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04_Descending_into_Darkness.cfg
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04_Descending_into_Darkness.cfg
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#textdomain wesnoth-utbs
[scenario]
id=04_Descending_into_Darkness
name= _ "Descending into Darkness"
next_scenario=05_A_Subterranean_Struggle
{UTBS_MAP 04_Descending_into_Darkness.map}
victory_when_enemies_defeated=no
{TWO_SUNS_DEFAULT_SCHEDULE}
{TURNS 50 47 44}
{INTRO_AND_SCENARIO_MUSIC "northerners.ogg" "suspense.ogg"}
{EXTRA_SCENARIO_MUSIC "vengeful.ogg"}
{EXTRA_SCENARIO_MUSIC "frantic.ogg"}
{STORY_DESCENDING_INTO_DARKNESS}
[side]
side=1
id=Kaleh
type=Quenoth Youth
canrecruit=yes
{GOLD 250 215 180}
{INCOME 5 4 3}
controller=human
shroud=yes
fog=no
{FLAG_VARIANT long}
user_team_name= _ "team_name^Quenoth Elves"
[/side]
# Orcish leaders
# The front line leader is a goblin who recruits goblins and orcs,
# more scouts/weaker units than the other orcs.
# He is also more aggressive.
[side]
side=2
id=Panok
name= _ "Panok"
#ifdef HARD
type=Direwolf Rider
#else
type=Goblin Knight
#endif
canrecruit=yes
{INCOME 8 12 16}
{GOLD 80 120 160}
controller=ai
shroud=no
fog=no
team_name=evil
user_team_name=_"Evil"
#ifdef EASY
recruit=Orcish Grunt,Wolf Rider,Goblin Spearman,Orcish Archer
#endif
#ifdef NORMAL
recruit=Orcish Grunt,Wolf Rider,Goblin Impaler,Orcish Archer,Goblin Knight
#endif
#ifdef HARD
recruit=Orcish Warrior,Wolf Rider,Goblin Impaler,Orcish Crossbowman,Goblin Knight
#endif
[ai]
#orc leader guarding front lines is more aggressive
aggression=0.8
caution=0.1
#ifdef EASY
recruitment_pattern=scout,scout,fighter,fighter,archer
#endif
#ifdef NORMAL
recruitment_pattern=scout,scout,fighter,fighter,fighter,archer
#endif
#ifdef HARD
recruitment_pattern=scout,scout,fighter,fighter,archer,fighter
#endif
[/ai]
{FLAG_VARIANT6 ragged}
[/side]
# this orc tribe specialized in ranged combat
[side]
side=3
id=Turg
name= _ "Turg"
#ifdef EASY
type=Orcish Warrior
#else
type=Orcish Warlord
#endif
canrecruit=yes
{INCOME 10 15 20}
{GOLD 100 150 200}
controller=ai
shroud=no
fog=no
team_name=evil
user_team_name=_"Evil"
#ifdef EASY
recruit=Orcish Grunt,Wolf Rider,Orcish Archer,Orcish Assassin,Orcish Crossbowman
#endif
#ifdef NORMAL
recruit=Orcish Grunt,Wolf Rider,Orcish Archer,Orcish Crossbowman,Orcish Slayer,Orcish Warrior
#endif
#ifdef HARD
recruit=Orcish Warrior,Wolf Rider,Orcish Crossbowman,Orcish Slayer
#endif
[ai]
aggression=0.5
recruitment_pattern=scout,fighter,archer,fighter,archer,mixed fighter
#ifdef EASY
recruitment_pattern=scout,fighter,archer,fighter,fighter,mixed fighter
#endif
[/ai]
{FLAG_VARIANT6 ragged}
[/side]
# this orc tribe specialized in melee combat
[side]
side=4
id="Ug'lok"
name= _ "Ug’lok"
#ifdef EASY
type=Orcish Warrior
#else
type=Orcish Warlord
#endif
canrecruit=yes
{INCOME 10 15 20}
{GOLD 100 150 200}
controller=ai
shroud=no
fog=no
team_name=evil
user_team_name=_"Evil"
#ifdef EASY
recruit=Orcish Grunt,Wolf Rider,Orcish Archer,Orcish Assassin,Orcish Warrior
#endif
#ifdef NORMAL
recruit=Orcish Warrior,Wolf Rider,Orcish Archer,Orcish Slayer,Orcish Crossbowman
#endif
#ifdef HARD
recruit=Orcish Warrior,Wolf Rider,Orcish Crossbowman,Orcish Slayer
#endif
[ai]
aggression=0.5
