/
11_Battle_for_Zocthanol_Isle.cfg
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11_Battle_for_Zocthanol_Isle.cfg
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#textdomain wesnoth-utbs
[scenario]
id=11_Battle_for_Zocthanol_Isle
name= _ "The Battle for Zocthanol Isle"
next_scenario=12_The_Final_Confrontation
{UTBS_MAP 11_Battle_for_Zocthanol_Isle.map}
{STORY_BATTLE_FOR_ZOCTHANOL_ISLAND}
{SCENARIO_MUSIC "wanderer.ogg"}
{EXTRA_SCENARIO_MUSIC "vengeful.ogg"}
{EXTRA_SCENARIO_MUSIC "heroes_rite.ogg"}
snapshot="no"
victory_when_enemies_defeated=no
{TURNS 44 40 36}
{TWO_SUNS_DEFAULT_SCHEDULE}
#Side 1: elves
[side]
side=1
id=Kaleh
type=Desert Fighter
canrecruit=yes
gold=200
{NO_INCOME}
controller=human
shroud=yes
fog=yes
team_name=elf_ally
user_team_name= _ "team_name^Quenoth Elves"
{FLAG_VARIANT long}
[/side]
#Side 2: Saurians (blue)
[side]
side=2
type=Saurian Oracle
id=Boyicht
name= _ "Boyicht"
canrecruit=yes
[modifications]
{TRAIT_INTELLIGENT}
{TRAIT_RESILIENT}
[/modifications]
# gold and income will be set later - this ensures saurians have no gold until then
gold=0
income=-50
controller=ai
team_name=eloh_ally
user_team_name=_"Eloh Cultists"
{FLAG_VARIANT undead}
#ifdef EASY
recruit=Saurian Skirmisher, Saurian Augur
#endif
#ifdef NORMAL
recruit=Saurian Skirmisher, Saurian Augur, Saurian Ambusher
#endif
#ifdef HARD
recruit=Saurian Skirmisher, Saurian Augur, Saurian Ambusher, Saurian Soothsayer, Saurian Oracle
#endif
[ai]
#ifdef HARD
recruitment_pattern=scout, healer, scout, archer
#else
recruitment_pattern=scout, healer, scout
#endif
aggression=0.75
caution=0.1
passive_leader=yes
[/ai]
[/side]
#Side 3: Undead (green)
[side]
side=3
type=Draug
id=Kelur
name= _ "Kelur"
canrecruit=yes
{GOLD 125 150 150}
{INCOME 15 17 19}
controller=ai
team_name=eloh_ally
user_team_name=_"Eloh Cultists"
{FLAG_VARIANT undead}
#ifdef EASY
recruit=Blood Bat, Ghost, Wraith, Revenant, Deathblade, Bone Shooter, Necrophage, Banebow
#endif
#ifdef NORMAL
recruit=Blood Bat, Ghost, Wraith, Revenant, Deathblade, Bone Shooter, Necrophage, Banebow, Spectre
#endif
#ifdef HARD
recruit=Blood Bat, Ghost, Wraith, Revenant, Deathblade, Bone Shooter, Necrophage, Banebow, Spectre, Draug
#endif
[ai]
recruitment_pattern=scout,fighter,archer,fighter
aggression=0.8
caution=0.1
[/ai]
[/side]
#Side 4: Orcs (yellow)
[side]
side=4
type=Orcish Sovereign
id=Graghht
name= _ "Graghht"
canrecruit=yes
[modifications]
{TRAIT_STRONG}
{TRAIT_RESILIENT}
[/modifications]
{GOLD 125 150 150}
{INCOME 15 17 19}
controller=ai
team_name=eloh_ally
user_team_name=_"Eloh Cultists"
{FLAG_VARIANT undead}
#ifdef EASY
recruit=Orcish Warrior, Orcish Crossbowman, Orcish Slayer, Goblin Knight, Goblin Pillager, Direwolf Rider, Orcish Warlord
#endif
#ifdef NORMAL
recruit=Orcish Warrior, Orcish Crossbowman, Orcish Slayer, Goblin Knight, Goblin Pillager, Direwolf Rider, Orcish Warlord, Orcish Slurbow
#endif
#ifdef HARD
recruit=Orcish Warrior, Orcish Crossbowman, Orcish Slayer, Goblin Knight, Goblin Pillager, Direwolf Rider, Orcish Warlord, Orcish Slurbow
#endif
[ai]
recruitment_pattern=scout, fighter, archer, fighter, mixed fighter
aggression=0.8
caution=0.1
[/ai]
[/side]
#Side 5: Eloh
[side]
side=5
no_leader=yes
gold=0
controller=null
team_name=eloh_ally
user_team_name=_"Eloh Cultists"
{FLAG_VARIANT undead}
[/side]
#Side 6: Vampire bats
[side]
side=6
no_leader=yes
gold=0
controller=ai
team_name=eloh_ally
user_team_name=_"Eloh Cultists"
