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09_A_Small_Favor3.cfg
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09_A_Small_Favor3.cfg
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#textdomain wesnoth-did
[scenario]
id=09_A_Small_Favor3
name= _ "A Small Favor — Part 3"
map_data="{campaigns/Descent_Into_Darkness/maps/09_A_Small_Favor3.map}"
{TURNS 21 18 15}
next_scenario=10_Alone_at_Last
victory_when_enemies_defeated=no
{UNDERGROUND}
{SCENARIO_MUSIC the_city_falls.ogg}
{EXTRA_SCENARIO_MUSIC the_king_is_dead.ogg}
# No story; this occurs immediately after the previous scenario
# wmllint: validate-off
[side]
side=1
controller=human
gold=0
team_name=intruders
user_team_name= _ "Intruders"
{FLAG_VARIANT undead}
income=-2
# wmllint: recognize Malin Keshar
{CHARACTER_STATS_MALIN_KESHAR}
shroud=yes
share_maps=yes
facing=nw
[/side]
# wmllint: validate-on
[side]
side=2
controller=ai
team_name=defenders
user_team_name= _ "Defenders"
no_leader=yes
hidden=yes
# Book guards
{NAMED_NOTRAIT_UNIT 2 (Silver Mage) 11 9 ("") ( _ "Guardian")} {GUARDIAN}
{NAMED_NOTRAIT_UNIT 2 (Silver Mage) 13 7 ("") ( _ "Guardian")} {GUARDIAN}
[ai]
village_value=0
aggression=0.8
[/ai]
[/side]
[side]
side=3
controller=ai
team_name=intruders
user_team_name= _ "Intruders"
no_leader=yes
color=black
hidden=yes
shroud=yes
share_maps=no
[ai]
village_value=0
aggression=0.8
[goal]
name=protect_unit
[criteria]
side=3
canrecruit=yes
[/criteria]
value=5
[/goal]
[goal]
name=protect_unit
[criteria]
id=Darken Volk
[/criteria]
protect_radius=6
value=20
[/goal]
[/ai]
[/side]
# City guard
[side]
side=4
controller=ai
team_name=defenders
user_team_name= _ "Defenders"
no_leader=yes
hidden=yes
color=green
[ai]
village_value=0
aggression=0.8
[/ai]
[/side]
# This macro places the doors and adds the door-opening event
{MANOR_DOORS 1,3}
# scenery
{PLACE_IMAGE items/dragonstatue.png 23 16}
{PLACE_IMAGE items/dragonstatue.png 24 15}
{PLACE_IMAGE items/dragonstatue.png 31 12}
{PLACE_IMAGE scenery/monolith2.png 34 11}
{PLACE_IMAGE scenery/monolith3.png 29 14}
{PLACE_IMAGE scenery/monolith1.png 29 16}
{PLACE_IMAGE scenery/monolith3.png 26 15}
{PLACE_IMAGE scenery/monolith4.png 26 18}
{PLACE_IMAGE scenery/castle-ruins2.png 32 15}
{PLACE_IMAGE scenery/castle-ruins3.png 32 14}
{PLACE_IMAGE scenery/castle-ruins3.png 25 15}
{PLACE_IMAGE scenery/castle-ruins2.png 24 18}
{PLACE_IMAGE scenery/castle-ruins.png 33 4}
{PLACE_IMAGE scenery/castle-ruins3.png 33 3}
{PLACE_IMAGE scenery/castle-ruins2.png 31 5}
{PLACE_IMAGE scenery/castle-ruins2.png 9 11}
{PLACE_IMAGE scenery/castle-ruins.png 8 7}
{PLACE_IMAGE items/ornate2.png 23 11}
{PLACE_IMAGE items/ornate2.png 25 12}
{PLACE_IMAGE items/ornate1.png 20 13}
{PLACE_IMAGE items/coffin-open.png 22 12}
{PLACE_IMAGE items/cloak-green.png 11 17}
{PLACE_IMAGE items/armor.png 14 16}
{PLACE_IMAGE items/armor.png 16 16}
{PLACE_IMAGE items/bow.png 30 9}
{PLACE_IMAGE items/bow-crystal.png 29 9}
{PLACE_IMAGE items/spear-fancy.png 27 10}
{PLACE_IMAGE items/axe.png 27 9}
{PLACE_IMAGE items/potion-blue.png 18 3}
{PLACE_IMAGE items/potion-blue.png 17 6}
{PLACE_IMAGE items/potion-grey.png 17 3}
{PLACE_IMAGE items/potion-grey.png 19 4}
{PLACE_IMAGE items/potion-grey.png 21 5}
{PLACE_IMAGE items/potion-green.png 19 5}
{PLACE_IMAGE items/potion-green.png 22 3}
{PLACE_IMAGE items/potion-red.png 19 3}
{PLACE_IMAGE items/potion-red.png 14 3}
{PLACE_IMAGE items/potion-yellow.png 17 4}
{PLACE_IMAGE items/altar-evil.png 18 4}
{PLACE_IMAGE items/altar.png 14 8}
{PLACE_IMAGE items/holy-water.png 14 9}