recruitment_pattern=scout,fighter,archer,fighter,archer,mixed fighter
[/ai]
{FLAG_VARIANT6 ragged}
[/side]
# assassin's side
[side]
side=5
no_leader=yes
controller=ai
shroud=no
fog=no
team_name=evil
user_team_name=_"Evil"
[ai]
aggression=1.0
caution=0.0
[goal]
name=target
[criteria]
id=Kaleh
[/criteria]
value=1000
[/goal]
[/ai]
[/side]
# Prestart functions:
# set scenario objectives
# increase cost of recruiting units
# recall main heroes
# initialize starting variables
# added extra NW bridge in EASY
# randomly close one of the two exit tunnels at north of map
# if EASY open up NW cave entrance bottleneck
# give side 3 (green) control of cave villages
# place features on map
# increase speed of goblin knight Panok
[event]
name=prestart
[objectives]
summary= _ "Objectives:"
[objective]
description= _ "Kaleh must reach the exit tunnel at the north edge of the map"
condition=win
[/objective]
[objective]
description= _ "Death of Kaleh"
condition=lose
[/objective]
[objective]
description= _ "Death of Nym"
condition=lose
[/objective]
[objective]
description= _ "Death of Zhul"
condition=lose
[/objective]
{TURNS_RUN_OUT}
[gold_carryover]
bonus=yes
carryover_percentage=40
[/gold_carryover]
[/objectives]
#recall heroes
[recall]
id=Nym
[/recall]
[recall]
id=Zhul
[/recall]
[recall]
id=Elyssa
[/recall]
#initialize variables
{VARIABLE naga_ambush no}
#close one of the two northern tunnels
{RANDOM 1..10}
[if]
[variable]
name=random
less_than_equal_to=5
[/variable]
[then]
#Western tunnel
#to cavewall: 10,4
[terrain]
x=10
y=4
terrain=Xu
[/terrain]
[/then]
[else]
#Eastern tunnel
#to cavewall: 25,4 25,6 26,6 also 26,5 24,4 and 25,3 24,2
#to shallow water 25,5
[terrain]
x=24,25,25,26,26,25,24
y=4,4,6,5,6,3,2
terrain=Xu
[/terrain]
[terrain]
x=25
y=5
terrain=Wwg
[/terrain]
[/else]
[/if]
#on EASY difficulty, weaken orcs by deleting 2 towns
#ifdef EASY
[terrain]
x= 4,23
y=19,11
terrain=Uu
[/terrain]
#endif
# green (side 4) should control southern 4 cave villages at start
# 2,15 4,19 6,17 9,16
[capture_village]
side=3
x= 2, 4, 6, 9
y=15,19,17,16
[/capture_village]
#side 1 (player) controls two villages at start
[capture_village]
side=1
x=33,39
y=39,38
[/capture_village]
{PLACE_IMAGE items/orcish-flag.png 36 33}
{PLACE_IMAGE items/orcish-flag2.png 30 33}
{PLACE_IMAGE items/orcish-flag.png 30 37}
{PLACE_IMAGE items/orcish-flag3.png 31 16}
{PLACE_IMAGE items/orcish-flag2.png 33 16}
{PLACE_IMAGE items/orcish-flag.png 10 25}
{PLACE_IMAGE items/orcish-flag.png 11 24}
{PLACE_IMAGE scenery/signpost.png 7 1}
# cold dagger
{PLACE_IMAGE items/cold-sword.png 12 17}
#increase max moves by 1 (game engine will increase current moves to match)
[object]
id=FastGoblinKnight
silent=yes
[effect]
apply_to=movement
increase=1
[/effect]
[filter]
id=Panok
[/filter]
[/object]
# show the area outside the cave if the player found the map last scenario
[if]
[variable]
name=sneak_up
boolean_equals=yes
[/variable]
[then]
[remove_shroud]
[not]
time_of_day_id=underground
[/not]
radius=1
side=1
[/remove_shroud]
[/then]
[/if]
{CLEAR_VARIABLE random}
[/event]
# starting dialogue
[event]
name=start
[message]
speaker=Nym
message= _ "Those mountains are huge! I never thought they would be so big. And what’s that white stuff on the tops of the peaks?"
