédinor 6 34}
{F_PRE_MOVE_UNITS_TO_FLOOR_2 side=1 6 35} # Remaining units.
[hide_unit][/hide_unit]
{FADE_TO_BLACK}
[scroll_to]
x,y=6,35
{WARP}
[/scroll_to]
[place_shroud]
side=1
[/place_shroud]
[redraw][/redraw]
[fade_out_sound_effects][/fade_out_sound_effects]
{REMOVE_SOUND_SOURCE floor1_ss}
{CAVE_NOISE_SOUND_SOURCE}
[reset_sound_effects][/reset_sound_effects]
[replace_schedule]
{INDOORS_HIVE} {SCHEDULE_LIGHTING 20 -30 -60}
[/replace_schedule]
{CLEAR_CAVE_SHROUD x,y,radius=6,35,6}
[redraw][/redraw]
{FADE_IN}
[unhide_unit][/unhide_unit]
[move_unit_fake]
type=$floor_2_units[0].type
side=$floor_2_units[0].side
x= 6,$floor_2_units[0].x
y=38,$floor_2_units[0].y
[/move_unit_fake]
[foreach]
array=floor_2_units
[do]
{VARIABLE this_item.facing ne}
[unstore_unit]
variable=this_item
find_vacant=yes
check_passability=yes
[/unstore_unit]
[/do]
[/foreach]
# This is needed for some reason, otherwise everyone is invisible until
# Mal Keshar speaks (1.12.4+dev).
[redraw][/redraw]
{CLEAR_VARIABLE floor_2_units,p}
[delay]
time=750
[/delay]
[message]
speaker=Igor
message= _ "Lava! These tunnels are flooding with lava!"
[/message]
[message]
speaker=Mal Keshar
message= _ "It’s troubling that I am actually considering the possibility of returning to Inferno to escape this insanity."
[/message]
[message]
speaker=Galas
message= _ "Nonsense! We just must make haste and get to the surface! There ought to be an exit through the hive itself."
[/message]
[message]
speaker=Lédinor
message= _ "May I ask if anyone else heard that creature?"
[/message]
[message]
speaker=Galas
message= _ "What creature? Where?"
[/message]
[message]
speaker=Lédinor
message= _ "On the way to this section, in the snow-covered area... It may have been just my imagination, but I believe I heard somebody scream furiously from above."
[/message]
[modify_side]
side=1
fog=yes
[/modify_side]
# Force fog refresh now, otherwise fog covers player units.
[redraw]
side=1
[/redraw]
{UNLOCK_VIEW}
#
# And then Lédinor snaps in a few turns.
#
[event]
delayed_variable_substitution=no
name="turn $($turn_number + 2)"
[fire_event]
name=boss foreshadowing 1
[/fire_event]
[/event]
[event]
delayed_variable_substitution=no
name="turn $($turn_number + 3)"
[fire_event]
name=boss foreshadowing 2
[/fire_event]
[/event]
[event]
delayed_variable_substitution=no
name="turn $($turn_number + 5)"
[fire_event]
name=boss entrance
[/fire_event]
[/event]
[/event]
[event]
name=boss foreshadowing 1
[message]
speaker=Lédinor
message= _ "Ugh... This is no place for an elder like me. I feel ill. Perhaps it would be best for you if—"
[/message]
[message]
speaker=Galas
message= _ "<b>NO!</b> ... I mean... I apologize for that, my lord, but I must beg of you to keep going. I don’t want to lose anyone else after all we have been through."
[/message]
[message]
speaker=Lédinor
message= _ "... Fair enough. (<i>coughs</i>)"
[/message]
[/event]
[event]
name=boss foreshadowing 2
[message]
speaker=Lédinor
message= _ "(<i>coughs</i>)"
[/message]
[message]
speaker=Mal Keshar
message= _ "Is something the matter, old elf?"
[/message]
[message]
speaker=Lédinor
message= _ "It’s only getting worse... it feels as if something wanted to burst out of my head. I pray to the Lords of Light that I may survive this ordeal..."
[/message]
[/event]
#
# Uria's revenge
#
[event]
name=boss entrance
[message]
speaker=Lédinor
message= _ "I can’t... continue... Galas, please go on without me..."
[/message]
[message]
speaker=Galas
message= _ "I refuse, my lord. I—"
[/message]
[message]
speaker=Lédinor
message= _ "<b>ARGH!</b> Galas, please— I— I remember that voice now—"
[/message]
[message]
speaker=Lédinor
message= _ "Her voice... She is—"
[/message]
{THUNDER (
[store_unit]
[filter]
id=Lédinor
[/filter]
variable=ledinor_store
[/store_unit]
[unit]
side=2
type=Shadow Courier
id=Corrupted Lédinor
name= _ "Lédinor"
overwrite=yes
x,y=$ledinor_store.x,$ledinor_store.y
facing=$ledinor_store.facing
experience=$ledinor_store.experience
max_experience=$ledinor_store.max_experience
{IS_BOSS}
[modifications]
{TRAIT_STRONG}
{TRAIT_SLOW}
[/modifications]
[/unit]
[repeat]
times={DIFF 1 2 3}
[do]
[unit]
side=2
type=Shadow Minion
x,y=$ledinor_store.x,$ledinor_store.y
passable=yes
random_traits=yes
random_gender=yes
generate_name=yes
[/unit]
[/do]
[/repeat]
{CLEAR_VARIABLE ledinor_store}
{BOSS_POPUP}
)}
[delay]
time=1000
[/delay]
# wmllint: local spelling Ehhhhh
[message]
speaker=Mal Keshar
message= _ "Ehhhhh... yuck. I thought it was only a figure of speech."
