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09_Blood_is_Thicker_Than_Water.cfg
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09_Blood_is_Thicker_Than_Water.cfg
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#textdomain wesnoth-utbs
[scenario]
id=09_Blood_is_Thicker_Than_Water
name= _ "Blood is Thicker than Water"
next_scenario=10_Speaking_with_the_Fishes
{UTBS_MAP 09_Blood_is_Thicker_Than_Water.map}
victory_when_enemies_defeated=no
snapshot=no
{TURNS 58 54 50}
[music]
name=loyalists.ogg
[/music]
{STORY_BLOOD_IS_THICKER_THAN_WATER}
{TWO_SUNS_DEFAULT_SCHEDULE}
# side 1: elves
[side]
side=1
id=Kaleh
type=Quenoth Youth
canrecruit=yes
gold=200
{INCOME 2 0 0}
controller=human
shroud=yes
fog=no
{FLAG_VARIANT long}
user_team_name= _ "team_name^Quenoth Elves"
[/side]
# Side 2: Darius, leader of Human forces (blue)
[side]
side=2
type=Human Commander
id=Darius
name= _ "Darius"
canrecruit=yes
[modifications]
{TRAIT_STRONG}
{TRAIT_RESILIENT}
[/modifications]
{GOLD 100 125 150}
{INCOME 7 9 11}
controller=ai
shroud=no
fog=no
team_name=human_ally
user_team_name=_"Human Allies"
{FLAG_VARIANT undead}
#ifdef EASY
recruit=Spearman, Pikeman, Swordsman, Javelineer, Cavalryman, Bowman, Longbowman, Heavy Infantryman
#endif
#ifdef NORMAL
recruit=Pikeman, Swordsman, Javelineer, Dragoon, Bowman, Longbowman, Heavy Infantryman, Shock Trooper
#endif
#ifdef HARD
recruit=Pikeman, Swordsman, Javelineer, Dragoon, Longbowman, Shock Trooper
#endif
[ai]
recruitment_pattern=scout, fighter, archer
aggression=0.75
caution=0.1
passive_leader=yes
[/ai]
[/side]
# Side=3 traitorous elves (green)
[side]
side=3
no_leader=yes
gold=0
income=0
controller=ai
shroud=no
fog=no
team_name=human_ally
user_team_name=_"Human Allies"
recruit=Quenoth Fighter,Tauroch Rider,Quenoth Scout,Quenoth Warrior,Quenoth Flanker,Tauroch Vanguard,Quenoth Archer,Quenoth Horseman
[ai]
recruitment_pattern=fighter, archer, fighter, mixed fighter, scout
aggression=0.75
caution=0.25
passive_leader=yes
[/ai]
{FLAG_VARIANT long}
[/side]
# Side=4 Iron Council (yellow)
[side]
side=4
no_leader=yes
gold=0
income=0
controller=ai
shroud=no
fog=no
team_name=human_ally
user_team_name=_"Iron Council"
{FLAG_VARIANT undead}
#ifdef EASY
recruit=Pikeman, Swordsman, Javelineer, Longbowman, Heavy Infantryman, Necromancer, Skeleton, Skeleton Archer, Bone Shooter
#endif
#ifdef NORMAL
recruit=Pikeman, Swordsman, Javelineer, Dragoon, Longbowman, Shock Trooper, Necromancer, Revenant, Bone Shooter
#endif
#ifdef HARD
recruit=Pikeman, Swordsman, Javelineer, Dragoon, Longbowman, Shock Trooper, Necromancer, Revenant, Bone Shooter
#endif
[ai]
#ifdef EASY
recruitment_pattern=fighter, archer, mixed fighter
#else
recruitment_pattern=scout, fighter, archer, mixed fighter
#endif
aggression=0.8
caution=0.1
passive_leader=yes
[/ai]
[/side]
# Side=5 Zelgant Human Lieutenant
[side]
side=5
type=Shock Trooper
id=Zelgant
name= _ "Zelgant"
canrecruit=yes
[modifications]
{TRAIT_STRONG}
[/modifications]
{GOLD 75 100 125}
{INCOME 5 6 7}
controller=ai
shroud=no
fog=no
team_name=human_ally
user_team_name=_"Human Allies"
{FLAG_VARIANT undead}
#ifdef EASY
recruit=Spearman, Pikeman, Swordsman, Javelineer, Cavalryman, Bowman, Longbowman, Heavy Infantryman
#endif
#ifdef NORMAL
recruit=Spearman, Pikeman, Swordsman, Javelineer, Cavalryman, Dragoon, Bowman, Longbowman, Shock Trooper
#endif
#ifdef HARD
recruit=Spearman, Pikeman, Swordsman, Javelineer, Cavalryman, Dragoon, Bowman, Longbowman, Shock Trooper
#endif
[ai]
recruitment_pattern=scout, fighter, archer
aggression=0.6
caution=0.25
passive_leader=yes
[/ai]
[/side]
# Side=6 Alastra Human Lieutenant
[side]
