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17_Jotha.cfg
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17_Jotha.cfg
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#textdomain wesnoth-Dawn_of_Thunder
[scenario]
id=17_Jotha
next_scenario=18_Illuvèn
name= _ "Jotha"
map_data="{~add-ons/dawn_of_thunder/maps/17_Jotha.map}"
victory_when_enemies_defeated=yes
{TURNS 37 32 27 }
{DEFAULT_SCHEDULE}
{SCENARIO_MUSIC vengeful.ogg}
{EXTRA_SCENARIO_MUSIC legends_of_the_north.ogg}
{EXTRA_SCENARIO_MUSIC lunar_cage.ogg}
{EXTRA_SCENARIO_MUSIC breaking_the_chains.ogg}
{EXTRA_SCENARIO_MUSIC wanderer.ogg}
{STARTING_VILLAGES 2 6}
{STARTING_VILLAGES 3 4}
{STARTING_VILLAGES 4 5}
[story]
[part]
story= _ "They rested only a few hours. Fiannon could nearly hear the clock ticking and Pelagius was pressing them to continue as soon as possible. When they finally arrived at Jotha, the vultures were already circling above it."
background=story/map3.png
[/part]
[/story]
{BIGMAP_JOTHA}
[side]
side=1
controller=human
team_name=1
user_team_name= _ "Aethen's representants"
type=Elvish Thunderer
id=Fiannon
name= _ "Fiannon"
profile=portraits/Fiannon.png
canrecruit=yes
unrenamable=yes
recruit=""
extra_recruit=Elvish Fighter,Elvish Archer,Elvish Shaman,Elvish Scout
{GOLD 270 210 150}
{INCOME 2 0 -2}
{FLAG_VARIANT sylvan}
[/side]
[side]
side=2
controller=ai
team_name=1
user_team_name= _ "Mermen"
type=Merman Warrior King
id=mermenking
# wmllint: local spelling Kaspius
name= _ "Kai Kaspius"
canrecruit=yes
[modifications]
{TRAIT_STRONG}
{TRAIT_RESILIENT}
[/modifications]
recruit="Merman Warrior, Mermaid Priestess, Merman Netcaster, Mermaid Enchantress, Merman Spearman, Merman Brawler, Merman Citizen"
{GOLD 250 225 200}
{INCOME 3 6 9}
{FLAG_VARIANT knalgan}
[unit]
id=mermaid
type=Mermaid Diviner
# wmllint: local spelling Eruadne
name= _ "Queen Eruadne"
side=2
canrecruit=yes
[modifications]
{TRAIT_RESILIENT}
{TRAIT_INTELLIGENT}
[/modifications]
x,y=32,5
[/unit]
[ai]
grouping=defensive
aggression={ON_DIFFICULTY 0.3 0.2 0.1} # (less than the default of 0.4}
caution={ON_DIFFICULTY 0.7 0.6 0.5} # (more than the default of 0.25)
[goal]
name=protect_unit
[criteria]
id=mermenking
[/criteria]
protect_radius={ON_DIFFICULTY 9 8 7}
value={ON_DIFFICULTY 12 11 10}
[/goal]
[goal]
name=protect_unit
[criteria]
id=mermaid
[/criteria]
protect_radius={ON_DIFFICULTY 8 7 6}
value={ON_DIFFICULTY 9 8 7}
[/goal]
[goal]
name=protect_unit
[criteria]
side=1
id=mermen
canrecruit=yes
[/criteria]
protect_radius={ON_DIFFICULTY 9 8 7}
value={ON_DIFFICULTY 6 5 4}
[/goal]
[goal]
name=protect_location
[criteria]
x,y=32,9
[/criteria]
protect_radius=3
value={ON_DIFFICULTY 4 3 2}
[/goal]
[avoid]
x=13-15
y=2-4
[or]
x=15-17
y=23-25
[/or]
[/avoid]
[/ai]
[/side]
[side]
side=3
controller=ai
team_name=2
user_team_name= _ "Orcs"
type=Orcish Sovereign
id=orc
name= _ "Worthag"
canrecruit=yes
recruit="Orcish Warrior,Goblin Knight,Goblin Pillager,Orcish Crossbowman,Orcish Assassin,Troll,Troll Rocklobber,Orcish Warlord,Sea Orc"
{GOLD 350 425 500}
{INCOME 5 10 15}
{FLAG_VARIANT6 ragged}
[ai]
recruitment_more="Sea Orc"
[/ai]
[/side]
{LIMIT_CONTEMPORANEOUS_RECRUITS 3 ("Orcish Warlord") 2}
[side]
side=4
controller=ai
team_name=2
user_team_name= _ "Nagas"
type=Naga Myrmidon
id=naga
name= _ "Ragziss"
canrecruit=yes
recruit="Naga Warrior, Naga Marksman, Naga Warden, Naga Ophidian, Naga Ringcaster, Naga Shield Guard"
{GOLD 250 300 350}
{INCOME 5 10 15}
{FLAG_VARIANT6 ragged}
{LOYAL_UNIT 4 (Naga Sentinel) 19 2}
{GUARDIAN}
[/side]
[side]
side=5
controller=ai
team_name=2
user_team_name= _ "???"