[/message]
[message]
speaker=Galas
message= _ "What are you?! What did you— What did you do to Lord Léd—" # wmllint: no spellcheck
[/message]
[message]
speaker=Corrupted Lédinor
# po: Corrupted Lédinor is actually Uria remote-possessing his
# po: body, so "his" grammatical first person is feminine.
message= _ "You may have escaped to Irdya, but I will <b>not</b> allow you to march away without due punishment for murdering my precious, most loyal vassal!"
[/message]
[message]
speaker=Galas
message= _ "Your vassal? Are you... No... It can’t be..."
[/message]
[message]
speaker=Elynia
message= _ "Galas... I fear that no matter what we try, we may never get Lédinor back. Uria must have infected his body in some way before we found him. This is—"
[/message]
[/event]
#
# The player *can* leave Lédinor behind, although he will most certainly
# die (and odds are he will follow the player anyway).
#
[event]
name=last breath
[filter]
id=Corrupted Lédinor
[/filter]
[message]
speaker=Corrupted Lédinor
message= _ "This is only the beginning, Lady of Light. The beginning of your downfall. Everything and everyone you hold dear shall perish in time. I—"
[/message]
[message]
speaker=Mal Keshar
message= _ "Take your words to the grave, spawn of Uria!"
[/message]
[/event]
[event]
name=die
[filter]
id=Corrupted Lédinor
[/filter]
[message]
speaker=Igor
message= _ "That was terrifying... I fear now to think of who’ll be next..."
[/message]
[message]
speaker=Galas
message= _ "He said he remembered her, Uria... She must have done this to him. It’s the only explanation... the only logical explanation..."
[/message]
[message]
speaker=Elynia
message= _ "We... really ought to make haste and get out of this dreadful place... lest we find out the exact method Uria uses to possess people like this."
[/message]
[/event]
#
# Random earthquake effect when units move.
#
[event]
name=moveto,side turn
first_time_only=no
[lua]
code= <<
local rumble_seed = unsynced_random(1, 100)
if rumble_seed % 5 == 0 then -- 20% chance
wesnoth.wml_actions.quake({ sound = "cave-in.ogg" })
end
if rumble_seed % 29 == 0 then -- 9.09% chance
wesnoth.wml_actions.sound({ name = "cave-in.ogg,cave-in.ogg,rumble.ogg" })
end
if rumble_seed % 51 == 0 then -- 1.96% chance
wesnoth.wml_actions.quake({ sound = "rumble.ogg" })
end
>>
[/lua]
[allow_undo][/allow_undo]
[/event]
#define F_GLYPH _X _Y _MSG
{ITEM_CRYSTAL_GLYPH_MESSAGE {_X} {_Y} }
[event]
name=moveto
[filter]
x={_X}
y={_Y}
side=1
[/filter]
[allow_undo][/allow_undo]
{MSG_GLYPH ({_MSG})}
[/event]
#enddef
{F_GLYPH 27 40 ( "Winners don’t use debug mode.")}
{F_GLYPH 34 39 ( _ "Your journey has just begun.")}
#
# Literally rocks fall, everybody dies.
#
[event]
name=time over
{QUAKE (rumble.ogg)}
{QUAKE ()}
{QUAKE ()}
{QUAKE (rumble.ogg)}
[message]
speaker=Galas
message= _ "No! The tunnel is collapsing on us! We weren’t fast enough—"
[/message]
[kill]
side=1
animate=yes
fire_event=yes
[/kill]
[/event]
#
# One last challenge before the end.
#
[event]
name=moveto
[filter]
side=1
[filter_location]
x,y,radius=39,10,6
[/filter_location]
[/filter]
[unit]
side=4
canrecruit=yes
type=Death Knight
id=Lord Azghiel
name= _ "Lord Azghiel"
placement=leader
facing=sw
[modifications]
{TRAIT_UNDEAD}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[unit]
side=4
type=Death Baron
id=Darius
name= _ "Darius"
x,y=38,9
facing=sw
[modifications]
{TRAIT_UNDEAD}
{TRAIT_LOYAL}
[/modifications]
[/unit]
[unit]
type=Death Baron
id=Durstrag
name= _ "Durstrag"
unrenamable=yes
side=4
x,y=40,10
facing=sw
[modifications]
{TRAIT_UNDEAD}
{TRAIT_LOYAL}
[/modifications]
[/unit]
{CLEAR_CAVE_SHROUD x,y,radius=39,10,6}
[redraw]
side=1
[/redraw]
[scroll_to_unit]
id=Lord Azghiel
[/scroll_to_unit]
[delay]
time=750
[/delay]
[message]
speaker=Lord Azghiel
message= _ "There they are, the heathens! The Iron Council wants their heads. Get to it!"
[/message]
[message]
speaker=Mal Keshar
message= _ "(<i>shakes head</i>) Not again..."
[/message]
[message]
speaker=Galas
message= _ "Your emperor has fallen and this fortress is crumbling with him. Flee and get out of our way or we will have to destroy you!"
