-
-
Notifications
You must be signed in to change notification settings - Fork 991
/
02_Across_the_Harsh_Sands.cfg
2051 lines (1720 loc) · 62.1 KB
/
02_Across_the_Harsh_Sands.cfg
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
#textdomain wesnoth-utbs
[scenario]
id=02_Across_the_Harsh_Sands
name= _ "Across the Harsh Sands"
{UTBS_MAP 02_Across_the_Harsh_Sands.map}
next_scenario=03_Stirring_in_the_Night
{TURNS 62 60 58}
victory_when_enemies_defeated=no
{TWO_SUNS_DEFAULT_SCHEDULE}
{INTRO_AND_SCENARIO_MUSIC "knolls.ogg" "wanderer.ogg"}
{EXTRA_SCENARIO_MUSIC "battle.ogg"}
{STORY_ACROSS_THE_HARSH_SANDS}
# Load dehydration stuff
{DEHYDRATION_EVENTS}
#elves
[side]
side=1
id=Kaleh
type=Quenoth Youth
canrecruit=yes
gold=200
{INCOME 17 14 11}
controller=human
recruit=Quenoth Fighter,Tauroch Rider,Quenoth Scout,Quenoth Mystic
shroud=yes
fog=yes
{FLAG_VARIANT long}
user_team_name= _ "team_name^Quenoth Elves"
[/side]
#Outlaw side
[side]
side=2
no_leader=yes
income=-2
gold=0
controller=ai
shroud=yes
fog=yes
team_name=bandits
user_team_name=_"Bandits"
#ifdef EASY
recruit=Thug,Bandit,Poacher,Trapper,Footpad
#endif
#ifdef NORMAL
recruit=Bandit,Thug,Poacher,Footpad,Outlaw
#endif
#ifdef HARD
recruit=Bandit,Thug,Trapper,Poacher,Footpad,Outlaw
#endif
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 0.8}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.2}
{AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern {ON_DIFFICULTY (scout,fighter,archer,fighter) (fighter,mixed fighter,archer,scout,fighter) (fighter,mixed fighter,archer,scout,fighter)}}
[goal]
value=3
[criteria]
side=1
[/criteria]
[/goal]
[goal]
name=protect_location
value=10
[criteria]
x,y=21,9
[/criteria]
[/goal]
[/ai]
{FLAG_VARIANT6 ragged}
[/side]
#Random monster side: ogres, scorpions
# they target side 1 much more than side 2
[side]
no_leader=yes
side=3
controller=ai
shroud=no
fog=no
team_name=monsters
user_team_name=_"Monsters"
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.0}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.00}
#ifdef EASY
# monsters are extra dumb
{AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes} # TODO: do research about simple_targeting and the new AI
{AI_SIMPLE_ALWAYS_ASPECT grouping no}
#endif
#ifdef NORMAL
{AI_SIMPLE_ALWAYS_ASPECT grouping no}
#endif
[goal]
value=40
[criteria]
side=1
[/criteria]
[/goal]
[goal]
value=2
[criteria]
side=2
[/criteria]
[/goal]
[/ai]
[/side]
#undead side, used to control wandering ghosts and walking dead
[side]
no_leader=yes
side=4
gold=0
income=0
controller=ai
shroud=no
fog=no
team_name=undead
user_team_name=_"Undead"
recruit=Skeleton,Skeleton Archer,Ghost,Walking Corpse,Ghoul
[ai]
{AI_SIMPLE_ALWAYS_ASPECT aggression 1.0}
{AI_SIMPLE_ALWAYS_ASPECT caution 0.0}
{AI_SIMPLE_ALWAYS_ASPECT recruitment_pattern scout,fighter,fighter,archer}
{AI_SIMPLE_ALWAYS_ASPECT grouping no}
[goal]
value=3
[criteria]
side=1
[/criteria]
[/goal]
[goal]
value=1
[criteria]
side=2
[/criteria]
[/goal]
[goal]
value=1
[criteria]
side=3
[/criteria]
[/goal]
[goal]
name=protect_location
[criteria]
x,y=34,27
[/criteria]
[/goal]
[/ai]
{FLAG_VARIANT undead}
[/side]
# prestart events:
# Set starting scenario objectives
# Recall Nym, Zhul and Garak
# Prestart variable initiation
[event]
name=prestart
{VARIABLE bandits_mobilized 0}
# Set starting scenario objectives
[objectives]