side=6
type=Javelineer
id=Alastra
name= _ "Alastra"
canrecruit=yes
[modifications]
{TRAIT_RESILIENT}
{TRAIT_INTELLIGENT}
[/modifications]
{GOLD 75 100 125}
{INCOME 5 6 7}
controller=ai
shroud=no
fog=no
team_name=human_ally
user_team_name=_"Human Allies"
{FLAG_VARIANT undead}
#ifdef EASY
recruit=Spearman, Pikeman, Swordsman, Javelineer, Cavalryman, Bowman, Longbowman, Heavy Infantryman
#endif
#ifdef NORMAL
recruit=Spearman, Pikeman, Swordsman, Javelineer, Cavalryman, Dragoon, Bowman, Longbowman, Shock Trooper
#endif
#ifdef HARD
recruit=Spearman, Pikeman, Swordsman, Javelineer, Cavalryman, Dragoon, Bowman, Longbowman, Shock Trooper
#endif
[ai]
#ifdef EASY
recruitment_pattern=scout, fighter, archer
#endif
#ifdef NORMAL
recruitment_pattern=scout, fighter, archer
#endif
#ifdef HARD
recruitment_pattern=scout, fighter, archer
#endif
aggression=0.6
caution=0.25
passive_leader=yes
[/ai]
[/side]
# Side=7 Crab Man's side
[side]
side=7
no_leader=yes
gold=0
income=0
controller=ai
shroud=no
fog=no
[/side]
# Side=8 Eloh’s side
[side]
side=8
no_leader=yes
gold=0
income=0
controller=ai
shroud=no
fog=no
team_name=human_ally
user_team_name=_"Human Allies"
[/side]
# Prestart functions:
# increase cost of all units by 1
# insert items onto map
# increase cost of recruiting units
# place item images on map
# recall main heroes
# initialize starting variables
# remove shroud surrounding starting position
# set starting scenario objectives
# capture elves' starting villages
[event]
name=prestart
{INCREASE_RECRUIT_COSTS 1}
# add items to map
# merfolk trapped in cages
{PLACE_IMAGE "units/merfolk/warrior.png~RC(magenta>red)" 25 36}
{PLACE_IMAGE items/cage.png 25 36}
{PLACE_IMAGE "units/merfolk/warrior.png~RC(magenta>red)" 34 31}
{PLACE_IMAGE items/cage.png 34 31}
{PLACE_IMAGE "units/merfolk/spearman.png~RC(magenta>red)" 18 32}
{PLACE_IMAGE items/cage.png 18 32}
{PLACE_IMAGE "units/merfolk/priestess.png~RC(magenta>red)" 31 25}
{PLACE_IMAGE items/cage.png 31 25}
{PLACE_IMAGE "units/merfolk/enchantress.png~RC(magenta>red)" 27 19}
{PLACE_IMAGE items/cage.png 27 19}
# human ships
{PLACE_IMAGE "units/transport/galleon.png~RC(magenta>purple)" 12 10}
{PLACE_IMAGE "units/transport/galleon.png~RC(magenta>purple)" 9 12}
{PLACE_IMAGE "units/transport/galleon.png~RC(magenta>purple)" 15 14}
{PLACE_IMAGE "units/transport/galleon.png~RC(magenta>purple)" 10 15}
# recall heroes
[recall]
id=Nym
[/recall]
[recall]
id=Zhul
[/recall]
# recall dwarf/troll
[recall]
id=$ally_name
[/recall]
# wmllint: recognize Grog
# wmllint: recognize Nog
# wmllint: recognize Rogrimir
# wmllint: recognize Jarl
[recall]
id=Esanoo
x,y=46,42
[/recall]
[recall]
id=Kromph
[/recall]
#initialize starting variables
[set_variable]
name=number_merfolk_caged
value=5
[/set_variable]
[set_variable]
name=number_merfolk_deaths
value=0
[/set_variable]
#remove shroud surrounding starting position
[remove_shroud]
x=37-55
y=41-51
side=1
[/remove_shroud]
# set starting scenario objectives
[objectives]
summary= _ "Starting Objectives:"
[objective]
description= _ "Rescue at least two merfolk by turn 16"
condition=win
[/objective]
[objective]
description= _ "Three merfolk must survive"
condition=win
[/objective]
[objective]
description= _ "Death of Kaleh"
condition=lose
[/objective]
[objective]
description= _ "Death of Nym"
condition=lose
[/objective]
[objective]
description= _ "Death of Zhul"
condition=lose
[/objective]
[gold_carryover]
bonus=yes
carryover_percentage=40
[/gold_carryover]
[/objectives]
#create starting elves
[unit]
type=Quenoth Fighter
id=Ulothanir
name= _ "Ulothanir"
x=47
y=48
side=1
[modifications]