[/message]
[message]
speaker=Zhul
message= _ "I wish Garak were here, he’d know more about these lands than I do. I’ve never been up here, but I heard stories from the few who have made the journey and returned. That white stuff is called snow, Nym, and the mountains are very cold. These smaller hills aren’t as hard to cross, but they are filled with orcs and goblins. It may look peaceful now, but they hide in the many caves and tunnels beneath the surface."
[/message]
[if]
[variable]
name=sneak_up
boolean_equals=yes
[/variable]
[then]
[message]
speaker=Nym
message= _ "Speaking of these lands, we may not have Garak to guide us, but all the terrain in this area perfectly matches the map we got from the orcs last night! It shows an orcish camp just up ahead! I wonder if we could sneak around without alerting them."
[/message]
[/then]
[/if]
[message]
speaker=Kaleh
message= _ "I had another vision last night, Eloh told me that we had to continue north, but instead of trying to go over the mountains, she said that we had to go underneath them."
[/message]
[message]
speaker=Nym
message= _ "Underneath them? But how?"
[/message]
[message]
speaker=Zhul
message= _ "Orcs and goblins have been living here for hundreds of years and their network of tunnels and caves is more extensive than you might think. Who knows how far they go underground? We are ill-prepared for trekking over those frozen peaks. As much as I dislike those pitch-black caves, if we want to cross these mountains we may have no choice."
[/message]
[message]
speaker=Elyssa
message= _ "Other creatures besides orcs dig tunnels in the earth. Long ago dwarves mined mountains such as these, and huge trolls like to hide in the deep dark places under the earth. If your god is as omniscient as you seem to think, Kaleh, I wouldn’t be surprised if there were a way to cross under these mountains. I fear no darkness, and you won’t be lacking a source of fire or light."
[/message]
[message]
speaker=Nym
message= _ "Well if we are going to go under these mountains, we’re certainly going to have our hands full fighting all those orcs and goblins."
[/message]
[message]
speaker=Zhul
message= _ "Indeed. I want to warn you again, Kaleh, this isn’t the desert. The orcs love fighting in hills and caves, and we won’t have the advantages of fighting on the open sands. And with our recent losses we don’t have the numerical advantage we are used to. So we’d best be extra careful. Still if we can clear a path in the hills ahead of us, we should be able to escort our people into the tunnels. And hopefully underground it will be easier to protect them than out in the open."
[/message]
[message]
speaker=Kaleh
message= _ "Strike hard and fast and also be careful—right, this is going to be fun."