summary= _ "Starting Objectives:"
[objective]
description= _ "Kaleh must reach the northern edge of the desert"
condition=win
[/objective]
[objective]
description= _ "Death of Kaleh"
condition=lose
[/objective]
[objective]
description= _ "Death of Nym"
condition=lose
[/objective]
[objective]
description= _ "Death of Garak"
condition=lose
[/objective]
[objective]
description= _ "Death of Zhul"
condition=lose
[/objective]
[gold_carryover]
bonus=yes
carryover_percentage=40
[/gold_carryover]
[/objectives]
# Recall Nym, Zhul and Garak
[recall]
id=Nym
[/recall]
[recall]
id=Garak
[/recall]
[recall]
id=Zhul
[/recall]
[label]
x,y=21,9
text= _ "Pinnacle Rock"
[/label]
# shroud MUST be removed in prestart for the label
# info to get updated correctly before the player’s turn
[remove_shroud]
side=1
x=19-23,20-22,21
y= 9-10, 8,11
[/remove_shroud]
[remove_shroud]
side=1
x=0-8
y=66-74
[/remove_shroud]
[/event]
[event]
name=start
[message]
speaker=Garak
message= _ "I have crossed these sands long ago, when I was a youth, and we went on a great raid against a foul necromancer who was hiding out in one of the ruins, creating an army of undead. It was a nasty battle, especially after nightfall, but all his magics couldn’t save him when we cut off his head. Ah, those were the days..."
[/message]
[message]
speaker=Kaleh
message= _ "Do you remember anything about these sands?"
[/message]
[scroll_to]
x,y=19,6
[/scroll_to]
[message]
speaker=narrator
caption=_ "Garak"
image=portraits/garak.png
message= _ "Do you see that brown spot sticking up on the northern horizon? That’s Pinnacle Rock. It’s the highest land for miles around, and has a spring at its base, or did the last time I camped there. If we make it to Pinnacle Rock we will be just a few miles from the edge of the mountains."
[/message]
[message]
speaker=Garak
message= _ "But between here and there is a particularly barren stretch of the sands, with only a few oases and watering holes. Luckily I think there used to be an old caravan route leading north, which went from oasis to oasis. The oases aren’t easy to find but occasionally the sands blow away, revealing old stone roads that lead from oasis to oasis. Once the path must have formed a great thoroughfare for commerce."
[/message]
[place_shroud]
side=1
x=19-23,20-22,21
y= 9-10, 8,11
[/place_shroud]
[redraw]
side=1
[/redraw]
[message]
speaker=Zhul
message= _ "I believe that there was once a great empire in these lands, long ago, before the sands came."
[/message]
#!***Extended message -> Hints about new ambush logic and the need of scouting***
[message]
speaker=Garak
message= _ "I’ve seen the ancient remains of stone castles and markers in the sands. The paths of the ancients may serve us yet again. If we follow the paths from oasis to oasis, we may be able to survive the thirst and heat of the desert. But there are worse dangers in these sands than thirst, we must be wary and scout our way carefully."
[/message]
[message]
speaker=Nym
message= _ "Unfortunately, because of our hasty flight from our village, we are short on water-skins and rations. We’ll have enough if we move quickly and eat as little as possible, but we won’t last long in the wastes if we can’t find more sources of water. As it is, between the heat of the day and the cold of the night, this journey will be hard on our people."