{TRAIT_QUICK}
{TRAIT_STRONG}
[/modifications]
[/unit]
[unit]
type=Quenoth Scout
id=Elonea
name= _ "Elonea"
x=44
y=48
side=1
[modifications]
{TRAIT_DEXTROUS}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
# capture elves' starting villages
[capture_village]
x=42-49
y=45-47
side=1
[/capture_village]
[/event]
# Event 1: Starting dialogue & humans jump out of forest and attack Esanoo
[event]
name=start
[message]
speaker=Kaleh
message= _ "Now that we’re down off the hills, you can’t even see all that water, it’s hidden by the trees. I never thought I would see so many trees in one place."
[/message]
[message]
speaker=Zhul
message= _ "Compared to the desert it seems almost like a paradise. All this growth and vegetation, I can feel it pulsing with life."
[/message]
[message]
speaker=Nym
message= _ "And yet these trees seem different, the forest seems darker, somehow. I prefer to stay out in the open where I can see my enemies coming."
[/message]
{MESSAGE_DEPEND_ON_ALLY
(
[message]
speaker=Grog
message= _ "Trees look big and strong, like trolls. Dark, too. Grog tired of walking under hot sun."
[/message]
)
(
[message]
speaker=Nog
message= _ "Trees look big and strong, like trolls. Dark, too. Nog tired of walking under hot sun."
[/message]
)
(
[message]
speaker=Rogrimir
message= _ "It looks nice and dark under the trees, less exposed to that blazing sun. I’m exhausted after walking across all that harsh sand."
[/message]
)
(
[message]
speaker=Jarl
message= _ "It looks nice and dark under the trees, less exposed to that blazing sun. I’m exhausted after walking across all that harsh sand."
[/message]
)}
[message]
speaker=Esanoo
message= _ "This is where the human encampments lie, to the northwest. They have settled a chain of islands along the coast of the water. If you break through these trees you will soon see them. I think that’s where they are holding the rest of my group."
[/message]
[message]
speaker=Esanoo
message= _ "My master wanted to make sure that if one of us was captured, we couldn’t betray her location. So she didn’t tell us where she was, but she taught us a simple spell to divine her hiding place. But it requires three merfolk to cast. So in order to find her, we must rescue at least two of my people. Though I hope we can save all of them."
[/message]
[message]
speaker=Zhul
message= _ "And you said that there are only five others in your group left?"
[/message]
[message]
speaker=Esanoo
message= _ "We originally numbered much more, but we were ambushed by a band of naga on the way here. Half of our force held off the naga while the rest of us fled. By the time we got to these shores, only six of us were left. But for the grace of the Sea God I managed to hide when the rest of my group was ambushed and captured. I doubt that they have been broken yet, but I do not know how long they can last. Remember, without three of us, you will not be able to find my master."
[/message]
[message]
speaker=Nym
message= _ "Wait, did you hear that?"
[/message]
[message]
speaker=Kaleh
message= _ "Someone’s coming. Quick, hide!"
[/message]
[message]
speaker=Esanoo
message= _ "What? Huh?"
[/message]
[scroll_to]
x=46
y=39
[/scroll_to]
{NAMED_UNIT 2 "Spearman" 45 42 (scout1) ( _ "Human Scout") (animate=yes)}
{NAMED_UNIT 2 "Javelineer" 47 42 (scout2) ( _ "Human Scout") (animate=yes)}
[redraw]
[/redraw]
[message]
id=scout1
message= _ "Hey, what do we have here?"
[/message]
[message]
speaker=Esanoo
message= _ "Uh... Uh..."
[/message]
[message]
id=scout2
message= _ "It’s another one of those fish creatures. It must have come back to try to rescue its friends."