[/message]
[/event]
[event]
name=victory
[message]
speaker=Mal Keshar
message= _ "Keep moving!"
[/message]
[set_variables]
mode=replace
name=finale_stats
[literal]
igor_died=no
abandoned_ledinor=no
[/literal]
[/set_variables]
[if]
[have_unit]
id=Lédinor
[/have_unit]
[then]
#
# This can't really happen unless the player has been cheating
# to mess with the turn counter or unit movement points. But
# anyway, for the sake of completeness...
#
[fire_event]
name=boss foreshadowing 2
[/fire_event]
[fire_event]
name=boss entrance
[/fire_event]
[/then]
[/if]
[if]
[have_unit]
id=Corrupted Lédinor
[/have_unit]
[then]
[message]
speaker=Galas
message= _ "We can’t leave Lord Lédinor behind! We must—"
[/message]
[message]
speaker=Elynia
message= _ "It’s hopeless, Galas... Please, you must understand..."
[/message]
[message]
speaker=Mal Keshar
message= _ "Come on, boy, you ought to know better than this by now, after seeing what became of the Master of Darkness."
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Galas
message= _ "I am sorry, my lord. I am so sorry..."
[/message]
{VARIABLE finale_stats.abandoned_ledinor yes}
[/then]
[/if]
[if]
[not]
[have_unit]
id=Igor
[/have_unit]
[/not]
[then]
{VARIABLE finale_stats.igor_died yes}
[/then]
[/if]
[/event]
[/scenario]
#undef F_GLYPH
#undef F_CHECKPOINT
#undef F_PRE_MOVE_UNITS_TO_FLOOR_2
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
[scenario]
id=24_Epilogue
name= _ "Epilogue"
{MAP 24_Epilogue.map}
turns=-1
next_scenario=null
victory_when_enemies_defeated=no
{NO_RECALLS}
{FULLSCREEN_CUTSCENE_UI}
{SCENARIO_MUSIC "wanderer.ogg"} {CONTINUE_PLAYING_STORY_MUSIC_FIRST}
{DAWN1}
{STORYTXT_EPILOGUE}
# wmllint: validate-off
[side]
side=1
controller=human
team_name=good
user_team_name= _ "team_name^Galas"
# Disable map preview.
shroud=yes
{NO_ECONOMY}
# wmllint: recognize Galas
{CHARACTER_STATS_GALAS}
[/side]
# wmllint: validate-on
[event]
name=prestart
[modify_side]
side=1
shroud=no
[/modify_side]
# wmllint: recognize Elynia
{RECALL_ELYNIA_AT 17 14}
# wmllint: recognize Mal Keshar
{RECALL_MAL_KESHAR_AT 20 13}
# wmllint: recognize Igor
{RECALL_IGOR_AT 17 11}
{UNIT_TO_GLOBAL_STORE "Galas" ending_stats_galas}
{UNIT_TO_GLOBAL_STORE "Elynia" ending_stats_elynia}
{UNIT_TO_GLOBAL_STORE "Mal Keshar" ending_stats_malin}
{UNIT_TO_GLOBAL_STORE "Igor" ending_stats_igor}
{FACE_UNIT side=1 id=Elynia}
{FACE_DIRECTION id=Elynia sw}
[teleport]
[filter]
id=Galas
[/filter]
x,y=19,12
[/teleport]
{BLACK_SCREEN}
{LOCK_VIEW}
[/event]
[event]
name=start
{FADE_IN}
[scroll_to_unit]
id=Galas
[/scroll_to_unit]
[delay]
time=2000
[/delay]
[message]
speaker=Elynia
message= _ "I understand that you wish to travel with me, Mal Keshar. But, what about you Galas? What will become of the elves who followed you to the Northlands?"
[/message]
[message]
speaker=Galas
message= _ "I have served my people long enough, I would say. To be honest, once Lord Inodien and Lady Unarye became more involved, my presence in our councils became somewhat redundant. And without Anlindë to guide my decisions anymore... Regardless, I was appointed by Lord Lédinor; now that my own appointed successors lead our people and the Chaos Emperor is no more, I feel I have fulfilled my duty."
[/message]
[delay]
time=500
[/delay]
{FACE_UNIT id=Elynia id=Galas}
[delay]
time=500
[/delay]
[message]
speaker=Elynia
message= _ "So..."
[/message]
[message]
speaker=Galas
message= _ "For the first time in ages, I feel free and able to make my own choices again without the weight of an entire civilization resting on my shoulders. So, I must ask you... Would it be all right if I accompanied you on your next journey, Elynia? Because I suspect you are not planning on sitting here idly."
[/message]
[message]
speaker=Elynia
message= _ "... If that is what you want."
[/message]
[delay]
time=500
[/delay]
{FACE_DIRECTION id=Elynia sw}
[delay]
time=500
[/delay]
[message]
speaker=Elynia
message= _ "There is a place I would like to visit... That island Althurin mentioned, Zocthanol."
[/message]
[message]
speaker=Elynia
message= _ "I fear that the collapse of the Heart fortress may have erased much information about the origins of Uria and Yechnagoth that could have helped us otherwise. However, the Quenoth elves did establish their new home on that island after destroying Yechnagoth; it is possible that they may have found out more about the nature of our enemies since then. I want to meet Quetor’el’s lore-keepers and see what else they might know that could help us."
[/message]
[message]
speaker=Galas
message= _ "That seems fair enough. But, how are we going to get there?"