no_leader=yes
{GOLD 150 200 250}
{INCOME 0 0 0}
{FLAG_VARIANT6 ragged}
[/side]
[side]
side=6
controller=ai
team_name=3
user_team_name= _ "Crabs"
no_leader=yes
{GOLD 0 0 0}
{INCOME 0 0 0}
{FLAG_VARIANT6 ragged}
[/side]
[event]
name=prestart
id=setup
[recall]
id=Naia
[/recall]
[recall]
id=Smilvolf
[/recall]
[if]
[have_unit]
id=Smilvolf
[/have_unit]
[then]
[modify_unit]
[filter]
id=Smilvolf
# Only do this if he is on-map and hasn't advanced yet:
x,y=51,12
type=Northguard Braveheart
[/filter]
[object]
id=s17_Smilvolf_HP
duration=scenario
silent=yes
[effect]
appy_to=hitpoints
increase={ON_DIFFICULTY 4 2 1}
heal_full=yes
increase_total={ON_DIFFICULTY 4 2 1}
[/effect]
[/object]
[/modify_unit]
[/then]
[else]
[recall]
role=Advisor
x,y=53,10
[/recall]
[/else]
[/if]
[recall]
id=Thindromli
[/recall]
[recall]
id=mermen
[/recall]
[recall]
id=Alasar
[/recall]
[recall]
id=Limwen
[/recall]
#ifdef EASY
[terrain]
x,y=53,10
terrain=Ke
[/terrain]
#endif
[set_variable]
name=turtles_found
value=no
[/set_variable]
[set_variable]
name=troll_triggered
value=no
[/set_variable]
[set_variable]
name=armor_taken
value=no
[/set_variable]
[set_variable]
name=winning_conditions
value="0"
[/set_variable]
{PLACE_IMAGE "scenery/nest-empty.png" 46 2 }
[terrain]
x,y=46,2
layer=overlay
terrain="^Kov"
[/terrain]
{PLACE_IMAGE "units/trolls/whelp-defend-2.png~RC(magenta>green)" 47 26 }
{PLACE_IMAGE items/cage.png 47 26 }
{PLACE_IMAGE items/armour-merman.png 32 6 }
{LOYAL_UNIT 2 (Merman Hoplite) 27 6 }
{GUARDIAN}
{LOYAL_UNIT 2 (Merman Hoplite) 36 5 }
{GUARDIAN}
{LOYAL_UNIT 2 (Merman Hoplite) 37 12 }
{GUARDIAN}
{LOYAL_UNIT 2 (Merman Hoplite) 26 10 }
{GUARDIAN}
{LOYAL_UNIT 2 (Merman Hoplite) 31 14 }
{GUARDIAN}
{LOYAL_UNIT 2 (Merman Hoplite) 33 14 }
{GUARDIAN}
{LOYAL_UNIT 2 (Merman Hoplite) 32 3 }
{GUARDIAN}
{LOYAL_UNIT 2 (Merman Hoplite) 38 9 }
{GUARDIAN}
[micro_ai]
side=2
ai_type=goto
action=add
[filter]
id=mermaid
[/filter]
[filter_location]
[filter]
id=mermaid
[/filter]
[/filter_location]
[/micro_ai]
[micro_ai]
side=4
ai_type=goto
action=add
[filter]
id=naga
[/filter]
[filter_location]
[filter]
id=naga
[/filter]
[/filter_location]
[/micro_ai]
[object]
[filter]
id=mermenking
[/filter]
name= _ "Storm Trident"
image=items/storm-trident.png
duration=forever
description= _ "This trident allows a merman to shoot electric bolts at his enemies!"