{PLACE_IMAGE items/holy-water.png 14 7}
{PLACE_IMAGE items/holy-water.png 15 8}
{PLACE_IMAGE items/holy-water.png 10 8}
{PLACE_IMAGE items/stone-tablet.png 7 11}
{PLACE_IMAGE items/stone-tablet.png 15 10}
{PLACE_IMAGE items/dragonstatue.png 19 7}
{PLACE_IMAGE scenery/monolith2.png 16 11}
{PLACE_IMAGE scenery/monolith2.png 21 7}
{PLACE_IMAGE scenery/monolith3.png 19 9}
{PLACE_IMAGE scenery/monolith1.png 12 4}
{PLACE_IMAGE scenery/monolith1.png 9 12}
{PLACE_IMAGE scenery/monolith3.png 10 7}
{PLACE_IMAGE scenery/monolith4.png 10 11}
{PLACE_IMAGE scenery/monolith4.png 4 10}
{PLACE_IMAGE items/barrel.png 29 17}
{PLACE_IMAGE items/barrel.png 28 17}
{PLACE_IMAGE items/barrel.png 28 13}
{PLACE_IMAGE items/barrel.png 22 19}
{PLACE_IMAGE items/barrel.png 21 19}
{PLACE_IMAGE items/barrel.png 29 8}
{PLACE_IMAGE items/barrel.png 30 7}
{PLACE_IMAGE items/barrel.png 14 17}
{PLACE_IMAGE items/barrel.png 34 4}
{PLACE_IMAGE items/barrel.png 23 3}
{PLACE_IMAGE items/box.png 29 13}
{PLACE_IMAGE items/box.png 22 18}
{PLACE_IMAGE items/box.png 13 18}
{PLACE_IMAGE items/box.png 13 17}
{PLACE_IMAGE items/box.png 28 4}
{PLACE_IMAGE items/box.png 27 5}
{PLACE_IMAGE items/box.png 26 5}
[event]
name=prestart
# place the book's image
[item]
location_id=book_start
image="items/book5.png"
[/item]
[objectives]
side=1
[objective]
condition=win
description= _ "Retrieve the book and escape"
[/objective]
[objective]
condition=lose
description= _ "Death of Malin Keshar"
[/objective]
[objective]
condition=lose
description= _ "Death of Darken Volk"
[/objective]
{TURNS_RUN_OUT}
[gold_carryover]
bonus=no
carryover_percentage=100
[/gold_carryover]
[/objectives]
[set_variables]
name=guardtypetable
[value]
type=Shock Trooper
[/value]
#ifndef HARD
[value]
type=Spearman
[/value]
#endif
[value]
type=Duelist
[/value]
[value]
type=Pikeman
[/value]
[value]
type=Swordsman
[/value]
#ifndef EASY
[value]
type=Swordsman
[/value]
[value]
type=Pikeman
[/value]
[value]
type=Duelist
[/value]
#endif
[value]
type=Heavy Infantryman
[/value]
[value]
type=Spearman
[/value]
[value]
type=Fencer
[/value]
[/set_variables]
[set_variables]
name=magetypetable
[value]
type=Mage
[/value]
[value]
type=White Mage
[/value]
[value]
type=Mage
[/value]
[value]
type=Red Mage
[/value]
[value]
type=Red Mage
[/value]
#ifdef EASY
[value]
type=Mage
[/value]
#endif
#ifndef EASY
[value]
type=White Mage
[/value]
[value]
type=Red Mage
[/value]
#endif
#ifdef HARD
[value]
type=Red Mage
[/value]
[value]
type=White Mage
[/value]
#endif
[value]
type=Mage
[/value]
[value]
type=Mage
[/value]
[value]
type=Mage
[/value]
[/set_variables]
[random_placement]
num_items={ON_DIFFICULTY 5 6 7}
variable=loc
min_distance=3
[filter_location]
terrain=Urb,Urb^E*,Ur,Ur^E*
[not]
x=27-35
y=1-7
[/not]
[not]
x=20-35
y=16-20
[/not]
[not]
x=25-29
y=13-20
[/not]
[not]
x=30-35
y=11-20
[/not]
[not]
[filter][/filter]
[/not]
[/filter_location]
[command]
{NAMED_NOTRAIT_UNIT 2 "$guardtypetable[$($loc.n % $guardtypetable.length)].type" $loc.x $loc.y () (_ "Guard")} {GUARDIAN}
[/command]
[/random_placement]
[random_placement]
num_items={ON_DIFFICULTY 6 6 7}
variable=loc
min_distance=3
[filter_location]
terrain=Urb,Urb^E*,Ur,Ur^E*,Irs,Irs^*
[not]
x=27-35
y=1-7
[/not]
[not]
x=20-35
y=16-20
[/not]
[not]
x=25-29
y=13-20
[/not]
[not]
x=30-35
y=11-20
[/not]
[not]
[filter][/filter]
[/not]
[/filter_location]
[command]
{NAMED_NOTRAIT_UNIT 2 "$magetypetable[$($loc.n % $magetypetable.length)].type" $loc.x $loc.y () (_ "Mage")} {GUARDIAN}
[/command]
[/random_placement]