[/message]
{FACE_UNIT id=Elynia id=Galas}
[message]
speaker=Elynia
message= _ "Uh, we’ll sail across the ocean, of course. Surely our northern friends won’t mind if we borrow a ship or two."
[/message]
[message]
speaker=Mal Keshar
message= _ "There is something unsettling about all this, though. Even though we set Argan free from his suffering, and the destruction of his capital severed the connection Irdya had with Inferno, the demons of Uria continue to roam our world in large numbers, just as before. Is she still able to influence our world? Are there other gateways to Inferno still intact elsewhere? And we never really saw the Chaos Warlord again. If she somehow survived—"
[/message]
[message]
speaker=Elynia
message= _ "Then we’ll have to deal with her again, eventually. I know..."
[/message]
[delay]
time=750
[/delay]
[message]
speaker=Mal Keshar
message= _ "And then there is that Mal Hekuba and the Iron Council. I don’t suspect they will give up easily, and we <i>are</i> still in enemy territory."
[/message]
[message]
speaker=Elynia
message= _ "Between the ongoing war and the loss of their capital, my hope is that they will be too preoccupied struggling against the Alliance in the north to hunt us down. (<i>sighs</i>)"
[/message]
{FACE_DIRECTION id=Elynia sw}
[delay]
time=750
[/delay]
[message]
speaker=Elynia
message= _ "I understand your concern, but there is hardly anything we can do with the scarce information we possess regarding Uria and her followers right now."
[/message]
{IF_HAVE_IGOR (
[message]
speaker=Galas
message= _ "What about you, Igor? What will you do next?"
[/message]
[message]
speaker=Igor
message= _ "Well... I actually wonder how I survived all that... I feel like a legend now, heh. But... perhaps it’s time I find a nice place to settle in and live the rest of my days in peace, you know? Obviously not here, not in these lands with those wicked men everywhere. Could I follow you on a journey a last time? If that’s all right with you, that is."
[/message]
[message]
speaker=Mal Keshar
message= _ "Oh, of course it is. I would not even think of abandoning you and your trusty steed now that we have been reduced to such a small band of fugitives. (<i>turns menacingly</i>) I do need to raise a new army to protect us, after all."
[/message]
{FACE_UNIT id=Elynia (id=Mal Keshar)}
[message]
speaker=Elynia
message= _ "(<i>glaring</i>) Don’t you dare."
[/message]
[message]
speaker=Mal Keshar
message= _ "You always ruin everything for me. Why do I even tolerate this, I wonder..."
[/message]
[message]
speaker=Galas
message= _ "It is fine, Igor. We will miss you when we finally part ways."
[/message]
[message]
speaker=Igor
message= _ "Oh, I’ll miss you too, friends. (<i>sniffles</i>)"
[/message]
)}
[message]
speaker=Galas
message= _ "Let us return to the Far North, then. I would like to pay a visit to our people as well."
[/message]
[message]
speaker=Mal Keshar
message= _ "Hah! So you do miss being in a position of power after all!"
[/message]
[message]
speaker=Galas
message= _ "No, no, it’s nothing like that. I just want to speak to my comrades again — it has been far too long since I last saw their faces."
[/message]
[delay]
time=750
[/delay]
[kill][/kill]
{FADE_TO_BLACK}
[modify_side]
side=1
shroud=yes
[/modify_side]
[place_shroud]
side=1
[/place_shroud]
[redraw][/redraw]
[fade_out_music]
duration=4000
[/fade_out_music]
[outro_teaser][/outro_teaser]
{REPLACE_SCENARIO_MUSIC return_to_wesnoth.ogg}
{ENDLEVEL_QUIET} {NO_REPLAY_SAVE}
[+endlevel]
end_text=" "
# Approx. duration of the RtW fanfare minus 2000 ms
end_text_duration=1330
[/endlevel]
[/event]
[/scenario]