{FLAG_VARIANT undead}
[/side]
[side]
side=7
no_leader=yes
gold=0
controller=ai
team_name=eloh_ally
user_team_name=_"Eloh Cultists"
{FLAG_VARIANT undead}
#ifdef EASY
recruit=Naga Fighter, Naga Warrior, Naga Guardian, Naga Hunter
#endif
#ifdef NORMAL
recruit=Naga Fighter, Naga Warrior, Naga Guardian, Naga Hunter, Naga Warden
#endif
#ifdef HARD
recruit=Naga Fighter, Naga Warrior, Naga Guardian, Naga Hunter, Naga Warden, Naga Myrmidon
#endif
[ai]
aggression=0.75
caution=0.1
recruitment_pattern=fighter, archer, fighter, fighter
#ifdef EASY
passive_leader=yes
#endif
[/ai]
[/side]
#Side 8: Eastern Naga
[side]
side=8
no_leader=yes
gold=0
controller=ai
team_name=eloh_ally
user_team_name=_"Eloh Cultists"
{FLAG_VARIANT undead}
#ifdef EASY
recruit=Naga Fighter, Naga Warrior, Naga Guardian, Naga Hunter
#endif
#ifdef NORMAL
recruit=Naga Fighter, Naga Warrior, Naga Guardian, Naga Warden, Naga Hunter
#endif
#ifdef HARD
recruit=Naga Fighter, Naga Warrior, Naga Myrmidon, Naga Warden, Naga Guardian, Naga Hunter
#endif
[ai]
aggression=0.75
caution=0.1
recruitment_pattern=fighter, archer, fighter, fighter
#ifdef EASY
passive_leader=yes
#endif
[/ai]
[/side]
# Prestart functions:
# increase cost of all units by 2
# place item images on map
# recall main heroes
# initialize starting variables
# remove shroud surrounding starting position
# set starting scenario objectives
[event]
name=prestart
{INCREASE_RECRUIT_COSTS 2}
# add items to map
# Eloh’s temple
#{PLACE_IMAGE scenery/temple1.png 26 18}
# add elven ship to landing point
{PLACE_IMAGE "units/transport/galleon.png~RC(magenta>red)" 39 44}
# wrecked ship was 13,14
{PLACE_IMAGE scenery/wreck.png 13 9}
# trapped merman in cage
{PLACE_IMAGE "units/merfolk/triton.png~RC(magenta>red)" 10 5}
{PLACE_IMAGE items/cage.png 10 5}
[unit]
type=Merman Triton
id="Trapped Merman"
name= _ "Trapped Merman"
x,y=10,5
side=2
random_traits=no
max_moves=1
ai_special=guardian
[/unit]
# recall heroes
[unit]
{ZHUL}
placement=leader
[/unit]
[unit]
{NYM}
placement=leader
[/unit]
# recall dwarf/troll
[recall]
id=$ally_name
[/recall]
# wmllint: recognize Grog
# wmllint: recognize Nog
# wmllint: recognize Rogrimir
# wmllint: recognize Jarl
#recall merfolk
[recall]
id=Esanoo
x,y=41,43
[/recall]
[recall]
id=Urruga
x,y=41,42
[/recall]
[recall]
id=Nuvassa
x,y=42,41
[/recall]
[recall]
id=Yantili
x,y=43,42
[/recall]
[recall]
id=Il-tian
x,y=43,43
[/recall]
[recall]
id=We-jial
x,y=42,43
[/recall]
#initialize starting variables
{VARIABLE found_door no}
# set starting scenario objectives
[objectives]
summary= _ "Starting Objectives:"
[objective]
description= _ "Kaleh must capture a keep"
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]
note={NO_GOLD_CARRYOVER_NOTE}
[/objectives]
#create starting elves
[unit]
type=Desert Hunter
name= _ "Eagath"
x=37
y=42
side=1
[modifications]
{TRAIT_QUICK}
{TRAIT_STRONG}
[/modifications]
[/unit]
[unit]
type=Desert Archer
name= _ "Alusan"
x=35
y=43
side=1
[modifications]
{TRAIT_DEXTROUS}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
#create starting undead and orc guards
[unit]
type=Revenant
side=3
x,y=25,20
ai_special=guardian
[/unit]
[unit]
type=Orcish Warrior
side=4
x,y=27,20
[modifications]
{TRAIT_LOYAL}
{TRAIT_RESILIENT}
[/modifications]
{IS_LOYAL}
ai_special=guardian
[/unit]
[/event]
# Event 1: Starting dialogue
[event]
name=start
[message]
speaker=Nym
message= _ "Where did this fog come from? I can’t see a thing!"