# Who has the book?
{VARIABLE hasBook none}
# Switch Volk's side
[recall]
id=Darken Volk
x,y=26,16
[/recall]
[store_unit]
[filter]
id=Darken Volk
[/filter]
kill=yes
variable=stored_Darken
[/store_unit]
{VARIABLE stored_Darken.side 3}
{VARIABLE stored_Darken.canrecruit yes}
{CLEAR_VARIABLE stored_Darken.ellipse}
[unstore_unit]
variable=stored_Darken
[/unstore_unit]
{CLEAR_VARIABLE stored_Darken}
[lock_view][/lock_view]
[/event]
[event]
name=start
[store_unit]
[filter]
[filter_wml]
[variables]
got_inside_manor=yes
[/variables]
[/filter_wml]
[/filter]
kill=yes
variable=units_inside_manor
[/store_unit]
[foreach]
array=units_inside_manor
[do]
[unstore_unit]
variable=this_item
find_vacant=no
[/unstore_unit]
[modify_unit]
[filter]
id=$this_item.id
[/filter]
[object]
duration=scenario
[effect]
apply_to=loyal
[/effect]
[/object]
[/modify_unit]
[recall]
id=$this_item.id
[/recall]
[redraw]
clear_shroud=yes
side=1
[/redraw]
[/do]
[/foreach]
{CLEAR_VARIABLE units_inside_manor}
# Create DV's units
{GENERIC_UNIT 3 (Spectre) 26 16}
[+unit]
animate=yes
[/unit]
{GENERIC_UNIT 3 (Deathblade) 26 16}
[+unit]
animate=yes
[/unit]
{GENERIC_UNIT 3 (Necrophage) 26 16}
[+unit]
animate=yes
[/unit]
{GENERIC_UNIT 3 (Banebow) 26 16}
[+unit]
animate=yes
[/unit]
[message]
speaker=Darken Volk
message= _ "The book is very close, somewhere to the northwest."
[/message]
[unlock_view][/unlock_view]
[/event]
[event]
name=side 3 turn refresh
first_time_only=no
[store_unit]
[filter]
id=Darken Volk
[/filter]
variable=stored_Darken
[/store_unit]
[if]
[variable]
name=hasBook
equals=none
[/variable]
[then]
[if]
[variable]
name=turn_number
greater_than=4
[/variable]
[then]
[store_locations]
location_id=book_start
variable=dest
[/store_locations]
[/then]
[else]
{VARIABLE dest.x 16}
{VARIABLE dest.y 14}
[/else]
[/if]
[/then]
[else]
{VARIABLE dest.x 31}
{VARIABLE dest.y 1}
[/else]
[/if]
[find_path]
[traveler]
id=Darken Volk
[/traveler]
[destination]
x=$dest.x
y=$dest.y
[/destination]
variable=darken_goto
allow_multiple_turns=yes
[/find_path]
[if]
[variable]
name=darken_goto.step.length
greater_than=0
[/variable]
[then]
{VARIABLE index "$(min($stored_Darken.max_moves,$darken_goto.step.length-1))"}
{VARIABLE stored_Darken.goto_x $darken_goto.step[$index].x}
{VARIABLE stored_Darken.goto_y $darken_goto.step[$index].y}
[/then]
[else]
{VARIABLE stored_Darken.goto_x $dest.x}
{VARIABLE stored_Darken.goto_y $dest.y}
[/else]
[/if]
[unstore_unit]
variable=stored_Darken
[/unstore_unit]
{CLEAR_VARIABLE stored_Darken,dest,darken_goto,index}
[/event]