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
# Include units WML directory
{LD /units/alien-verlissh}
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
# Include units WML directories
{LD /units/demons}
|
#textdomain wesnoth-Invasion_from_the_Unknown
# Include units WML directory
{LD /units/dwarves}
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
# Include units WML directory
{LD /units/elves-wood}
#
# Setup unit type clones for variable-cost recruitment of
# elvish units starting from scenario 5 (or 4 in the case of
# the Elvish Scout).
#
#define VARIABLE_COST_RECRUIT _UNIT_TYPE_ID _SCENARIO_NUM _COST
[unit_type]
[base_unit]
id={_UNIT_TYPE_ID}
[/base_unit]
id={_UNIT_TYPE_ID}+" scenario"+{_SCENARIO_NUM}
cost={_COST}
hide_help=true
[event]
id="variable_cost_recruit_controller:"+{_UNIT_TYPE_ID}+" scenario"+{_SCENARIO_NUM}
name=prerecruit
first_time_only=no
[filter]
type={_UNIT_TYPE_ID}+" scenario"+{_SCENARIO_NUM}
[/filter]
{VARIABLE unit.type ({_UNIT_TYPE_ID})}
[unstore_unit]
variable=unit
find_vacant=no
[/unstore_unit]
[/event]
[/unit_type]