[/message]
# Rewriten message -> explains new dehydration rules
[message]
speaker=narrator
message= _ "During the daytime (Dawn, Morning, Midday, Afternoon, and Dusk) at the beginning of each your turns, every unit in a sand, road, rubble or sand dune hex will suffer from thirst. Each turn of thirst reduces a unit’s attack damage and causes $dehydration_loss hitpoints of damage. Healers can prevent dehydration from becoming worse, but cannot heal it. Only by refreshing at an oasis (any water hex) at the start of your turn will your units regain full attack strength."
image=wesnoth-icon.png
[/message]
[message]
speaker=Nym
message= _ "Kaleh, be careful you don’t recruit too many guards to go with us. I doubt we’re going to find any other villages out in the sands, so the income that we have right now is all we’re going to get. Remember that as our people get more experienced they often require more support, so we don’t want to run out of supplies halfway across the desert."
[/message]
[message]
speaker=Kaleh
message= _ "Well, the sooner we reach Pinnacle Rock, the better. Onwards!"
[/message]
# setup ghost difficulty
{VARIABLE max_ghosts {ON_DIFFICULTY 6 7 8} }
[/event]
# Clears a side's units of their guardian status
#define MOBILIZE_SIDE SIDE
[store_unit]
variable=enemy
kill=yes
[filter]
side={SIDE}
[/filter]
[/store_unit]
[foreach]
array=enemy
[do]
{CLEAR_VARIABLE this_item.ai_special,this_item.status.guardian}
[unstore_unit]
variable=this_item
[/unstore_unit]
[/do]
[/foreach]
{CLEAR_VARIABLE enemy}
#enddef
# Special Encounter events
# Encounter 1: Scorpions attack
#define SCORPION_PLACEMENT
{SCATTER_UNITS {ON_DIFFICULTY 4 6 8} "Giant Scorpion" 0 x,y,radius=29,62,2 (
side=3
name= _ "Scorpion"
ai_special=guardian
animate=yes
)}
#enddef
[event]
name=moveto
id=scorpions_spotted
[filter]
side=1
[filter_location]
x,y=29,62
radius=8
[/filter_location]
[filter_wml]
usage=scout
[/filter_wml]
[/filter]
[message]
speaker=unit
message=_"Wait. I think I spotted something ahead of us..."
[/message]
[message]
speaker=Kaleh
message=_"What? I don’t see a thing."
[/message]
[message]
speaker=unit
message=_"See those shining speckles ahead? Scorpions. Large. Whole nest of them."
[/message]
{SCORPION_PLACEMENT}
[message]
speaker=Garak
message=_"Do you want us to fight? We can still avoid them, but they are between us and the next oasis."
[/message]
[remove_event]
id=scorpion_ambush
[/remove_event]
[/event]
[event]
name=moveto
id=scorpion_ambush
[filter]
side=1
[filter_location]
x,y=29,62
radius=3
[/filter_location]
[not]
[filter_wml]
usage=scout
[/filter_wml]
[/not]
[/filter]
[message]
speaker=unit
message= _ "Scorpions! We must have stumbled across a nest of them."
[/message]
{SCORPION_PLACEMENT}
[remove_event]
id=scorpions_spotted
[/remove_event]
[/event]
[event]
name=die
[filter]
type=Giant Scorpion
[/filter]
[filter_condition]
[not]
[have_unit]
type=Giant Scorpion
[/have_unit]
[/not]
[/filter_condition]
[item]
x=$x1
y=$y1
image=items/ring-white.png
[/item]
[message]
speaker=Kaleh
message= _ "The scorpions were devouring some poor person’s body. There doesn’t seem to be much of him left, but wait— What’s this? It looks like a tiny gold ring. I think I see elvish runes on the inside, but I can barely make them out. This seems to be a ring of travel! Those who wear it will not suffer from thirst or hunger, nor cold, nor heat. I’ve heard tales of such magical items, and we can certainly use it now."