[/message]
[/event]
# underground area should always have "underground" time,
[time_area]
x= 0-2, 3, 4, 5, 6, 7, 8, 9, 10, 11,12-13,14-15,16-17,18-21,22-25,26-31, 32, 33,34-38,39-41
y=0-41,0-37,0-34,0-32,0-31,0-29,0-28,0-26,0-23,0-22, 0-21, 0-20, 0-19, 0-18, 0-17, 0-15,0-14,0-15, 0-14, 0-15
{UNDERGROUND}
[/time_area]
# Event 1: goblins appear in nearby foothills
# ambushes player at start of player’s turn after player invades hills
[event]
name=moveto
[filter]
x=30-40,23-31
y=28-35,30-40
side=1
[/filter]
[event]
name=side 1 turn
#If Easy: 5 goblins
{NAMED_GENERIC_UNIT 2 (Goblin Spearman) 28 37 (Goblin Coward) ( _ "Goblin Coward")}
[+unit]
profile="portraits/goblins/spearman-2.webp"
facing=se
[/unit]
{NAMED_GENERIC_UNIT 2 (Goblin Spearman) 29 33 (Goblin Scout) ( _ "Goblin Scout")}
[+unit]
facing=se
[/unit]
{NAMED_GENERIC_UNIT 2 (Goblin Spearman) 38 31 () ( _ "Goblin Scout")}
[+unit]
facing=se
[/unit]
{NAMED_GENERIC_UNIT 2 (Goblin Spearman) 37 34 () ( _ "Goblin Scout")}
[+unit]
facing=se
[/unit]
{NAMED_GENERIC_UNIT 2 (Goblin Spearman) 25 39 () ( _ "Goblin Scout")}
[+unit]
facing=ne
[/unit]
#ifndef EASY
#If Medium: +3 goblins (8)
{NAMED_GENERIC_UNIT 2 (Goblin Spearman) 26 35 () ( _ "Goblin Scout")}
[+unit]
facing=se
[/unit]
{NAMED_GENERIC_UNIT 2 (Goblin Spearman) 33 32 () ( _ "Goblin Scout")}
[+unit]
facing=se
[/unit]
{NAMED_GENERIC_UNIT 2 (Goblin Spearman) 27 32 () ( _ "Goblin Scout")}
[+unit]
facing=se
[/unit]
#If Hard: +3 goblins (11)
#ifdef HARD
{NAMED_GENERIC_UNIT 2 (Goblin Spearman) 29 36 () ( _ "Goblin Scout")}
[+unit]
facing=se
[/unit]
{NAMED_GENERIC_UNIT 2 (Goblin Spearman) 33 34 () ( _ "Goblin Scout")}
[+unit]
facing=se
[/unit]
{NAMED_GENERIC_UNIT 2 (Goblin Spearman) 31 31 () ( _ "Goblin Scout")}
[+unit]
facing=se
[/unit]
#endif
#endif
[message]
speaker=Goblin Scout
message= _ "Attack!"
[/message]
[message]
speaker=Goblin Coward
message= _ "Run away!"
[/message]
[message]
speaker=Zhul
message= _ "Goblins are so predictable."
[/message]
[if]
[variable]
name=sneak_up
boolean_equals=yes
[/variable]
[then]
[message]
speaker=Nym
message= _ "Merely a few steps in and all these goblins already know we’re here! I guess it’s not that easy to sneak around in someone else’s home territory."