silent=yes
[effect]
apply_to=new_attack
name="storm trident"
description= _ "storm trident"
icon=attacks/lightning.png
type=fire
range=ranged
[specials]
{WEAPON_SPECIAL_MAGICAL}
[/specials]
damage=14
number=3
[/effect]
{LIGHTNING_ANIMATION "storm trident" 1}
{LIGHTNING_ANIMATION "storm trident" 2}
{LIGHTNING_ANIMATION "storm trident" 3}
[/object]
[store_locations]
#ifdef EASY
terrain=Ds, Dd^Esd, Dd^Ftd
#else
terrain=D*^*, Hd, D*
#endif
[not]
terrain=*^V*
[or]
x,y=32,9
radius=5
[/or]
[/not]
variable=sandy_places
[/store_locations]
{FOREACH sandy_places i}
[set_variable]
name=spawnlevel
rand=0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,2,3
[/set_variable]
[if]
{VARIABLE_CONDITIONAL spawnlevel equals 1}
[then]
[unit]
type="Crab"
x,y=$sandy_places[$i].x|,$sandy_places[$i].y|
side=6
[/unit]
{GUARDIAN}
[/then]
[/if]
[if]
{VARIABLE_CONDITIONAL spawnlevel equals 2}
[then]
[unit]
type="Overgrown Crab"
x,y=$sandy_places[$i].x|,$sandy_places[$i].y|
side=6
[/unit]
{GUARDIAN}
[/then]
[/if]
[if]
{VARIABLE_CONDITIONAL spawnlevel equals 3}
[then]
[unit]
type="Giant Crab"
x,y=$sandy_places[$i].x|,$sandy_places[$i].y|
side=6
canrecruit=yes
extra_recruit=Dust Devil,Crab Man
[/unit]
{GUARDIAN}
[/then]
[/if]
{NEXT i}
[if]
[have_unit]
side=6
type="Giant Crab"
canrecruit=yes
[/have_unit]
[then]
[terrain]
x=46,47,47,46,45
y= 1, 2, 3, 3, 3
layer=overlay
terrain="^Cov"
[/terrain]
[gold]
side=6
amount={ON_DIFFICULTY 84 92 100}
[/gold]
[modify_side]
side=6
{INCOME 1 2 3}
[/modify_side]
[/then]
[/if]
{CLEAR_VARIABLE spawnlevel}
{CLEAR_VARIABLE sandy_places}
{BLACK_SCREEN}
{LOCK_VIEW}
{HIDE_UNIT}
[/event]
[event]
name=start
id=arrival_at_Jotha
[delay]
time=750
[/delay]
# Trailing space is needed at the end to prevent the cutoff that
# happens with italicized GUI2 text
[interim_text]
text= _ "<i>17. Jotha </i>"
[/interim_text]
[clear_print]
[/clear_print]
[scroll_to]
x,y=32,9
[/scroll_to]
[scroll_to_unit]
id=mermenking
[/scroll_to_unit]
{RESET_SCREEN}
{UNLOCK_VIEW}
{UNHIDE_UNIT}
[message]
speaker=mermenking
message= _ "Soldiers of Jotha!
The day will come where the dark will triumph over the light!
The day will come where the last merman warrior falls inside of this city's walls!
And the day will come where..."
[/message]
[scroll_to_unit]
id=mermen
[/scroll_to_unit]
[message]
speaker=mermen
message= _ "Kai, Oh Kai! I brought reinforcements! Jotha is not doomed yet!"