[/message]
[message]
speaker=narrator
message= _ "One unit wearing this ring is immune to any damage caused during the day by the heat of the desert."
image=wesnoth-icon.png
[/message]
[store_locations]
x,y=$x1,$y1
variable=ring_loc
[/store_locations]
[event]
name=moveto
id=take_traveler_ring
delayed_variable_substitution=yes
first_time_only=no
[filter]
side=1
[not]
type=Dust Devil
[/not]
[filter_location]
find_in=ring_loc
[/filter_location]
[/filter]
[message]
# wmllint: deathcheck off
speaker=unit
# wmllint: deathcheck on
message= _ "Should I take this ring?"
[option]
label= _ "Yes, I’ll take it."
[command]
[object]
id=Travelring
name= _ "Traveler’s Ring"
image=items/ring-white.png
description= _ "At the end of each turn, this unit takes no damage from the desert."
[filter]
x=$x1
y=$y1
side=1
[/filter]
[/object]
{APPLY_HYDRATION_EFFECT (x,y=$x1,$y1)}
[remove_item]
x=$x1
y=$y1
[/remove_item]
[role]
role=immune
x=$x1
y=$y1
[/role]
[remove_event]
id=take_traveler_ring
[/remove_event]
{CLEAR_VARIABLE ring_loc}
[/command]
[/option]
[option]
label= _ "No, I think someone else should wear it."
[command]
[allow_undo]
[/allow_undo]
[/command]
[/option]
[/message]
[/event]
[/event]
#undef SCORPION_PLACEMENT
#Encounter 1.5: Second Oasis, remind player of healing properties
[event]
name=moveto
[filter]
x=27-38
y=55-65
side=1
[/filter]
[message]
speaker=unit
message= _ "Look, an oasis! Its refreshing water will allow our people to regain strength and rest safely on the grass during the heat of the day."
[/message]
[/event]
#Encounter 2 Ogre Ambush
#define OGRE_PLACEMENT
{SCATTER_UNITS 5 "Ogre,Ogre,Young Ogre,Young Ogre,Young Ogre" 0 x,y,radius=17,49,3 (
side=3
name= _ "Hunting Ogre"
role=Hunting Ogre
random_traits=no
ai_special=guardian
animate=yes
)}
{VARIABLE ogres_killed 0}
#enddef
[event]
name=moveto
id=ogres_spotted
[filter]
side=1
[filter_location]
x,y=17,49
radius=8
[/filter_location]
[filter_wml]
usage=scout
[/filter_wml]
[/filter]
[remove_event]
id=ogre_ambush
[/remove_event]
{OGRE_PLACEMENT}
[message]
speaker=unit
message=_ "Shh... Ogres ahead. Behind that dune there, we have to pass them if we want to reach the next oasis."
[/message]
[message]
speaker=Kaleh
message=_ "No chance to sneak around?"
[/message]
[message]
speaker=unit
message=_ "We would have to cover extra distance in difficult terrain. If you want to bypass them I suggest going straight north in the hopes of finding an oasis there."
[/message]
# move into the inner area to alert ogres
[event]
name=moveto
[filter]
side=1
[filter_location]
[filter]
role=Hunting Ogre
[/filter]
[and]
x,y=17,49
radius=3
[/and]
[/filter_location]
[/filter]
[message]
type=Ogre
role=Hunting Ogre
message= _ "Fresh meat!"
[/message]
[/event]
[/event]
[event]
name=moveto
id=ogre_ambush
[filter]
side=1
[filter_location]
x,y=17,49
radius=3
[/filter_location]
[not]
[filter_wml]
usage=scout
[/filter_wml]
[/not]
[/filter]
[remove_event]
id=ogres_spotted
[/remove_event]
{OGRE_PLACEMENT}
[message]
speaker=Kaleh
message= _ "Ogre ambush!"
[/message]
[message]
type=Ogre
message= _ "Fresh meat!"
[/message]
[message]
speaker=unit
message= _ "Ugh, they smell as bad as they look. And they’re huge! Well, the bigger they are, the harder they fall."