[/message]
[/then]
[/if]
[/event]
[/event]
# Event 2: naga appear around western guardpost
# when player approches western guardpost have a few goblins jump out of
# the eastern hills, and a naga or three appear in the lake
# Easy:
# 1 orcish assassin 23,33
# 3 naga fighters: 20,34 19,33 20,35
# 2 goblins spearmen: 23,32 24,32 24,33
# Medium: 1 orcish slayer, 2 goblin impalers, 1 naga warrior, 2 naga fighters
# Hard: 1 orcish slayer, 2 goblin impalers, 3 naga warriors
[event]
name=naga_attack
#1 orcish assassin/slayer summons/leads any goblins
#ifdef EASY
{NAMED_GENERIC_UNIT 2 (Orcish Assassin) 20 31 (Orac) ( _ "Orac")}
#else
{NAMED_GENERIC_UNIT 2 (Orcish Slayer) 20 31 (Orac) ( _ "Orac")}
#endif
#2 nagas appear at edge of lake
#ifdef EASY
{NAMED_GENERIC_UNIT 2 (Naga Fighter) 17 34 (Scylla) ( _ "Scylla")}
#else
{NAMED_GENERIC_UNIT 2 (Naga Warrior) 17 34 (Scylla) ( _ "Scylla")}
#endif
#hack to make Scylla female
[+unit]
gender=female
[/unit]
#ifdef HARD
# po: name of an enemy unit in water, not a geographic feature
{NAMED_GENERIC_UNIT 2 (Naga Warrior) 16 34 () ( _ "Lake Naga")
# po: name of an enemy unit in water, not a geographic feature
FEMALE_NAME=_"female^Lake Naga"}
{NAMED_GENERIC_UNIT 2 (Naga Warrior) 16 35 () ( _ "Lake Naga") FEMALE_NAME=_"female^Lake Naga"}
#else
{NAMED_GENERIC_UNIT 2 (Naga Fighter) 16 34 () ( _ "Lake Naga") FEMALE_NAME=_"female^Lake Naga"}
{NAMED_GENERIC_UNIT 2 (Naga Fighter) 16 35 () ( _ "Lake Naga") FEMALE_NAME=_"female^Lake Naga"}
#endif
{VARIABLE naga_ambush yes}
[/event]
[event]
name=moveto
[filter]
x=17-24
y=29-36
side=1
[/filter]
[filter_condition]
[variable]
name=naga_ambush
boolean_equals=no
[/variable]
[/filter_condition]
[fire_event]
name=naga_attack
[/fire_event]
#ifdef EASY
{NAMED_GENERIC_UNIT 2 (Goblin Spearman) 21 30 () ( _ "Goblin Scout")}
{NAMED_GENERIC_UNIT 2 (Goblin Spearman) 17 31 () ( _ "Goblin Scout")}
#else
{NAMED_GENERIC_UNIT 2 (Goblin Impaler) 21 30 () ( _ "Goblin Scout")}
{NAMED_GENERIC_UNIT 2 (Goblin Impaler) 17 31 () ( _ "Goblin Scout")}
#endif
[message]
speaker=Orac
message= _ "Come forth, creatures of the lake! Fulfill the oaths you have made and help us drive these hated creatures from our lands."
[/message]
[message]
speaker=Scylla
message= _ "Yesss, we remember the oath... Sssslay them all!" # wmllint: no spellcheck
# leaving this here because it might have been a reference to the alien? It really isn't clear.
# message= _ "Sssslay them all! In the name of the Ssscaled One!" # wmllint: no spellcheck
[/message]
[/event]
#Event 3: The Goblin and The Ring (and maybe the Naga)
# When the elves see Panok moving they notice how fast he is
[event]
name=moveto
[filter]
id=Panok
[filter_vision]
side=1
[/filter_vision]
[/filter]
[message]
speaker=Panok
message= _ "These elves are stronger than we thought. Send for more reinforcements!"
[/message]
[message]
speaker=Kaleh
message= _ "How can he move that fast? He is faster than any goblin rider I have ever seen. It’s almost unnatural."
[/message]
[/event]
# When Panok dies player gets ring and naga ambush is triggered if it
# hasn't been already
[event]
name=last breath
[filter]
id=Panok
[/filter]
[message]
speaker=Panok
message= _ "Gaaghh!!" # wmllint: no spellcheck
[/message]
[kill]
id=Panok
animate=yes
[/kill]
{PLACE_IMAGE items/ring-silver.png $x1 $y1}
{CHECK_SPEAKER}
[message]
speaker=$speaking_unit.id
message= _ "Wait a minute. He was wearing a silver ring on one of his fingers. I think the ring might be magical. Maybe that’s why he was moving so fast."