#enddef
#define VCR_ELVISH_ARCHER _SCENARIO_NUM _COST
{VARIABLE_COST_RECRUIT ("Elvish Archer") ({_SCENARIO_NUM}) ({_COST})}
#enddef
{VCR_ELVISH_ARCHER 5 18}
{VCR_ELVISH_ARCHER 6 18}
{VCR_ELVISH_ARCHER 7 19}
{VCR_ELVISH_ARCHER 8 20}
{VCR_ELVISH_ARCHER 9 21}
{VCR_ELVISH_ARCHER 10 22}
{VCR_ELVISH_ARCHER 11 23}
{VCR_ELVISH_ARCHER 14 24}
{VCR_ELVISH_ARCHER 15 25}
{VCR_ELVISH_ARCHER 16 26}
{VCR_ELVISH_ARCHER 17 27}
{VCR_ELVISH_ARCHER 18 28}
#undef VCR_ELVISH_ARCHER
#define VCR_ELVISH_CIVILIAN _SCENARIO_NUM _COST
{VARIABLE_COST_RECRUIT ("Elvish Civilian") ({_SCENARIO_NUM}) ({_COST})}
#enddef
{VCR_ELVISH_CIVILIAN 5 8}
{VCR_ELVISH_CIVILIAN 6 8}
{VCR_ELVISH_CIVILIAN 7 8}
{VCR_ELVISH_CIVILIAN 8 9}
{VCR_ELVISH_CIVILIAN 9 9}
{VCR_ELVISH_CIVILIAN 10 9}
{VCR_ELVISH_CIVILIAN 11 10}
{VCR_ELVISH_CIVILIAN 14 10}
{VCR_ELVISH_CIVILIAN 15 10}
{VCR_ELVISH_CIVILIAN 16 11}
{VCR_ELVISH_CIVILIAN 17 11}
{VCR_ELVISH_CIVILIAN 18 11}
#undef VCR_ELVISH_CIVILIAN
#define VCR_ELVISH_HUNTER _SCENARIO_NUM _COST
{VARIABLE_COST_RECRUIT ("Elvish Hunter") ({_SCENARIO_NUM}) ({_COST})}
#enddef
{VCR_ELVISH_HUNTER 5 17}
{VCR_ELVISH_HUNTER 6 18}
{VCR_ELVISH_HUNTER 7 19}
{VCR_ELVISH_HUNTER 8 20}
{VCR_ELVISH_HUNTER 9 21}
{VCR_ELVISH_HUNTER 10 22}
{VCR_ELVISH_HUNTER 11 23}
{VCR_ELVISH_HUNTER 14 24}
{VCR_ELVISH_HUNTER 15 25}
{VCR_ELVISH_HUNTER 16 26}
{VCR_ELVISH_HUNTER 17 27}
{VCR_ELVISH_HUNTER 18 28}
#undef VCR_ELVISH_HUNTER
#define VCR_ELVISH_FIGHTER _SCENARIO_NUM _COST
{VARIABLE_COST_RECRUIT ("Elvish Fighter") ({_SCENARIO_NUM}) ({_COST})}
#enddef
{VCR_ELVISH_FIGHTER 5 15}
{VCR_ELVISH_FIGHTER 6 16}
{VCR_ELVISH_FIGHTER 7 17}
{VCR_ELVISH_FIGHTER 8 18}
{VCR_ELVISH_FIGHTER 9 19}
{VCR_ELVISH_FIGHTER 10 20}
{VCR_ELVISH_FIGHTER 11 21}
{VCR_ELVISH_FIGHTER 14 22}
{VCR_ELVISH_FIGHTER 15 23}
{VCR_ELVISH_FIGHTER 16 24}
{VCR_ELVISH_FIGHTER 17 25}
{VCR_ELVISH_FIGHTER 18 26}
#undef VCR_ELVISH_FIGHTER
#define VCR_ELVISH_SCOUT _SCENARIO_NUM _COST
{VARIABLE_COST_RECRUIT ("Elvish Scout") ({_SCENARIO_NUM}) ({_COST})}
#enddef
# Sustaining and breeding horses is even harder,
# so these become more expensive a scenario earlier
# than the rest.
{VCR_ELVISH_SCOUT 4 19}
{VCR_ELVISH_SCOUT 5 20}
{VCR_ELVISH_SCOUT 6 21}
{VCR_ELVISH_SCOUT 7 22}
{VCR_ELVISH_SCOUT 8 23}
{VCR_ELVISH_SCOUT 9 24}
{VCR_ELVISH_SCOUT 10 25}
{VCR_ELVISH_SCOUT 11 26}
{VCR_ELVISH_SCOUT 14 27}
{VCR_ELVISH_SCOUT 15 28}
{VCR_ELVISH_SCOUT 16 29}
{VCR_ELVISH_SCOUT 17 30}
{VCR_ELVISH_SCOUT 18 31}
#undef VCR_ELVISH_SCOUT
#define VCR_ELVISH_SHAMAN _SCENARIO_NUM _COST
{VARIABLE_COST_RECRUIT ("Elvish Shaman") ({_SCENARIO_NUM}) ({_COST})}
#enddef
{VCR_ELVISH_SHAMAN 5 15}
{VCR_ELVISH_SHAMAN 6 15}
{VCR_ELVISH_SHAMAN 7 15}
{VCR_ELVISH_SHAMAN 8 15}
{VCR_ELVISH_SHAMAN 9 16}
{VCR_ELVISH_SHAMAN 10 16}
{VCR_ELVISH_SHAMAN 11 16}
{VCR_ELVISH_SHAMAN 14 16}
{VCR_ELVISH_SHAMAN 15 17}
{VCR_ELVISH_SHAMAN 16 17}
{VCR_ELVISH_SHAMAN 17 17}
{VCR_ELVISH_SHAMAN 18 17}
#undef VCR_ELVISH_SHAMAN
#undef VARIABLE_COST_RECRUIT
# kate: indent-mode normal; encoding utf-8; space-indent on;
|
#textdomain wesnoth-Invasion_from_the_Unknown
# Include units WML directory
{LD /units/faeries}
|
#textdomain wesnoth-Invasion_from_the_Unknown
# Fake units WML stub
#
# NOTE: in ./fake we should put only those units which have a mainline race= value set,
# otherwise it's not guaranteed that at the time of WML parsing these dirs the race= was
# already declared in a [race] structure for the linear cache, and would result in an invalid race id.
# Which we don't want if the unit is not intended for something else than a [move_unit_fake]
# Include units WML directory
{LD /units/fake}
|
#textdomain wesnoth-Invasion_from_the_Unknown
# Include units WML directory
{LD /units/mechanical}
|
#textdomain wesnoth-Invasion_from_the_Unknown
#define NPC_MAY_NOT_ENTER_VILLAGES
[movement_costs]
village={UNREACHABLE}
[/movement_costs]
#enddef
# Include units WML directory
{LD /units/monsters}
#undef NPC_MAY_NOT_ENTER_VILLAGES
|
#textdomain wesnoth-Invasion_from_the_Unknown
# Include units WML directory
{LD /units/shaxthal}
|
#textdomain wesnoth-Invasion_from_the_Unknown
[race]
id=elvish_spirits
male_name= _ "race^Elvish Spirit"
female_name= _ "race+female^Elvish Spirit"
plural_name= _ "race^Elvish Spirits"
description= _ "Many mighty elven warriors of ancient have died in such a way that their desire of fighting for a last time is not fulfilled. Thus, their souls cannot rest in peace forever, and seek to return to this world for getting their thirst quenched with a last glorious confrontation.
However, they usually cannot do so without help of necromancy. Since elves have always been opposed to allowing necromancy and their practitioners amongst their people, their ancestors have not had the opportunity to return to assist their kind, till now."
num_traits=1
ignore_global_traits=yes
{TRAIT_UNDEAD}
markov_chain_size=3
{ELVISH_NAMES}
[/race]
[movetype]
name=woodspirit
flies=true
[movement_costs]
deep_water=2
shallow_water=2
reef=2
swamp_water=1
flat=1
sand=1
forest=1
fungus=1
hills=1
mountains=1
village=1
castle=1
cave=1
unwalkable=1
impassable=100
frozen=1
[/movement_costs]
[defense]
deep_water=50
shallow_water=50
swamp_water=50
reef=50
flat=50
sand=50
forest=40
hills=50
mountains=50
village=50
castle=50
cave=50
unwalkable=50
frozen=50
fungus=50
[/defense]
[resistance]
blade=60
pierce=60
impact=60
fire=100
cold=80
arcane=150
[/resistance]
[/movetype]
[movetype]
name=undeadmountedfoot
[movement_costs]
deep_water=5
shallow_water=4
swamp_water=4
reef=3
flat=1
sand=2
forest=3
hills=2
mountains=5
village=1
castle=1
cave=2
frozen=2
unwalkable={UNREACHABLE}
impassable={UNREACHABLE}
fungus=3
[/movement_costs]
[defense]
deep_water=90
shallow_water=80
swamp_water=80
reef=70
flat=60
sand=70
forest=70
hills=60
mountains=80
village=60
castle=60
cave=60
frozen=70
unwalkable=80
impassable=80
fungus=70
[/defense]
[resistance]
blade=90
pierce=70
impact=110
fire=120
cold=40
# arcane was 200 in the original
arcane=150
[/resistance]
[/movetype]
# Make sure mainline Death Knight is not advancing from any other
# unit
#ifdef ENABLE_DEATH_KNIGHT
#undef ENABLE_DEATH_KNIGHT
#endif
# Include units WML directory
{LD /units/undead}
|
#textdomain wesnoth-Invasion_from_the_Unknown
[hide_help]
race=merman,ogre,wose,drake
# Heavy Infantryman is unfortunately still used by some chaos players
type_adv_tree=Peasant,Bowman,Horseman,Cavalryman,Sergeant,Mage,Fencer
type=Elder Mage,Royal Warrior,Chocobone,Elvish Lady,Elvish Sylph
[/hide_help]
|
#textdomain wesnoth-Invasion_from_the_Unknown
[unit_type]
id=Prong Bug
name= _ "Prong Bug"
race=verlissh
image="units/alien-verlissh/prongbug.png"
hitpoints=32
movement_type=fly
movement=7
experience=50
level=1
alignment=neutral
advances_to=null
{AMLA_DEFAULT}
cost=19
usage=scout
description= _ "Amongst the Verlissh attack forces, some people have spotted strange creatures that resemble beetles, except for being larger than a wolf. Fortunately enough, these creatures’ performance in battle is nothing to fear, and their only apparent purpose seems to be scouting."