[/message]
[message]
id=scout1
message= _ "Ha, stupid creature. But we’re in luck, the council was looking for the last of these spies."
[/message]
[message]
id=scout2
message= _ "We’d better get him back to the base. They’re going to sacrifice them all in some big holy ceremony at dawn just two days from now."
[/message]
[message]
id=scout1
message= _ "Yeah, we’ll be heroes!"
[/message]
[message]
speaker=Kaleh
message= _ "Not if we gut you first. Attack!"
[/message]
[message]
id=scout1
message= _ "The Dark Lady protect us, they’re elves!"
[/message]
[message]
id=scout2
message= _ "There’s tons of them! Flee, we must warn the others!"
[/message]
[move_unit]
id=scout1
to_x=44
to_y=38
[/move_unit]
[move_unit]
id=scout2
to_x=46
to_y=38
[/move_unit]
[kill]
id=scout1,scout2
animate=no
[/kill]
[message]
speaker=Nym
message= _ "Well, so much for the element of surprise."
[/message]
[message]
speaker=Esanoo
message= _ "Thank you. I’m sorry, I don’t know what came over me. They just jumped out of nowhere."
[/message]
[message]
speaker=Nym
message= _ "It’s fine, you’re not used to being on dry ground, and you’ve been through a lot. Even if the humans know we’re coming, we can still take them. Just be careful and stay in the back until we reach the water again."
[/message]
[message]
speaker=Esanoo
message= _ "I sure will look forward to that. I’m afraid my scales have all dried out again. It itches something terrible."
[/message]
[message]
speaker=Kaleh
message= _ "Well if we’re going to save those merfolk, then we don’t have any time to lose. The humans said they would be sacrificed in just two days. We’d better set up camp here and push on north west as soon as possible. I just hope we can make it in time."
[/message]
[terrain]
x,y=45, 46
terrain=Ke
[/terrain]
[terrain]
x=44, 45, 46, 44, 45, 46
y=45, 45, 45, 46, 47, 46
terrain=Ce
[/terrain]
#add human scouts to jungle
#western peninsula
{NAMED_GENERIC_UNIT 6 (Swordsman) 28 43 () ( _ "Human Scout")}
#central peninsula
{NAMED_GENERIC_UNIT 2 (Javelineer) 34 40 () ( _ "Human Scout")}
{NAMED_GENERIC_UNIT 2 (Bowman) 26 38 () ( _ "Human Scout")}
#ifndef EASY
{NAMED_GENERIC_UNIT 2 (Spearman) 32 37 () ( _ "Human Scout")}
#endif
#north eastern peninsula
{NAMED_GENERIC_UNIT 5 (Cavalryman) 42 34 () ( _ "Human Scout")}
#ifndef EASY
{NAMED_GENERIC_UNIT 5 (Heavy Infantryman) 42 37 () ( _ "Human Scout")}
#endif
{NAMED_GENERIC_UNIT 5 (Spearman) 46 36 () ( _ "Human Scout")}
#add a few human soldiers to islands
#two southern islands with caged merfolk
#{NAMED_GENERIC_UNIT 6 (Spearman) 25 34 () ( _ "Human Soldier")}
{NAMED_GENERIC_UNIT 5 (Bowman) 34 30 () ( _ "Human Soldier")}
#western island with base
{NAMED_GENERIC_UNIT 6 (Heavy Infantryman) 20 33 () ( _ "Human Soldier")}
#north eastern island with base
{NAMED_GENERIC_UNIT 5 (Pikeman) 33 26 () ( _ "Human Soldier")}
#central island
{NAMED_GENERIC_UNIT 2 (Cavalryman) 23 30 () ( _ "Human Soldier")}
#capture villages
[capture_village]
x,y=16-44, 22-45
side=2
[/capture_village]
[capture_village]
x=30, 35, 16
y=45, 42, 35
side=6
[/capture_village]
[capture_village]
x=44, 42, 32
y=37, 34, 31
side=5
[/capture_village]
[/event]
# (event 3): check if all merfolk have been freed
# if number_merfolk_caged = 0
# have humans retreat, go to eloh event
# I need to put this before events 2 (rescuing of merfolk) because this
# is actually a macro that gets called by events 2
#define CHECK_IF_FREED_ALL_MERFOLK
[set_variable]
name=number_merfolk_caged
sub=1
[/set_variable]
[fire_event]
name=merfolk_all_freed
[/fire_event]
#enddef
[event]
name=merfolk_all_freed
[filter_condition]
[variable]
name=number_merfolk_caged
numerical_equals=0
[/variable]
[/filter_condition]
[if]
[have_unit]
id=Esanoo
[/have_unit]
[then]
[message]
speaker=Esanoo
message= _ "Wonderful! We have rescued all of my band from the humans. I cannot thank you enough."