[/message]
{CLEAR_VARIABLE speaking_unit}
# Commented out, since Kaleh has 6 MP now
#ifdef __UNUSED__
[message]
speaker=Nym
message= _ "I think, Kaleh, that you should take the ring."
[/message]
[message]
speaker=Kaleh
message= _ "Why me?"
[/message]
[message]
speaker=Nym
message= _ "Because you tend to move slowly and if we’re going into the caves you’ll need all the speed you can get. And besides, we can’t afford to lose you; you never know when being able to run a bit faster might be the difference between life and death."
[/message]
#endif
# Get Ring event
[event]
name=moveto
id=take_ring
delayed_variable_substitution=no
first_time_only=no
[filter]
x=$x1
y=$y1
side=1
[not]
type=Dust Devil
[/not]
[/filter]
[message]
speaker=unit
message= _ "Should I take this ring?"
[option]
label= _ "Yes, I’ll take it."
[command]
[object]
id=SpeedyRing
name= _ "Ring of Speed"
image=items/ring-gold.png
description= _ "This ring will increase your maximum speed by 1."
[filter]
x=$x1
y=$y1
side=1
[/filter]
[effect]
apply_to=movement
increase=1
[/effect]
[/object]
[remove_item]
x=$x1
y=$y1
[/remove_item]
[remove_event]
id=take_ring
[/remove_event]
[/command]
[/option]
[option]
label= _ "No, I think someone else should wear it."
[command]
[allow_undo]
[/allow_undo]
[/command]
[/option]
[/message]
[/event]
#when Panok dies, if player hasn't triggered naga ambush, then units attack
#ifndef EASY
[if]
[variable]
name=naga_ambush
boolean_equals=no
[/variable]
[then]
[fire_event]
name=naga_attack
[/fire_event]
[message]
speaker=Orac
message= _ "The elves have killed Panok the goblin! The other goblins may flee to the caves, but we will not give up these hills without a fight. Come forth, creatures of the lake! Fulfill the oaths you have made and help us drive these hated creatures from our lands."
[/message]
[message]
speaker=Scylla
message= _ "Yesss, we remember the oath... Sssslay them all!" # wmllint: no spellcheck
[/message]
[/then]
[/if]
#endif
[/event]
# Event 4: elvish unit afraid when entering underground tunnels
[event]
name=moveto
[filter]
[filter_location]
time_of_day_id=underground
[/filter_location]
side=1
race=quenoth,elf
[not]
# Exclude Kaleh lest he potentially talks to himself if he is the first to enter the cave
id=Kaleh
[/not]
[/filter]
[allow_undo]
[/allow_undo]
[message]
speaker=$unit.id
message= _ "Ugh! These tunnels are pitch black! It’s as bad as fighting in a moonless night, and it stinks of orc filth. I can hardly think of a place I would less like to go into."
[/message]
[message]
speaker=Kaleh
message= _ "We have no choice. We cannot cross over these mountains, so we must go beneath them. If the orcs skulk in their tunnels and block our way, we must enter their dark places and fight them, no matter what the conditions."
[/message]
[message]
speaker=Zhul
# TODO: Could give more tips here
message= _ "Remember, Kaleh, it’s nasty fighting underground. We will be at a disadvantage against orcs and other things that prefer the darkness."
[/message]
[message]
speaker=Elyssa
message= _ "Also, any time you find a particularly tough orc blocking a passage, my fireballs can blast him quick enough."
[/message]
[/event]
# Event 5: Goblin guards a chest in NE corner of map
[event]
name=moveto
[filter]
x=31-37
y=6-9
side=1
[/filter]
{NAMED_NOTRAIT_UNIT 4 (Goblin Impaler) 35 7 (Greebo) ( _ "Greebo")}
{PLACE_IMAGE items/chest-plain-closed.png 35 6}
[message]
speaker=Greebo
# wmllint: local spelling shinies orcses
message= _ "Greebo keeps shinies safe from nasty orcses. And ’specially stinking elves."