[/message]
[/event]
[event]
name=die
[filter]
role="Hunting Ogre"
[/filter]
[filter_condition]
[have_unit]
role="Hunting Ogre"
count=0
[/have_unit]
[/filter_condition]
[message]
speaker=Kaleh
message= _ "That’s the last of them. This looks like a hunting party, they must have a camp around here somewhere."
[/message]
[item]
x=$x1
y=$y1
image=items/potion-grey.png
[/item]
[redraw]
[/redraw]
[message]
speaker=Nym
message=_"Hey! Look there, they dropped something... A stone bottle, sealed. I wonder what’s inside..."
[/message]
{MOVE_UNIT id=Nym $x1 $y1}
[message]
speaker=Zhul
message=_"Nym! No! Don’t open—"
[/message]
[remove_item]
x=$x1
y=$y1
[/remove_item]
[message]
speaker=Nym
message=_"Too late. And it’s just sand inside. Not worth... Whoa! What’s happening?!"
[/message]
[unit]
type=Dust Devil
id=Dust Devil
name=_"Dust Devil"
side=1
[modifications]
{TRAIT_LOYAL}
[/modifications]
{IS_LOYAL}
x=$x1
y=$y1
[/unit]
[redraw]
[/redraw]
[message]
speaker=Garak
message=_"It’s a dust devil, but I have never seen one so small before."
[/message]
[store_locations]
[not]
[filter]
[/filter]
[/not]
[and]
x,y=$x1,$y1
radius=1
[/and]
variable=locs_around_nym
[/store_locations]
[hide_unit]
id=Dust Devil
[/hide_unit]
{VARIABLE dust_devil_path.x $stored_dust_devil.x}
{VARIABLE dust_devil_path.y $stored_dust_devil.y}
{VARIABLE dust_devil_retpath.x $stored_dust_devil.x}
{VARIABLE dust_devil_retpath.y $stored_dust_devil.y}
[foreach]
array=locs_around_nym
[do]
{VARIABLE dust_devil_path.x "$dust_devil_path.x|,$this_item.x"}
{VARIABLE dust_devil_path.y "$dust_devil_path.y|,$this_item.y"}
{VARIABLE dust_devil_retpath.x "$this_item.x|,$dust_devil_retpath.x|"}
{VARIABLE dust_devil_retpath.y "$this_item.y|,$dust_devil_retpath.y|"}
[/do]
[/foreach]
[move_unit_fake]
type=Dust Devil
side=1
x=$dust_devil_path.x|,$dust_devil_retpath.x
y=$dust_devil_path.y|,$dust_devil_retpath.y
[/move_unit_fake]
[unhide_unit]
id=Dust Devil
[/unhide_unit]
{CLEAR_VARIABLE locs_around_nym,dust_devil_path,dust_devil_retpath}
[message]
speaker=Kaleh
message=_"It seems to like you, looks like you just got yourself a pet."
[/message]
[message]
speaker=Zhul
message=_"Girl, I told you not to open it. Let’s go, I’d really like to get to an oasis soon."
[/message]
{CLEAR_VARIABLE ogres_killed}
[/event]