[/message]
[message]
race=merman
[not]
id=Esanoo
[/not]
message= _ "Indeed, we owe you a great debt. You have done well Esanoo, better than I could have hoped."
[/message]
[/then]
[else]
[message]
speaker=Nym
message= _ "Esanoo said there were five merfolk left in his band. I think we have rescued them all!"
[/message]
[message]
race=merman
message= _ "Indeed, I think you have now freed all of us. We owe you a great debt. We are sorry that Esanoo has fallen, but we will honor him and tell everyone the story of his great deeds. Glad are we that he found you and brought you to us. Even the smallest fish can change the course of the sea."
[/message]
[/else]
[/if]
# have humans retreat
[if]
[have_unit]
id=Darius
[/have_unit]
[then]
[remove_shroud]
x=20-24
y=21-25
side=1
[/remove_shroud]
[message]
speaker=Darius
message= _ "Curse them! The elves have freed the merfolk. We will be have our vengeance. Keep fighting, and execute plan C!"
[/message]
[fire_event]
name=retreat_darius_alive
[/fire_event]
[/then]
[else]
[fire_event]
name=retreat_darius_dead
[/fire_event]
[/else]
[/if]
[fire_event]
name=eloh_appears
[/fire_event]
[/event]
# Event 2: Freeing Merfolk
# locations of first 4 merfolk
# x=25, 34, 18, 31
# y=36, 31, 32, 25
# 1 Merman Warrior Urruga (1st NW island) - quick
# 2 Merman Warrior Nuvassa (1st NE island) - strong
# 3 Merman Spearman Yantili (2nd NW sandy island) - resilient
# 4 Mermaid Priestess Il-tian (2nd NE grass island) - quick
# 5 Mermaid Enchantress is in NE cave 9 - intelliegt
[event]
name=first_rescue_response_male
[if]
[have_unit]
id=Esanoo
[/have_unit]
[then]
[message]
speaker=Esanoo
message= _ "I have returned with the elves we sought. They have agreed to help me rescue the rest of our group from the foul humans."
[/message]
[message]
speaker=unit
message= _ "Indeed you have done well, far better than I could have hoped. We shall talk more later, but for now we have to free the rest of our brethren."
[/message]
[/then]
[else]
[message]
speaker=Kaleh
message= _ "Greetings. Esanoo told us that you were looking for us, and he bravely led us here. Though he has fallen in combat, we have come to rescue the rest of your kind."
[/message]
[message]
speaker=unit
message= _ "Yes, I recognize your face, young elf. We will remember Esanoo’s sacrifice. But for now we must rescue the rest of my brethren before they too are slain by the foul humans."
[/message]
[message]
speaker=Nym
message= _ "How could he recognize your face? We’ve never seen him before."
[/message]
[message]
speaker=Kaleh
message= _ "We’ll ask later, for now we’ve got to keep fighting."
[/message]
[/else]
[/if]
[/event]
[event]
name=first_rescue_response_female
[if]
[have_unit]
id=Esanoo
[/have_unit]
[then]
[message]
speaker=Esanoo
message= _ "I have returned with the elves we sought. They have agreed to help me rescue the rest of our group from the foul humans."
[/message]
[message]
speaker=unit
# wmllint: local spelling female_speaker
message= _ "female_speaker^Indeed you have done well, far better than I could have hoped. We shall talk more later, but for now we have to free the rest of our brethren."
[/message]
[/then]
[else]
[message]
speaker=Kaleh
# wmllint: local spelling female_addressed
message= _ "female_addressed^Greetings. Esanoo told us that you were looking for us, and he bravely led us here. Though he has fallen in combat, we have come to rescue the rest of your kind."
[/message]
[message]
speaker=unit
message= _ "female_speaker^Yes, I recognize your face, young elf. We will remember Esanoo’s sacrifice. But for now we must rescue the rest of my brethren before they too are slain by the foul humans."
[/message]
[message]
speaker=Nym
message= _ "How could she recognize your face? We’ve never seen her before."
[/message]
[message]
speaker=Kaleh
message= _ "We’ll ask later, for now we’ve got to keep fighting."