# If there are no enemies, then DV's troops won't move; this event unblocks the book if necessary.
[event]
name=side 3 turn refresh
first_time_only=no
[filter_condition]
[variable]
name=hasBook
equals=none
[/variable]
[have_unit]
# This won't be DV himself, otherwise hasBook is not none.
side=3
[filter_location]
location_id=book_start
[/filter_location]
[/have_unit]
[not]
[have_unit]
# Ignore side=4, the city guard is (hopefully for the player) not near the book.
side=2
[filter_vision]
# There are 3 entrance rooms, one of them might still have all of its doors shut.
side=3
[/filter_vision]
[/have_unit]
[/not]
[/filter_condition]
[modify_unit]
[filter]
[filter_location]
location_id=book_start
[/filter_location]
[/filter]
# Somewhere inside the tunnel, but out-of-the-way for the hexes that Malin must move to.
goto_x=29
goto_y=2
[/modify_unit]
[/event]
# pursuer spawns
#define SPAWN_GUARD
[random_placement]
num_items=1
variable=loc
min_distance=1
[filter_location]
x=33-34,35
y=17-18,18-19
[not]
[filter][/filter]
[/not]
[/filter_location]
[command]
[set_variable]
name=ind
rand=1..$guardtypetable.length
[/set_variable]
{VARIABLE_OP ind sub 1}
{GENERIC_UNIT 4 "$guardtypetable[$ind].type" $loc.x $loc.y}
{CLEAR_VARIABLE ind}
[/command]
[/random_placement]
#enddef
#define SPAWN_MAGE
[random_placement]
num_items=1
variable=loc
min_distance=1
[filter_location]
x=33-34,35
y=17-18,18-19
[not]
[filter][/filter]
[/not]
[/filter_location]
[command]
[set_variable]
name=ind
rand=1..$magetypetable.length
[/set_variable]
{VARIABLE_OP ind sub 1}
{GENERIC_UNIT 4 "$magetypetable[$ind].type" $loc.x $loc.y}
{CLEAR_VARIABLE ind}
[/command]
[/random_placement]
#enddef
[event]
name=new turn
first_time_only=no
[if]
[variable]
name=turn_number
greater_than_equal_to={ON_DIFFICULTY 14 12 10}
[/variable]
[then]
{RANDOM 0..2}
[switch]
variable=random
[case]
value=0
{SPAWN_GUARD}
{SPAWN_GUARD}
[/case]
[case]
value=1
{SPAWN_MAGE}
#ifdef HARD
{SPAWN_MAGE}
#else
{SPAWN_GUARD}
#endif
[/case]
[case]
value=2
{SPAWN_GUARD}
{SPAWN_MAGE}
[/case]
[/switch]
[/then]
[elseif]
[variable]
name=turn_number
greater_than_equal_to={ON_DIFFICULTY 8 7 6}
[/variable]
[then]
[set_variable]
name=turn_mod
value=$("($turn_number - {ON_DIFFICULTY 8 7 6}) % 2")
[/set_variable]
[if]
[variable]
name=turn_mod
numerical_equals=0
[/variable]
[then]
{RANDOM 0..3}
[switch]
variable=random
[case]
value=0
{SPAWN_GUARD}
#ifdef HARD
{SPAWN_GUARD}
#endif
[/case]
[case]
value=1
{SPAWN_GUARD}
{SPAWN_GUARD}
[/case]
[case]
value=2
{SPAWN_MAGE}
[/case]
[case]
value=3
{SPAWN_GUARD}
{SPAWN_MAGE}
[/case]
[/switch]
[/then]
[/if]
{CLEAR_VARIABLE turn_mod}
[/then]
[/elseif]
[elseif]
[variable]
name=turn_number
greater_than_equal_to=2
[/variable]
[then]
[set_variable]
name=turn_mod
value=$("($turn_number - 2) % 3")
[/set_variable]
[if]
[variable]
name=turn_mod
numerical_equals=0
[/variable]
[then]
{RANDOM 0..3}
[switch]
variable=random
[case]
value=0
{SPAWN_GUARD}
{SPAWN_GUARD}
[/case]
[case]
value=1
{SPAWN_GUARD}
#ifdef HARD
{SPAWN_GUARD}
#endif
[/case]
[case]
value=2
{SPAWN_MAGE}
[/case]
[case]
value=3
{SPAWN_GUARD}
{SPAWN_MAGE}
[/case]
[/switch]
[/then]
[/if]
{CLEAR_VARIABLE turn_mod}
[/then]
[/elseif]
[/if]
[fire_event]
name=city guard dialogue
[/fire_event]
[fire_event]
name=city guard dialogue2
[/fire_event]
[/event]
[event]
name=city guard dialogue
[filter_condition]
[variable]
name=turn_number
equals=2
[/variable]
[/filter_condition]
[message]
speaker=Darken Volk
message= _ "The guards continue to pursue us."