die_sound=hiss-die.wav
{DEFENSE_ANIM "units/alien-verlissh/prongbug.png" "units/alien-verlissh/prongbug.png" {SOUND_LIST:BAT_HIT} }
[attack]
name=fangs
description={I18N:ATTACK_FANGS}
icon=attacks/fangs-spider.png
type=blade
range=melee
damage=6
number=3
[/attack]
[attack_anim]
[filter_attack]
name=fangs
[/filter_attack]
start_time=-100
[if]
hits=yes
[frame]
duration=200
image="units/alien-verlissh/prongbug.png"
sound=bite-small.ogg
[/frame]
[/if]
[else]
hits=no
[frame]
duration=200
image="units/alien-verlissh/prongbug.png"
sound={SOUND_LIST:MISS}
[/frame]
[/else]
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-Invasion_from_the_Unknown
[unit_type]
id=Shadow Courier
name= _ "Shadow Courier"
race=demon
image="units/demons/shadow-courier.png"
halo="halo/obscures-aura.png"
hitpoints=62
movement_type=demonfoot
movement=4
experience=200
level=4
alignment=chaotic
advances_to=null
{AMLA_DEFAULT}
cost=75
usage=healer
[abilities]
{ABILITY_CURES}
{ABILITY_OBSCURE}
[/abilities]
description= _ "A few chosen ones from the ranks of the Chaos Lorekeepers are given knowledge and abilities that are forbidden to the common followers; they are the closest to the Emperor that anyone has ever been, and serve him as his right-hands. Although physically weak and slow after turning into demons, their magic skills more than compensate for such lack, making them opponents that should never be fought directly if possible."
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/demons/shadow-courier.png" "units/demons/shadow-courier.png" {SOUND_LIST:HUMAN_HIT} }
[attack]
name=plague staff
description={TSTR_ATTACK_NAME_PLAGUE_STAFF}
icon=attacks/staff-plague.png
type=impact
range=melee
damage=7
number=3
[specials]
{WEAPON_SPECIAL_PLAGUE}
[/specials]
[/attack]
[attack]
name=infernal chill
description= _ "infernal chill"
type=cold
range=ranged
[specials]
{WEAPON_SPECIAL_MAGICAL}
[/specials]
damage=14
number=3
icon=attacks/iceball.png
[/attack]
[attack]
name=noctum
description= _ "noctum"
type=arcane
range=ranged
damage=12
number=4
[specials]
{WEAPON_SPECIAL_MAGICAL}
[/specials]
[/attack]
[attack_anim]
[filter_attack]
name=noctum
[/filter_attack]
start_time=-400
{MISSILE_FRAME_DARKNESS_BEAM}
[frame]
duration=180
image="units/demons/shadow-courier.png"
[/frame]
[if]
hits=yes
[frame]
duration=180
image="units/demons/shadow-courier.png"
sound=magic-dark-big.ogg
[/frame]
[/if]
[else]
hits=no
[frame]
duration=180
image="units/demons/shadow-courier.png"
sound=magic-dark-big-miss.ogg
[/frame]
[/else]
[frame]
duration=140
image="units/demons/shadow-courier.png"
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=infernal chill
[/filter_attack]
{MISSILE_FRAME_INFERNAL_CHILL}
[frame]
begin=-300
end=-250
image="units/demons/shadow-courier.png"
halo=halo/saurian-magic-halo-1.png
[/frame]
[frame]
begin=-250
end=-190
image="units/demons/shadow-courier.png"
halo=halo/saurian-magic-halo-2.png
sound=magicmissile.wav
[/frame]
[frame]
begin=-190
end=-120
image="units/demons/shadow-courier.png"
halo=halo/saurian-magic-halo-3.png
[/frame]
[frame]
begin=-120
end=-40
image="units/demons/shadow-courier.png"
halo=halo/saurian-magic-halo-4.png
[/frame]
[frame]
begin=-40
end=50
image="units/demons/shadow-courier.png"
halo=halo/saurian-magic-halo-5.png
[/frame]
[frame]
begin=50
end=150
image="units/demons/shadow-courier.png"
halo=halo/saurian-magic-halo-6.png
[/frame]
[frame]
begin=150
end=250
image="units/demons/shadow-courier.png"
halo=halo/saurian-magic-halo-7.png
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=plague staff
[/filter_attack]
start_time=-200
[frame]
image="units/demons/shadow-courier.png:400"
[/frame]
{SOUND:HIT_AND_MISS staff.ogg staff-miss.ogg -125}
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-Invasion_from_the_Unknown
[unit_type]
id=Dwarvish Flamethrower
name= _ "Dwarvish Flamethrower"
race=dwarf
image="units/dwarves/flamethrower.png"
hitpoints=42
movement_type=dwarvishfoot
movement=4
experience=100
level=2
alignment=neutral
advances_to=null
{AMLA_DEFAULT}
[advancefrom]
unit=Dwarvish Thunderer
[/advancefrom]
undead_variation=dwarf
cost=35
usage=mixed fighter
description= _ "It is said that the Dwarven Flamethrowers have strange staves of wood and iron, similar to those of the Thunderguards; but instead of making a thunderous noise and shooting a projectile, their weapon generates a continuous tongue of flame."