[/message]
[message]
race=merman
message= _ "Fog and darkness cloud this place, but we can use it to our advantage. The other ships will be safe hidden out in the deep water."
[/message]
[message]
speaker=Kaleh
message= _ "We should find a fort before we land the rest of our people. I do not like the idea of landing everyone without a fort to protect us. Shrouded by the fog, they will be safe for the moment. Once we find a place to rally our people, we can bring the rest of them in and start fighting in earnest."
[/message]
[message]
race=merman
message= _ "I think there were some human ruins in the southwestern part of the island. If you explore the land to the west, then we will swim through the shallows and see what we can find."
[/message]
[message]
speaker=Kaleh
message= _ "That is a good plan. First find a fort, then we can explore the rest of the island."
[/message]
# remove merfolk from map
[store_unit]
[filter]
side=1
race=merman
{EVERYWHERE}
[/filter]
kill=yes
variable=merfolk_units
[/store_unit]
# capture villages for saurians
[capture_village]
x=8-29
y=38-45
side=2
[/capture_village]
[/event]
# Event 2: Jungle Warning
# keep player from entering jungle too early
[event]
name=moveto
id=jungle_warning
[filter]
x=31-36
y=32-37
side=1
[/filter]
[message]
speaker=Zhul
message= _ "Ugh. That jungle seems dark and foreboding. Do you see those eyes? There are things staring at us from the depths of the jungle, but I can’t tell what they are. As much as I love plants and trees, I don’t like the look of it."
[/message]
[message]
speaker=Kaleh
message= _ "Indeed. It seems much more open to the south. The merfolk mentioned that there were human ruins to the southwest. Maybe we should explore there first. I don’t think I want to hack through the jungle until we have more elves at our side."
[/message]
[/event]
# Event 3: Silence and Suspense
[event]
name=moveto
[filter]
x=1-27
y=37-41
side=1
[/filter]
[message]
speaker=Nym
message= _ "I don’t get it. All we see are ruins, bones, some sand and patches of grass. I thought we would be attacked the moment we set foot on this island. Where is everybody?"
[/message]
[message]
speaker=Kaleh
message= _ "That’s what worries me. I keep thinking that something is going to jump out from behind the next rock or stone wall and attack, but everything is silent. Too silent."
[/message]
[/event]
# Event 4: Encountering the Saurians
[event]
name=sighted
[filter]
id=Boyicht
[/filter]
[filter_second]
side=1
[/filter_second]
[message]
speaker=Boyicht
message= _ "You trespass on holy ground, The One says you must die!"
[/message]
[message]
speaker=Nym
message= _ "Faugh! Little one, you are not worth our time. We are the Quenoth Elves! Flee and trouble us no longer or we will squash you like a bug."
[/message]
[message]
speaker=Boyicht
message= _ "No, you are not The One. You no command Boyicht. Attack!"
[/message]
# Saurian ambush
#ifdef EASY
{NAMED_GENERIC_UNIT 2 (Saurian Skirmisher) 17 39 () ( _ "Fanatical Saurian")}
{NAMED_GENERIC_UNIT 2 (Saurian Skirmisher) 16 43 () ( _ "Fanatical Saurian")}
{NAMED_GENERIC_UNIT 2 (Saurian Augur) 20 42 () ( _ "Fanatical Saurian")}
#endif
#ifdef NORMAL
{NAMED_GENERIC_UNIT 2 (Saurian Ambusher) 17 39 () ( _ "Fanatical Saurian")}
{NAMED_GENERIC_UNIT 2 (Saurian Skirmisher) 16 43 () ( _ "Fanatical Saurian")}
{NAMED_GENERIC_UNIT 2 (Saurian Augur) 20 42 () ( _ "Fanatical Saurian")}
#endif
#ifdef HARD
{NAMED_GENERIC_UNIT 2 (Saurian Ambusher) 17 39 () ( _ "Fanatical Saurian")}
{NAMED_GENERIC_UNIT 2 (Saurian Skirmisher) 16 43 () ( _ "Fanatical Saurian")}
{NAMED_GENERIC_UNIT 2 (Saurian Oracle) 20 42 () ( _ "Fanatical Saurian")}
#endif
[modify_side]
side=2
{INCOME 3 4 5}
{GOLD 20 30 40}
[/modify_side]
[/event]
# Death of Boyicht
[event]
name=last breath
[filter]
id=Boyicht
[/filter]
[message]
speaker=Boyicht
message= _ "My death matters not. The One will kill you all. None can resist her."