[/message]
[scroll_to_unit]
id=mermenking
[/scroll_to_unit]
[message]
speaker=mermenking
message= _ "Pelagius my friend! Greetings friends! I don't know who you are, but your mere presence is great news already. We might have a chance at defending Jotha. We'll talk later, now we fight!"
[/message]
[scroll_to_unit]
id=Fiannon
[/scroll_to_unit]
[objectives]
side=1
[objective]
description= _ "Defeat all enemy leaders"
condition=win
[/objective]
[objective]
description= _ "Death of Fiannon"
condition=lose
[/objective]
[objective]
description= _ "Death of Naia"
condition=lose
[/objective]
[objective]
description= _ "Death of Thindromli"
condition=lose
[/objective]
[objective]
description= _ "Death of Smilvolf"
condition=lose
[/objective]
[objective]
description= _ "Death of Pelagius"
condition=lose
[/objective]
[objective]
description= _ "Death of Kai Kaspius or Queen Eruadne"
condition=lose
[/objective]
[gold_carryover]
bonus=yes
carryover_percentage=40
[/gold_carryover]
[/objectives]
[/event]
[event]
name=turn 2
id=let_Pelagius_recruit_citizens
[message]
speaker=mermenking
message= _ "Pelagius! The people Jotha want to help in its defense. I trust you with their command."
[/message]
[message]
speaker=mermenking
message= _ "Also, I would advise you to pay attention on the beach. It is inhabited by monstrous crabs that are hard to see on the beach. They will attack you if you come too close."
[/message]
[message]
speaker=mermen
message= _ "I feel honored, my liege!"
[/message]
[scroll_to_unit]
id=mermen
highlight=yes
[/scroll_to_unit]
{UNMAKE_HERO mermen}
{MODIFY_UNIT id=mermen canrecruit yes}
{MODIFY_UNIT id=mermen extra_recruit ("Merman Citizen")}
[redraw][/redraw]
#ifdef EASY
[message]
speaker=mermenking
message= _ "Feel free to use the city to recruit!"
[/message]
[scroll_to]
x,y=40,10
[/scroll_to]
[terrain]
x,y=40,10
terrain=Kme
[/terrain]
[redraw][/redraw]
[message]
speaker=mermen
message= _ "Ah, of course! Thank you, my liege!"
[/message]
#endif
[/event]
[event]
name=side 3 turn 5
id=troll_timed_release
[if]
[have_unit]
[filter]
id=orc
[/filter]
[/have_unit]
[and]
[variable]
name=troll_triggered
equals=no
[/variable]
[/and]
[then]
[move_unit]
id=orc
to_x=47
to_y=25
[/move_unit]
[message]
speaker=orc
message= _ "Release the Troll!"
[/message]
[fire_event]
name=troll_freed
[/fire_event]
[move_unit]
id=orc
to_x=47
to_y=24
[/move_unit]
#ifdef EASY
[modify_unit]
[filter]
id=orc
[/filter]
attacks_left=0
moves=0
[status]
slowed=yes
[/status]
[/modify_unit]
#endif
[/then]
[/if]
[/event]
[event]
name=moveto
id=troll_moveto_release
[filter]
side=1
[filter_location]
x,y=47,26
radius=1
[/filter_location]
[/filter]
[if]
[and]
[variable]
name=troll_triggered
equals=no
[/variable]
[/and]
[then]
[message]
speaker=$unit.id
message= _ "I wonder what might happen if I release the troll..."
[/message]
[fire_event]
name=troll_freed
[/fire_event]
[message]
speaker=$unit.id
message= _ "I don't know what I expected..."