#undef OGRE_PLACEMENT
# These are related to the ogre ambush. A player unit being killed by an ogre,
# or an ogre being killed by a player unit, changes the behavior of the bandits
# whenever they are encountered.
[event]
name=die
first_time_only=no
[filter]
side=1
[/filter]
[filter_second]
side=3
[not]
type=Giant Scorpion
[/not]
[/filter_second]
[filter_condition]
[variable]
name=bandits_mobilized
less_than=1
[/variable]
[/filter_condition]
{MOBILIZE_SIDE 2}
{VARIABLE bandits_mobilized 1}
[/event]
[event]
name=die
[filter]
side=3
[not]
type=Giant Scorpion
[/not]
[/filter]
[if]
[variable]
name=ogres_killed
equals=3
[/variable]
[variable]
name=bandits_mobilized
less_than=1
[/variable]
[then]
{MOBILIZE_SIDE 2}
{VARIABLE bandits_mobilized 1}
[/then]
[else]
{VARIABLE_OP ogres_killed add 1}
[/else]
[/if]
[/event]
#Encounter 3: Black Hand Ambush
[event]
name=moveto
[filter]
side=1
x=1-20
y=40-54
[/filter]
{RANDOM_PLACEMENT_AREA 6 43 3}
{VARIABLE trappers {ON_DIFFICULTY 1 1 2} }
{VARIABLE thugs {ON_DIFFICULTY 3 3 2} }
{VARIABLE poachers {ON_DIFFICULTY 3 3 2} }
{VARIABLE bandits {ON_DIFFICULTY 0 1 2} }
{PLACE_UNITS_RANDOMLY $trappers 2 "Trapper" "Black Lieutenant" ( _ "Black Lieutenant") (ai_special="guardian")}
{PLACE_UNITS_RANDOMLY $thugs 2 "Thug" "Black Hand Bandit" ( _ "Black Hand Bandit") (ai_special="guardian")}
{PLACE_UNITS_RANDOMLY $poachers 2 "Poacher" "Black Hand Bandit" ( _ "Black Hand Bandit") (ai_special="guardian")}
{PLACE_UNITS_RANDOMLY $bandits 2 "Bandit" "Black Hand Bandit" ( _ "Black Hand Bandit") (ai_special="guardian")}
{CLEAR_VARIABLE trappers}
{CLEAR_VARIABLE thugs}
{CLEAR_VARIABLE poachers}
{CLEAR_VARIABLE bandits}
{CLEAR_PLACEMENT_AREA}
[if]
[have_unit]
side=1
x=1-17
y=37-51
[/have_unit]
[then]
[scroll_to_unit]
type=Thug
[/scroll_to_unit]
{CLEAR_FOG 1 8 44 2}
[message]
type=Thug
message= _ "And I thought it was going to be another boring patrol. You there! Elf! This is our oasis, and we will water it with your blood!"
[/message]
[message]
speaker=Kaleh
message= _ "We need that water, and if we have to go through you to get it, so be it."
[/message]
{MOBILIZE_SIDE 2}
{UNCLEAR_FOG}
[/then]
[else]
{VARIABLE black_patrol_dialogue 0}
[event]
name=sighted
[filter]
side=1
[/filter]
[filter_second]
role=Black Lieutenant
[/filter_second]
[if]
[variable]
name=black_patrol_dialogue
equals=0
[/variable]
[then]
[scroll_to_unit]
role=Black Lieutenant
[/scroll_to_unit]
{CLEAR_FOG 1 8 44 2}
[message]
role=Black Lieutenant
message= _ "We don’t know who you are, and we don’t much care. Tremble before the might of the Black Hand!"
[/message]
[message]
speaker=Kaleh
message= _ "We need that water, and if we have to go through you to get it, so be it."
[/message]
{VARIABLE black_patrol_dialogue 1}
[if]
[variable]
name=bandits_mobilized
less_than=1
[/variable]
[then]
{MOBILIZE_SIDE 2}
{VARIABLE bandits_mobilized 1}
[/then]
[/if]
[/then]
[/if]
{UNCLEAR_FOG}
[/event]
# events that spark off Bandit mobility:
# - a fight between one of the bandits
# - and a player unit dying
[event]
name=attack_end
[filter]
side=1
[/filter]
[filter_second]
side=2
[/filter_second]
[filter_condition]
[variable]
name=bandits_mobilized
less_than=1
[/variable]
[/filter_condition]
{MOBILIZE_SIDE 2}
{VARIABLE bandits_mobilized 1}
[/event]
[event]
name=sighted
[filter]
side=2
[/filter]
[filter_second]
side=1
[/filter_second]
[filter_condition]
[variable]
name=black_patrol_dialogue
equals=0
[/variable]
[/filter_condition]