[/message]
[kill]
id=Boyicht
animate=yes
fire_event=no
[/kill]
[message]
speaker=second_unit
# wmllint: local spelling creeped
message= _ "I say good riddance. He creeped me out."
[/message]
[/event]
# Event 4.5 Naga leaders appear, activate sides 7 + 8
# side 8 naga on eastern side of island are a bit stronger
# than side 7 than those on western side
[event]
name=turn 4
[unit]
type=Naga Myrmidon
name= _ "Naga Leader"
canrecruit=yes
side=7
x,y=3,23
[modifications]
{TRAIT_INTELLIGENT}
{TRAIT_STRONG}
[/modifications]
[/unit]
[modify_side]
side=7
{INCOME 7 9 11}
{GOLD 75 95 115}
[/modify_side]
[unit]
type=Naga Myrmidon
name= _ "Naga Leader"
canrecruit=yes
side=8
x,y=46,28
[modifications]
{TRAIT_INTELLIGENT}
{TRAIT_RESILIENT}
[/modifications]
[/unit]
[modify_side]
side=8
{INCOME 9 11 13}
{GOLD 75 95 115}
[/modify_side]
[/event]
# Event 5: Capture the castle, merfolk and elves return
[event]
name=moveto
[filter]
id=Kaleh
x,y=13,41
[/filter]
[message]
speaker=Kaleh
message= _ "I have captured the keep. This castle is somewhat ruined, but it will serve our purposes. Now, I wonder where the merfolk are?"
[/message]
{FOREACH merfolk_units i}
[unstore_unit]
variable=merfolk_units[$i]
find_vacant=yes
x,y=6,42
[/unstore_unit]
{NEXT i}
{CLEAR_VARIABLE merfolk_units}
[redraw]
side=1
[/redraw]
[message]
race=merman
message= _ "Fear not, here we are! We have explored the southern half of the island. And except for those lizards you found, and some abandoned villages, it seem to be empty. We captured those villages for you, to help support your troops."
[/message]
[capture_village]
x=8-29
y=42-45
side=1
[/capture_village]
[message]
speaker=Nym
message= _ "Thanks, I think we’re going to need all the support we can get."
[/message]
[remove_shroud]
x=0-52
y=37-52
side=1
[/remove_shroud]
[message]
race=merman
message= _ "Now that you have found a fortress to protect your people, we can bring in the other ships."
[/message]
# animations of ships landing
[sound]
name=ambient/ship.ogg
[/sound]
[move_unit_fake]
type=Galleon
side=1
x=1,2,3,4,5,6,7,8,9,10
y=41,40,40,39,39,38,38,37,38,38
[/move_unit_fake]
{PLACE_IMAGE "units/transport/galleon.png~RC(magenta>red)" 10 38}
[move_unit_fake]
type=Galleon
side=1
x=1,2,3,4,5,6,7,8,9
y=42,41,41,40,40,39,40,39,39
[/move_unit_fake]
{PLACE_IMAGE "units/transport/galleon.png~RC(magenta>red)" 9 39}
[move_unit_fake]
type=Galleon
side=1
x=1,2,3,4,5,6,7,8,9
y=43,42,42,41,41,40,40,39,40
[/move_unit_fake]
{PLACE_IMAGE "units/transport/galleon.png~RC(magenta>red)" 9 40}
[message]
speaker=Zhul
message= _ "Good, now we can start recruiting and recalling our warriors. Of course with so few people left, training new warriors will be very difficult and expensive. But if we lose this battle, then what use will gold be to us?"
[/message]
[message]
speaker=Kaleh
message= _ "Now that we’ve set up a base of operations we should make our way to the black citadel in the mountains at the center of the island. I bet it’s somewhere in the middle of that dark jungle."
[/message]
[message]
race=merman
message= _ "In our exploration we found a group of reinforcements, who were sent to help you, compliments of Melusand. You can recruit them into service at your base, if you wish. We may not be much use to you on land, but we will protect you against any threats from the water."