[/message]
[/then]
[/if]
[/event]
[event]
name=troll_freed
id=release_the_troll
{REMOVE_IMAGE 47 26}
[terrain]
x,y=47,26
terrain=Hh
[/terrain]
{REDRAW}
[unit]
id=troll
type=Giant Troll
x,y=47,26
side=3
overlays="misc/midboss-icon.png"
[/unit]
[store_unit]
[filter]
id=troll
[/filter]
variable=trollish_guy
[/store_unit]
[message]
speaker=troll
message= _ "<big><b>$trollish_guy.name HUNGRY! $trollish_guy.name SMASH! $trollish_guy.name EAT!</b></big>"
[/message]
{CLEAR_VARIABLE trollish_guy}
[set_variable]
name=troll_triggered
value=yes
[/set_variable]
[/event]
[event]
name=moveto
id=pickup_armor
first_time_only=no
[filter]
side=1
x,y=32,6
[/filter]
[message]
speaker=narrator
image="portraits/MermanArmor.png"
message= _ "Do you want this unit to pick up the armor?"
[option]
message= _ "Yes"
[command]
[object]
id=merman_armor
name= _ "Merman Armor"
image="portraits/MermanArmor.png"
duration=forever
description= _ "This armor was forged in an underwater volcano, thousands of years ago. It grants its bearer previously unknown durability."
# FIXME: this makes no sense. If it is "Merman Armor" then a merman (like Pelagius) should be "humanoid enough" to wear it:
cannot_use_message= _ "It seems you are not humanoid enough to use this armor"
[filter]
x,y=$x1,$y1
[and]
race=human
[or]
race=dwarf
[/or]
[or]
race=elf
[/or]
[or]
race=elf2
[/or]
[or]
race=fairy
[/or]
[or]
race=human-northguard
[/or]
[/and]
[not]
id=Smilvolf
[/not]
[/filter]
[then]
[remove_item]
x,y=$x1,$y1
[/remove_item]
[message]
speaker=narrator
image="portraits/MermanArmor.png"
message= _ "As you put on the armor, you feel revived and refreshed. The armor weights next to nothing and doesn't hinder you in any way."
[/message]
[/then]
[effect]
apply_to=new_ability
[abilities]
{ABILITY_REGENERATES}
{ABILITY_STEADFAST}
[/abilities]
[/effect]
[effect]
apply_to=hitpoints
increase_total=6
increase=6
[/effect]
[effect]
apply_to=resistance
[resistance]
arcane=-10
fire=-10
cold=-10
blade=-20
pierce=-20
impact=-20
[/resistance]
[/effect]
[/object]
[set_variable]
name=armor_taken
value=yes
[/set_variable]
[/command]
[/option]
[option]
message= _ "No"
[command]
[allow_undo]
[/allow_undo]
[/command]
[/option]
[/message]
[/event]
[event]
name=side 5 turn 7
id=Mal_Lirak_arrives
[move_unit_fake]
type=Dark Sorcerer
to_x=36,35,35,33,33,29,28,25,20,19,16,16
to_y=28,28,26,25,23,21,21,20,22,22,23,24
[/move_unit_fake]
[unit]
x,y=16,24
type=Dark Sorcerer
profile="portraits/humans/dark-adept.png"
name="Mal Lirak"
side=5
id=Lirak
experience=73
canrecruit=yes
extra_recruit="Wraith, Spectre, Shadow, Ghost"
[/unit]
[redraw][/redraw]
[message]
speaker=Lirak
message= _ "Orcs! Nagas! You are taking too long for the Master's taste, so I brought some ghostly support.
Naia, long time not seen! I see you are still with that elf, I heard you have been pestering M'Brin. Well, I have learned a lot since the last time we met."
[/message]
[message]
speaker=Alasar
message= _ "Not that guy again..."
[/message]
[message]
speaker=Fiannon
message= _ "We can't let him escape again! This time, we should surround him at least from three sides to be able to capture him."
[/message]
[modify_side]
side=5
user_team_name=_ "Mal Lirak"
{GOLD 200 250 300}
{INCOME 5 10 15}
[/modify_side]
[objectives]
side=1
[objective]
description= _ "Defeat all enemy leaders AND"
condition=win
[/objective]
[objective]
description= _ "Capture Mal Lirak"
condition=win
[/objective]
[objective]
description= _ "Death of Fiannon"
condition=lose
[/objective]
[objective]
description= _ "Death of Naia"
condition=lose
[/objective]
[objective]
description= _ "Death of Thindromli"
condition=lose
[/objective]
[objective]
description= _ "Death of Smilvolf"
condition=lose
[/objective]
[objective]
description= _ "Death of Pelagius"
condition=lose
[/objective]
[objective]
description= _ "Death of Kai Kaspius or Queen Eruadne"
condition=lose
[/objective]
[gold_carryover]
bonus=yes
carryover_percentage=40
[/gold_carryover]
[note]
description= _ "Mal Lirak can be captured by surrounding him from at least 3 sides."