[/message]
[/event]
# Chest contains gold for player
[event]
name=moveto
[filter]
x=35
y=6
side=1
[/filter]
{PLACE_IMAGE items/chest-plain-open.png 35 6}
[sound]
name=gold.ogg
[/sound]
{CHECK_EXPLORER}
[message]
speaker=$explorer.id
message= _ "Looks like he’s been squirreling away his stolen loot in this cave. Not that he had much. Must be hard times."
[/message]
{CLEAR_VARIABLE explorer}
[gold]
amount={ON_DIFFICULTY 80 60 40}
side=1
[/gold]
[/event]
#Event 6: Cold dagger
[event]
name=moveto
id=find_dagger
first_time_only=no
[filter]
x=12
y=17
side=1
[not]
type=Dust Devil
[/not]
[/filter]
[message]
speaker=unit
message= _ "How odd. Someone has carved a crude fountain out of the stone at the end of the passage. The freezing water pours out into a large pool. At the bottom of the pool I can see a skeleton still gripping a sword. The blade seems to glow faintly blue. The pool isn’t very deep, I could easily wade in and pick it up. But someone else has carved a crude message in the wall. <i>“If you dare to take this blade here, your greatest fear will surely appear.”</i> It looks like a nice sword, but do I dare chance it?"
[option]
label= _ "I fear no creature, I will take the blade!"
[command]
[message]
speaker=unit
message= _ "The blade is chill to the touch and gives off a cold glow. I wonder how it came to be here."
[/message]
[object]
[filter]
x=12
y=17
side=1
[/filter]
id=ColdBlade
name= _ "Cold Blade"
image=items/cold-sword.png
description= _ "The unit who wields this blade will deal cold damage with its melee attack."
[effect]
apply_to=attack
range=melee
set_type=cold
[/effect]
[/object]
[remove_item]
x=12
y=17
[/remove_item]
{NAMED_NOTRAIT_UNIT 3 (Dawarf) 18 14 (Purple Abomination) ( _ "Purple Abomination")}
[message]
speaker=Purple Abomination
message= _ "I am an abomination, please kill me."
[/message]
[message]
speaker=unit
message= _ "I’ve seen some ugly creatures in my day, but that thing is just wrong."
[/message]
[message]
speaker=Purple Abomination
message= _ "The voices say I have no choice, I must attack!"
[/message]
[remove_event]
id=find_dagger
[/remove_event]
[/command]
[/option]
[option]
label= _ "I don’t like the sound of this. I’m out of here."
[/option]
[/message]
[/event]
#Event 7: End of the River
[event]
name=moveto
# Dust devil is supposed to be mute. This isn't like the other cases,
# where Nym could plausibly speak the line, so we just don't trigger the event.
[filter]
x=3
y=10
side=1
[not]
formula=flying
[/not]
[/filter]
[allow_undo]
[/allow_undo]
[message]
speaker=$unit.id
message= _ "This is the end of the line. The water is too deep for me to continue any further. I’m freezing cold, wet, and I can’t see a thing. I’m not exactly sure what I’m doing up here. Some strange influence made me want to come up here, but I don’t know what made me think it could be of any good."
[/message]
[/event]
# Event 8: Enter the Assassin/Cloaked Figure (same guy, two names)
# When Kaleh enters one of the caves, the cloaked figure pops up next turn
# and attacks in a dramatic manner
[event]
name=moveto
[filter]
id=Kaleh
[filter_location]
time_of_day_id=underground
[/filter_location]
[/filter]
[event]
# Find the location of Kaleh and then find an adjacent
# hex the cloaked figure can pop up in. (any hex that is not impassable)
name=new turn
[store_locations]
[filter]
id=Kaleh
[/filter]
variable=dark_assassin_location