[/message]
[message]
speaker=Kaleh
message= _ "Thank you. I’m sure the reinforcements will be very useful."
[/message]
[allow_recruit]
type=Mermaid Initiate, Merman Fighter, Merman Hunter
side=1
[/allow_recruit]
[event]
id=jungle_warning
remove=true
[/event]
[objectives]
summary= _ "New Objectives:"
[objective]
description= _ "Reach the black citadel in the center of the island"
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]
note={NO_GOLD_CARRYOVER_NOTE}
[/objectives]
# change the music playing
[music]
name=battle.ogg
immediate=yes
[/music]
[/event]
# Event 6: Encounter the undead leader
[event]
name=sighted
[filter]
id=Kelur
[/filter]
[filter_second]
side=1
[/filter_second]
[message]
speaker=Kelur
message= _ "Feel the cold touch of death!"
[/message]
[/event]
# Event 7: Encounter the orc leader
[event]
name=sighted
[filter]
id=Graghht
[/filter]
[filter_second]
side=1
[/filter_second]
[message]
speaker=Graghht
message= _ "I will slaughter you all and bathe in your blood!"
[/message]
[/event]
# Event 8: Encounter stone citadel
[event]
name=moveto
[filter]
x=25-27
y=19-20
side=1
[not]
type=Dust Devil
[/not]
[/filter]
[message]
speaker=unit
message= _ "We’ve reached what looks like the citadel, but it is surrounded by a huge perfectly smooth obsidian wall. I can’t find any way to get in."
[/message]
[if]
[variable]
name=unit.id
equals=Kaleh
[/variable]
[then]
[message]
speaker=Kaleh
message= _ "There’s got to be something here. The orc and skeleton must have been guarding some sort of entrance."
[/message]
[/then]
[else]
[message]
speaker=Kaleh
message= _ "Are you sure? Search carefully. The orc and skeleton must have been guarding some sort of entrance."
[/message]
[/else]
[/if]
[message]
speaker=unit
message= _ "Wait a minute. There’s a tiny outline of a door in the stone. But there’s no way to open it. All I see are what look like two tiny keyholes in the stone. Now I wonder where we might find the right keys?"
[/message]
[if]
[have_unit]
canrecruit=yes
side=3,4
count=0
[/have_unit]
[then]
[message]
speaker=Kaleh
message= _ "Hey, what about the two keys that we found on the bodies of the undead and orc leaders?"
[/message]
[/then]
[else]
[message]
speaker=Kaleh
message= _ "I have an idea. I bet Eloh has given them to those she trusts most. And one orc and one skeleton were guarding the door. The keys must be being held by one of each faction. I bet the leaders would be in charge of such valuable objects."
[/message]
{VARIABLE found_door yes}
[objectives]
summary= _ "New Objectives:"
[objective]
description= _ "Defeat enemy leaders, find both keys"
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]
note={NO_GOLD_CARRYOVER_NOTE}
[/objectives]
[/else]
[/if]
[/event]
# Defeat both leaders, now have to take keys back to citadel door
[event]
name=found_both_keys_and_door
[filter_condition]
[have_unit]
canrecruit=yes
side=3,4
count=0
[/have_unit]
[variable]
name=found_door
boolean_equals=yes
[/variable]
[/filter_condition]
[message]
speaker=Kaleh
message= _ "We’ve found both keys. Now we just have to take them and open the door to the black citadel. I tire of all this bloodshed. Wherever Yechnagoth hides, we will find her and make her pay for all she has done."
[/message]
[objectives]
summary= _ "New Objectives:"
[objective]
description= _ "Any unit must reach the black citadel"
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]
note={NO_GOLD_CARRYOVER_NOTE}
[/objectives]
[/event]
# Event 9: Defeat the undead leader
[event]
name=last breath
[filter]
id=Kelur
[/filter]
[message]
speaker=Kelur
message= _ "Aaaargh!"
[/message]
[kill]
id=Kelur
animate=yes
fire_event=no
[/kill]
[if]
[variable]
name=found_door
boolean_equals=yes
[/variable]
[then]
[message]
speaker=second_unit
message= _ "Look, I found a gold key on a chain around his neck. This must be one of the keys needed to enter the black citadel."
[/message]
[/then]
[else]
[message]
speaker=second_unit
message= _ "Look, I found a gold key on a chain around his neck. I wonder what this key is for? I bet it will become useful eventually. I’ll keep it just in case."
[/message]
[/else]
[/if]
[fire_event]
name=found_both_keys_and_door
[/fire_event]
[/event]
# Event 10: Defeat the orc leader