[/note]
[/objectives]
[/event]
[event]
name=side 2 turn 11
id=hint_about_armor
[if]
[variable]
name=armor_taken
equals=no
[/variable]
[then]
[message]
speaker=mermaid
message= _ "Heroes, we have been guarding an armor in Jotha for centuries. It is humanoid, so we can't use it, but you should!"
[/message]
[/then]
[/if]
[/event]
[event]
name=side 2 turn 10
id=hint_about_turtles
[if]
[variable]
name=turtles_found
equals=no
[/variable]
[then]
[message]
speaker=mermaid
message= _ "Pelagius, maybe you should ask the turtles for help. Their lagoon is also endangered."
[/message]
[message]
speaker=mermen
message= _ "Good idea, milady!"
[/message]
{HIGHLIGHT_IMAGE 46 2 "items/gohere.png" "scenery/nest-empty.png"}
[/then]
[/if]
[/event]
[event]
name=moveto
id=meet_turtles
first_time_only=no
[filter]
x,y=46,2
side=1
[and]
[variable]
name=turtles_found
equals=no
[/variable]
[/and]
[/filter]
[if]
[variable]
name=unit.id
equals=mermen
[/variable]
[then]
[remove_item]
image="items/gohere.png"
x,y=46,2
[/remove_item]
[message]
speaker=mermen
message= _ "Turtles, I know you are here!
Show yourselves!"
[/message]
#wmllint: recognize turtle
{NAMED_LOYAL_UNIT 1 (Giant Sea Turtle) 47 2 (turtle)("Gargantua")}
[message]
speaker=turtle
message= _ "What do you want, merman?"
[/message]
[message]
speaker=mermen
message= _ "Oh time-honored Sea Turtle. We have always been friends, we've hunted between the corals together since I was young. We need your help against the invaders. Their forces are strong, and they plan on destroying everything inside of this bay, even your lagoon and the very coral reefs that support your life."
[/message]
[message]
speaker=turtle
message= _ "Very well, I have lived here since over 400 years. I will not have anyone take it from me. Children!"
[/message]
{LOYAL_UNIT 1 (Baby Sea Turtle) 47 1}
{LOYAL_UNIT 1 (Sea Turtle) 46 1}
{REDRAW}
[set_variable]
name=turtles_found
value=yes
[/set_variable]
[/then]
[else]
[message]
speaker=mermenking
message= _ "Pelagius, you know the turtles better than $unit.name|, maybe you should talk to them."
[/message]
[move_unit]
to_x=46
to_y=3
id=$unit.id
[/move_unit]
[/else]
[/if]
[/event]
[event]
name=moveto
id=encircle_Mal_Lirak
first_time_only=no
[filter]
side=1
[filter_adjacent]
id=Lirak
[filter_adjacent]
side=1
count=3
[/filter_adjacent]
[/filter_adjacent]
[/filter]
[message]
speaker=$unit.id
message= _ "We've got you encircled! You have nowhere to go!"
[/message]
[message]
speaker=Fiannon
message= _ "This time you won't escape us! We've got a lot of questions to ask to you!"
[/message]
[message]
speaker=Naia
message= _ "How did you get so powerful? You barely passed your midterms when you were still in the academy!"
[/message]
[message]
speaker=Lirak
message= _ "You know, Naia... Sometimes you just have to change your teacher. You are not the only one who has learned a lot.
Farewell, and good luck in your endeavor of saving Wesmere! You will soon understand what is really going on, and then we will see ourselves again!"
[/message]
[object]
[filter]
id=Lirak
[/filter]
[effect]
apply_to=new_animation
[animation]
apply_to=pre_teleport
{TELEPORT_OUT_ANIMATION}
[/animation]
[/effect]
[/object]
[animate_unit]