[/message]
[/else]
[/if]
[/event]
# Merman Warrior Urruga (1st NW island)
[event]
name=moveto
id=rescue_urruga
[filter]
x,y=25, 36
side=1
[/filter]
[remove_item]
x,y=25, 36
[/remove_item]
[unit]
type=Merman Warrior
id=Urruga
name= _ "Urruga"
side=1
x=25
y=36
unrenamable=yes
[modifications]
{TRAIT_LOYAL}
{TRAIT_QUICK}
[/modifications]
{IS_LOYAL}
[/unit]
[if]
[variable]
name=number_merfolk_caged
numerical_equals=5
[/variable]
[then]
[message]
speaker=Urruga
message= _ "Free at last! Thanks be to the Sea God. But wait a minute, you’re elves?!"
[/message]
[fire_event]
name=first_rescue_response_male
[primary_unit]
id=Urruga
[/primary_unit]
[/fire_event]
[/then]
[else]
[message]
speaker=Urruga
message= _ "Thank you for rescuing me. We’ll show those humans the true fury of the merfolk!"
[/message]
[/else]
[/if]
{CHECK_IF_FREED_ALL_MERFOLK}
[/event]
# Merman Warrior Nuvassa (1st NE island)
[event]
name=moveto
id=rescue_nuvassa
[filter]
x,y=34, 31
side=1
[/filter]
[remove_item]
x,y=34, 31
[/remove_item]
[unit]
type=Merman Warrior
id=Nuvassa
name= _ "Nuvassa"
side=1
x=34
y=31
unrenamable=yes
[modifications]
{TRAIT_LOYAL}
{TRAIT_RESILIENT}
[/modifications]
{IS_LOYAL}
[/unit]
[if]
[variable]
name=number_merfolk_caged
numerical_equals=5
[/variable]
[then]
[fire_event]
name=first_rescue_response_male
[primary_unit]
id=Nuvassa
[/primary_unit]
[/fire_event]
[/then]
[else]
[message]
speaker=Nuvassa
message= _ "Thank you for rescuing me. You elves are very skilled at fighting on the dry land. I envy you."
[/message]
[message]
speaker=$unit.id
race=elf
message= _ "As I envy your kind’s prowess when fighting in the water."
[/message]
[/else]
[/if]
{CHECK_IF_FREED_ALL_MERFOLK}
[/event]
# Merman Spearman Yantili (2nd NW sandy island)
[event]
name=moveto
id=rescue_yantili
[filter]
x,y=18, 32
side=1
[/filter]
[remove_item]
x,y=18, 32
[/remove_item]
[unit]
type=Merman Spearman
id=Yantili
name= _ "Yantili"
side=1
x=18
y=32
unrenamable=yes
[modifications]
{TRAIT_LOYAL}
{TRAIT_RESILIENT}
[/modifications]
{IS_LOYAL}
[/unit]
[if]
[variable]
name=number_merfolk_caged
numerical_equals=5
[/variable]
[then]
[fire_event]
name=first_rescue_response_male
[primary_unit]
id=Yantili
[/primary_unit]
[/fire_event]
[/then]
[else]
[message]
speaker=Yantili
message= _ "Thank you for rescuing me. I never imagined that we would actually be able to find you elves. Our master was right after all. But more of that later..."
[/message]
[/else]
[/if]
{CHECK_IF_FREED_ALL_MERFOLK}
[/event]
# Mermaid Priestess Il-tian (2nd NE grass island)
[event]
name=moveto
id=rescue_iltian
[filter]
x,y=31, 25
side=1
[/filter]
[remove_item]
x,y=31, 25
[/remove_item]
[unit]
type=Mermaid Priestess
id=Il-tian
name= _ "Il-tian"
side=1
x=31
y=25
unrenamable=yes
[modifications]
{TRAIT_LOYAL}
{TRAIT_QUICK}
[/modifications]
{IS_LOYAL}
[/unit]
[if]
[variable]
name=number_merfolk_caged
numerical_equals=5
[/variable]
[then]
[fire_event]
name=first_rescue_response_female
[primary_unit]
id=Il-tian
[/primary_unit]
[/fire_event]
[/then]
[else]
[message]
speaker=Il-tian
message= _ "Thank you for rescuing me. May the Sea God’s bounty bless you and protect you. If you have any wounded I can help heal them. The blades of the vile humans are terrible indeed."
[/message]
[/else]
[/if]
{CHECK_IF_FREED_ALL_MERFOLK}
[/event]
# We-jial Mermaid Enchantress, trapped in cave
# when unit enters cave
[event]
name=moveto
[filter]
x=27-32
y=17-20
side=1
[/filter]
[message]