[/message]
[/event]
[event]
name=city guard dialogue2
[filter_condition]
[variable]
name=turn_number
equals={ON_DIFFICULTY 14 12 10}
[/variable]
[/filter_condition]
[message]
speaker=Malin Keshar
message= _ "The guards are catching up to us!"
[/message]
[/event]
# Flavor text
[event]
name=moveto
[filter]
x,y=15,10
side=1
[/filter]
[message]
speaker=narrator
message= _ "<i>Beware that, when fighting monsters, you yourself do not become a monster...</i>"
image=wesnoth-icon.png
[/message]
[allow_undo][/allow_undo]
[/event]
[event]
name=moveto
[filter]
x,y=7,11
side=1
[/filter]
[message]
speaker=narrator
message= _ "<i>Death is the twilight that follows the light of day.
Life fades with the setting sun into darkness.
Existence churns and the soul is reborn into endless night.</i>"
image=wesnoth-icon.png
[/message]
[allow_undo][/allow_undo]
[/event]
[event]
name=moveto
[filter]
x,y=18,4
side=1
[/filter]
[message]
speaker=Malin Keshar
message= _ "There are quite a few failed potions around here."
[/message]
[allow_undo][/allow_undo]
[/event]
[event]
name=moveto
[filter]
x,y=22,12
side=1
[/filter]
[message]
speaker=Malin Keshar
message= _ "This coffin is empty."
[/message]
[allow_undo][/allow_undo]
[/event]
[event]
# a side 1 unit finds the book
name=moveto
[filter]
side=1
canrecruit=no
[filter_location]
location_id=book_start
[/filter_location]
[/filter]
[filter_condition]
[variable]
name=hasBook
equals=none
[/variable]
[/filter_condition]
[message]
[filter_location]
location_id=book_start
[/filter_location]
# po: Spoken by a servant of Malin Keshar (dead or alive one).
message=_ "I have found the book, master!"
[/message]
[if]
[have_unit]
[filter_location]
location_id=book_start
[/filter_location]
race=undead
[/have_unit]
[then]
[message]
id=Malin Keshar
# po: The speaker addresses an undead minion.
message=_ "Good! Guard it with your unlife while I come to fetch it."
[/message]
[/then]
[else]
[message]
id=Malin Keshar
# po: The speaker addresses a human or a bat.
message=_ "Good! Guard it with your life while I come to fetch it."
[/message]
[/else]
[/if]
[/event]
[event]
# Malin gets the book
name=moveto
[filter]
id=Malin Keshar
[filter_location]
location_id=book_start
[/filter_location]
[/filter]
[filter_condition]
[variable]
name=hasBook
equals=none
[/variable]
[/filter_condition]
[remove_item]
location_id=book_start
[/remove_item]
{VARIABLE hasBook Malin}
[message]
speaker=Malin Keshar
message= _ "Such an old, worn book. It does not seem like much, but at least we’ve got it now."
[/message]
[message]
speaker=Malin Keshar
message= _ "... So... how do we get out of here?"
[/message]
[message]
speaker=Darken Volk
message= _ "There is a small tunnel in the cellar to the northeast. It will lead us far enough out of the city that we can escape pursuit."
[/message]
[objectives]
side=1
[objective]
condition=win
description= _ "Escape via the tunnel in the northeast cellar"
[/objective]
[objective]
condition=lose
description= _ "Death of Malin Keshar"
[/objective]
[objective]
condition=lose
description= _ "Death of Darken Volk"
[/objective]
{TURNS_RUN_OUT}
[gold_carryover]
bonus=no
carryover_percentage=100
[/gold_carryover]
[/objectives]
[event]
name=moveto
[filter]
id=Malin Keshar
x,y=29-32,1-3
[/filter]
[message]
speaker=Malin Keshar
message= _ "Let’s get out of here."
[/message]
[endlevel]
result=victory
bonus=no
{NEW_GOLD_CARRYOVER 100}
carryover_report=no
[/endlevel]
[/event]
[/event]
[event]
# DV gets the book
name=moveto
[filter]
id=Darken Volk
[filter_location]
location_id=book_start
[/filter_location]
[/filter]