die_sound={SOUND_LIST:DWARF_DIE}
#{DEFENSE_ANIM "units/dwarves/flamethrower-defend.png" "units/dwarves/flamethrower.png" {SOUND_LIST:DWARF_HIT} }
{DEFENSE_ANIM "units/dwarves/flamethrower.png" "units/dwarves/flamethrower.png" {SOUND_LIST:DWARF_HIT} }
[attack]
name=dagger
description={I18N:ATTACK_DAGGER}
icon=attacks/dagger-human.png
type=blade
range=melee
damage=7
number=2
[/attack]
[attack]
name=firestick
description= _ "firestick"
type=fire
range=ranged
damage=16
number=3
icon=attacks/thunderstick.png
[/attack]
[attack_anim]
[filter_attack]
name=dagger
[/filter_attack]
[frame]
begin=-250
end=-200
image="units/dwarves/flamethrower.png"
[/frame]
[frame]
begin=-200
end=-100
image="units/dwarves/flamethrower.png"
[/frame]
[if]
hits=no
[frame]
begin=-100
end=50
#image="units/dwarves/thunderguard-attack1.png"
image="units/dwarves/flamethrower.png"
sound={SOUND_LIST:MISS}
[/frame]
[/if]
[else]
hits=yes
[frame]
begin=-100
end=50
#image="units/dwarves/thunderguard-attack1.png"
image="units/dwarves/flamethrower.png"
sound=dagger-swish.wav
[/frame]
[/else]
[frame]
begin=50
end=100
#image="units/dwarves/thunderguard-attack2.png"
image="units/dwarves/flamethrower.png"
[/frame]
[frame]
begin=100
end=125
image="units/dwarves/flamethrower.png"
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=firestick
[/filter_attack]
{MISSILE_FRAME_FIRE_BREATH 9,-34 9,15 22,-22 24,10}
[if]
hits=no
[frame]
begin=-400
end=-350
#image="units/dwarves/thunderguard-attack-ranged-s.png"
image="units/dwarves/flamethrower.png"
sound=flame-big-miss.ogg
[/frame]
[/if]
[else]
hits=yes
[frame]
begin=-400
end=-350
#image="units/dwarves/thunderguard-attack-ranged-s.png"
image="units/dwarves/flamethrower.png"
sound=flame-big.ogg
[/frame]
[/else]
[frame]
begin=-350
end=-150
#image="units/dwarves/thunderguard-attack-ranged-s.png"
image="units/dwarves/flamethrower.png"
[/frame]
[frame]
begin=-150
end=0
image="units/dwarves/flamethrower.png"
[/frame]
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-Invasion_from_the_Unknown
[unit_type]
id=Dwarvish Steamwheel
name= _ "Steamwheel"
race=dwarf
{TRAIT_ARMORED}
image="units/dwarves/steamwheel.png"
hitpoints=36
movement_type=mounted
movement=8
experience=40
level=1
alignment=neutral
advances_to=Dwarvish Thunderwheel
cost=15
undead_variation=dwarf
usage=scout
description= _ "Some Dwarves use strange vehicles that can move fast without a horse. It is said that these great wheeled vehicles are powered by invisible steam genies, and thus they are called ‘Steamwheels’."
die_sound={SOUND_LIST:DWARF_DIE}
{DEFENSE_ANIM "units/dwarves/steamwheel.png" "units/dwarves/steamwheel.png" {SOUND_LIST:DWARF_HIT} }
[resistance]
blade=100
pierce=100
impact=120
fire=100
cold=100
arcane=90
[/resistance]
[attack]
name=slam
description={TSTR_ATTACK_NAME_SLAM}
icon=attacks/blank-attack.png
type=impact
range=melee
damage=14
number=1
[specials]
{WEAPON_SPECIAL_CHARGE}
[/specials]
[/attack]
[attack_anim]
[filter_attack]
name=slam
[/filter_attack]
[if]
hits=no
[frame]
begin=-50
end=150
sound={SOUND_LIST:MISS}
[/frame]
[/if]
[else]
hits=yes
[frame]
begin=-50
end=150
sound=fist.ogg
[/frame]
[/else]
[/attack_anim]
[/unit_type]
|
#textdomain wesnoth-Invasion_from_the_Unknown
[unit_type]
id=Dwarvish Thunderwheel
name= _ "Thunderwheel"
race=dwarf
{TRAIT_ARMORED}
image="units/dwarves/thunderwheel.png"
hitpoints=45
movement_type=mounted
movement=9
experience=60
level=2
alignment=neutral
advances_to=Dwarvish Warwheel
cost=25
undead_variation=dwarf
usage=scout
description= _ "With the help of one more steam genies, these noisy vehicles are able to move faster than horses."
die_sound={SOUND_LIST:DWARF_DIE}
{DEFENSE_ANIM "units/dwarves/thunderwheel.png" "units/dwarves/thunderwheel.png" {SOUND_LIST:DWARF_HIT} }
[resistance]
blade=100
pierce=100
impact=120
fire=100
cold=100
arcane=90
[/resistance]
[attack]
name=slam
description={TSTR_ATTACK_NAME_SLAM}
icon=attacks/blank-attack.png
type=impact
range=melee
damage=20
number=1
[specials]
{WEAPON_SPECIAL_CHARGE}
[/specials]
[/attack]
[attack_anim]
[filter_attack]
name=slam
[/filter_attack]
[if]
hits=no
[frame]
begin=-50
end=150
sound={SOUND_LIST:MISS}
[/frame]
[/if]
[else]
hits=yes
[frame]
begin=-50
end=150
sound=fist.ogg
[/frame]
[/else]
[/attack_anim]
[/unit_type]
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